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Please note that I've not included the Hologram Grenade, and I've edited the cell minimum/maximum values holdable according to the Scout Radar's ammo requirements, while ensuring the scout isn't such a tinderbox to EMPs. My (def) thinking is: the scout radar uses 5 cells per scan, and has a re-use delay of 5 seconds. The scout doesn't use the radar until reaching the enemy base, and then he's unlikely to live much longer than a further 30-40 seconds. Hence 5 cells per use * 5 second delay = you get 8 uses in 40 seconds if you can carry 40 cells. This is more than enough, imo.

I thought having a "further reading" section would be quite handy for telling people what would be useful to read next (limited to only a few items that are relevant to the class). Mirvinmonkey-3 07:16, 31 December 2007 (CST)

I changed the movement skills link to the Category:Movement Systems page for now. --Agent Buckshot Moose

I didn't add a Defensive Scout entry because they're worthless on Defense. --Hirohito 13:52, 7 January 2008 (CST)

We need to add an entry for the man cannon. I'll get some pics that are white for the pictures and it will also need to be tied to the Category:Buildables and the misc. weapons section on the weapons template. --DrSatan-12955 12:53, 12 February 2008 (CST)

ok so I have added the new pics (Jump Pad and Jump Pad Ammo) for the jump pad, but I don't wanna screw up this template. If someone can add in the jump pad somewhere that would be sweet. --DrSatan-12955 01:15, 13 February 2008 (CST)

Proof Readin

Ok we need someone to go thru and proof read this for changes...jump pad is in...caltrops AND radar are OUT! --DrSatan-12955 01:16, 13 February 2008 (CST)

I have removed what I could find and added in the man cannon. Please read through this to make sure I have not missed anything. --DrSatan-12955 10:58, 13 February 2008 (CST)