Difference between revisions of "TF2 Player's Guide to FF"

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* There are grenades usable for every class. There are two: a [[Grenade:Frag|frag grenade]] for every class (except the Scout) and a “special” one that has a unique trait ([[Grenade:Nail|like shooting nails]] or [[Grenade:EMP|blowing up an enemy’s ammunition]].).
 
* There are grenades usable for every class. There are two: a [[Grenade:Frag|frag grenade]] for every class (except the Scout) and a “special” one that has a unique trait ([[Grenade:Nail|like shooting nails]] or [[Grenade:EMP|blowing up an enemy’s ammunition]].).
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* Base run speed for all classes is higher
  
 
* Respawn is instantaneous.
 
* Respawn is instantaneous.

Revision as of 13:40, 12 February 2009


General

  • Base run speed for all classes is higher
  • Respawn is instantaneous.
  • Realistic art style compared to TF2’s cartoony style.
  • Each class has armor, and the amount of it and the percent of damage absorbed depends on the class. See the Class Reference for details.
  • No taunt button.
  • If a player dies, a backpack is left behind that contains all the ammo he had when he died.
  • Resupply rooms consist of backpacks containing supplies, instead of supply lockers. In addition, these backpacks must respawn. What’s in the backpacks is determined by the map maker.
  • Ammo boxes are replaced with backpacks.
  • You can discard unused ammo for others to use.
  • There are four teams; Red, Blue, Green and Yellow. However, most maps use only Red and Blue.
  • Much less emphasis on Capture Point maps than in TF2.
  • A lot more maps to choose from.

Weapons

  • Grenades fired from the Pipe Launcher do not stick onto walls.
  • Only the Medic, Spy and Engineer have their own melee weapons. Everybody else has a Crowbar.
  • Every class except the Civilian and Scout can grenade jump over a distance.

Classes

Scout

  • The FF Scout is much more movement based, with much less firepower. The double jump TF2 skill is replaced by a much more powerful concussion grenade and buildable jump pad ability.
  • A Scout can remove a Spy’s disguise or disable a Detpack if he touches them.
  • He can build a Jump Pad that can give anybody an extra speed boost.

Sniper

  • The Sniper Rifle must be charged up by holding down the fire button.
  • He has an automatic rifle that uses the same ammunition as the Sniper Rifle.
  • The sniper 'tags' enemies he hits, so all his teammates can see the enemy through walls.

Soldier

  • The FF rocket launcher travels significantly faster than TF2
  • You can fire a lot more rockets faster in FF than TF2
  • The FF soldier is able to bounce his opponents around a lot more than TF2 - the FF RPG has serious stopping power

Demoman

  • Pipebombs are not sticky (they bounce until they come to rest), which means they can be placed from a lot further away, bounced around corners, and used as a long range deathmatching weapon.
  • Blue grenades detonate a lot faster than in TF2 - they are used as more of a close range combat weapon rather than a long range weapon
  • Has a special weapon called a Detpack that can be set to explode after a certain amount of time and is the most powerful weapon in the game.
  • He's not scottish or black. He has a eye patch though, :D.

Medic

  • The medic in FF is more a combat medic, specialising in movement, recon and firepower - rather than focusing strictly on healing. He can be a formidable force on his own, and does not require so much protection from his teammates.
  • No ubercharge
  • To heal, use the Medic's healing weapon, the Medikit. It must be used on an ally at point-blank range. However, it will heal the target to 100% of his health instantly.
  • Can also throw medkits by pressing alternate fire
  • If you use the Medikit on a person with 100% of his health, it will add 5 points of health for each use, up to a maximum of 150% of his default maximum health.
  • The Medic cannot make anyone invincible.

HWGuy

  • No serious changes.

Pyro

  • Has a rocket launcher called the Incendiary Cannon that can light enemies on fire. However, the rocket begins to fall to the ground after launch, traveling in an arc.
  • Instead of simply 'being on fire', enemies can be burn level 1, 2 or 3, depending on how many different flame weapons you hit them with. See the On Fire article for more details.
  • The Flamethrower can be used as a jetpack. Face down, jump and hold down the fire button. If you keep it down for too long, you'll start to head back to the ground.

Spy

  • Has a tranquilizer gun instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target!
  • Instead of simply destroying enemy sentry guns, he can hack them into attacking their own team.
  • The weapon the Spy has equipped is reflected on his disguise. E.g.: If a spy is disguised as an Engineer and is holding the knife, to others, he will be holding the Wrench.
  • If the Spy is disguised, he will look like his disguise, including to his teammates. However there is a sign above his head to indicate he is on your team.
  • If the Spy falls down, he will make no noise and takes 50% damage from the fall when you crouch.
  • The Spy’s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.
  • Spies can reveal other spies disguises by touching them.
  • Cloaking never runs out. (there is a small recharge time before recloaking again)
  • Enemy Sentry Guns will fire at a cloaked spy regardless of disguise.
  • Sabotaging a buildable is a bit different. When you sabatoge a building, you need to first "Activate" it. For a dispenser, it simply blows up. For a Sentry Gun (SG), it makes a distinct sound, and starts firing at whatever the team the engineer that built the SG is on. It also stops firing at your own team, and after a little while, it blows up.

Engineer

  • Upgrading SGs only takes 1 whack with the wrench, and only 130 metal.
  • The sentry can be aimed in any direction once built (including up / down) by hitting Fire 2 (default: Mouse 2).
  • You cannot make teleporters.
  • Metal is collected from backpacks.
  • An Engineer can repair a teammate’s armor by hitting the ally with the wrench.
  • You do not get alerted when a spy has stealth-hacked your SG, only when they activate the hack.
  • Sentries will being to make sonar sounds when a Spy is near it. The closer a Spy is, the louder the sound will be.
  • When an engineer discards ammo, he will throw out ammo of every type, even if he doesn’t currently have a certain type.
  • The Pistol is replaced with the Railgun, which can charged up. If charged for 3.333 seconds, the Engineer will receive 40 metal.
  • The Sentry Gun uses shells and rockets from the Engineer as ammo. If your SG runs out of ammo, whack it to restock it.
  • Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu.
  • The Dispenser gives armor and ammo, but not health.
  • Dispensers can absorb ammo from backpacks.

Civilian

  • VIP class with little health and no firepower.


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