TF2 Player's Guide to FF

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Revision as of 22:29, 5 May 2011 by 76.25.49.169 (talk)
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General

  • Base run speed is higher for all classes
  • Respawn is instantaneous.
  • 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.
  • Critical Hits are not in the game.
  • 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.
  • You can Bunny Hop in FF to get to places quicker.
  • You can discard unused ammo for others to use, or to decrease the damage taken from an EMP Grenade.
  • There are now Yellow and Green teams that are used on some maps.
  • Much less emphasis on Capture Point maps than in TF2.

Weapons

  • There are two types of shotguns: Single and Super. The Super Shotgun takes up two bullets per shot, where as the Single only takes one.
  • Only the Medic, Spy, Engineer, and Civilian have their own melee weapons. Everybody else has a Crowbar.

Classes

Scout

  • The FF Scout is much more movement based, with much less firepower. Instead of using hit and run tactics to do massive damage before the enemy knew what happened in Team Fortress 2, the FF Scout is more focused on retrieving the flag and quickly getting out of the enemy's base.
  • 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 is no longer a bolt-action weapon like in Team Fortress 2. It must be charged up by holding down the fire button, rather then simply being zoomed in. You also must charge it up slightly before you can take a shot.
  • The SMG is replaced with an automatic rifle that uses the same ammunition as the Sniper Rifle. The Sniper is also equipped with a nailgun.
  • The Sniper 'tags' enemies he hits, so all his teammates can see the enemy through walls.

Soldier

  • The Rocket Launcher has been changed from TF2. Now you can fire more rockets in a shorter amount of time, and rocket damage does not decrease over distance.

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.
  • The Grenade and Pipe Launcher share a magazine.
  • 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.
  • 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, you can also throw medkits by pressing alternate fire. Note that you do not have to have the medkit out to throw them.
  • Much like the Scout, the Medic can concjump.

Heavy

  • While no serious changes to gameplay, he is called "HWGuy" instead of just "Heavy".
  • You cannot rev the minigun without firing it. Secondary fire will switch to the Super Shotgun.

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. You may find it in a way similar to the Flare Gun.
  • 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.
  • The airblast from TF2 has been removed. (More so never added in the first place)

Spy

  • Has a tranquilizer gun instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target. He also equipped with the Nailgun and Super Shotgun.
  • Sapping, or as it's called in FF Sabotaging, a buildable is a bit different. Instead of having a weapon slot, you simply stand near a building for a few seconds to sabotage it. When you successfully 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.
  • The Spy has two types of cloaks: Silent Cloak and Normal Cloak. The Normal Cloak causes a body to be left behind, making it look like the Spy died, though there is a pretty loud death scream to go with it. The Silent Cloak cannot be used while moving, but it allows the Spy to just simply cloak, without the body or death sound.
  • 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 to his teammates as well. 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.
  • Much like the Scout, Spies can reveal other spies disguises by touching them.
  • Cloaking never runs out, however, there is a small delay after uncloaking before you can cloak again.

Engineer

  • Destroying, dismantling, building and aiming are all available as options on the right click (alternate fire) menu.
  • 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).
  • The Engineer cannot make teleporters.
  • 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 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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