Difference between revisions of "TF2 Player's Guide to FF"
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Jump to navigationJump to searchGigaBowserX (talk | contribs) (Pretty big overhall. Moved some things around. Also removed false statements, repeated facts, and things that are basically the same in TF2.) |
GigaBowserX (talk | contribs) (Did rearranging. Added some stuff, removed more repeated statements, obvious things to a TF2 player, and things that also apply in TF2.) |
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* Ammo boxes are replaced with backpacks. | * Ammo boxes are replaced with backpacks. | ||
− | * You can discard unused ammo for others to use. | + | * You can discard unused ammo for others to use, or to decrease the damage taken from an [[Grenade:EMP|EMP Grenade]]. |
* There are now Yellow and Green teams that are used on some maps. | * There are now Yellow and Green teams that are used on some maps. | ||
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==Weapons== | ==Weapons== | ||
− | * There are two types of shotguns: [[Weapon:Single_Shotgun|Single]] and [[Weapon:Super_Shotgun|Super]]. | + | * There are two types of shotguns: [[Weapon:Single_Shotgun|Single]] and [[Weapon:Super_Shotgun|Super]]. The Super Shotgun takes up two bullets per shot, where as the Single only takes one. |
− | * Only the Medic, Spy and | + | * Only the Medic, Spy, Engineer, and Civilian have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]]. |
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==Classes== | ==Classes== | ||
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* The [[Weapon:Sniper_Rifle|Sniper Rifle]] must be charged up by holding down the fire button. | * The [[Weapon:Sniper_Rifle|Sniper Rifle]] must be charged up by holding down the fire button. | ||
− | * | + | * The SMG is replaced with an [[Weapon:Auto_Rifle|automatic rifle]] that uses the same ammunition as the Sniper Rifle. |
− | * The | + | * The Sniper 'tags' enemies he hits, so all his teammates can see the enemy through walls. |
===[[Class:Soldier|Soldier]]=== | ===[[Class:Soldier|Soldier]]=== | ||
− | * The | + | * The [[Weapon:RPG|Rocket Launcher]] has been changed from TF2. Now you can fire more rockets in a shorter amount of time, and the rockets fly farther then in Team Fortress 2. |
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===[[Class:Demoman|Demoman]]=== | ===[[Class:Demoman|Demoman]]=== | ||
* [[Weapon:Pipe_Launcher|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. | * [[Weapon:Pipe_Launcher|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 | + | * The Grenade and Pipe Launcher share a magazine. |
* [[Weapon:Grenade_Launcher|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 | * [[Weapon:Grenade_Launcher|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 [[Weapon:Detpack|Detpack]] that can be set to explode after a certain amount of time and is the most powerful weapon in the game. | * Has a special weapon called a [[Weapon:Detpack|Detpack]] that can be set to explode after a certain amount of time and is the most powerful weapon in the game. | ||
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* 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. | * 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. | ||
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− | * | + | * To heal, use the Medic's healing weapon, the [[Weapon:Medikit|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. |
− | * | + | * If used on an enemy, the Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]]. |
− | * | + | * Much like the Scout, the Medic can [[Concjumping|concjump]]. |
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===[[Class:HWGuy|Heavy]]=== | ===[[Class:HWGuy|Heavy]]=== | ||
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* 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 [[:Category:Status_Effects#On_Fire|On Fire]] article for more details. | * 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 [[:Category:Status_Effects#On_Fire|On Fire]] article for more details. | ||
− | * The [[Weapon:Flamethrower|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 [[Weapon:Flamethrower|Flamethrower]] can be [[Pyro_Jump|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. |
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+ | *The airblast from TF2 has been removed. (More so never added in the first place) | ||
===[[Class:Spy|Spy]]=== | ===[[Class:Spy|Spy]]=== | ||
− | * Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver. This slows the enemy, blurs his vision, and makes him a nice easy backstab target | + | * Has a [[Weapon:Tranquilizer Gun|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. |
* If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his disguise changes to the person he just killed]]. | * If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his disguise changes to the person he just killed]]. | ||
− | * Instead of simply | + | * 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. |
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+ | *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 Spy [[Class_Ability:Stealth|makes no noise when walking]]. | * The Spy [[Class_Ability:Stealth|makes no noise when walking]]. | ||
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* 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. | * 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 | + | * 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. | * If the Spy falls down, he will make no noise and takes 50% damage from the fall when you crouch. | ||
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* The Spy’s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key. | * 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. | + | * Much like the Scout, Spies can reveal other spies disguises by touching them. |
− | * Cloaking never runs out | + | * Cloaking never runs out, however, there is a small delay after uncloaking before you can cloak again. |
* Enemy Sentry Guns will fire at a cloaked spy regardless of disguise. | * Enemy Sentry Guns will fire at a cloaked spy regardless of disguise. | ||
− | + | ===[[Class:Engineer|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. | * Upgrading SGs only takes 1 whack with the wrench, and only 130 metal. | ||
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* The sentry can be aimed in any direction once built (including up / down) by hitting Fire 2 (default: Mouse 2). | * 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. |
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* An Engineer can repair a teammate’s armor by hitting the ally with the [[Weapon:Spanner|wrench]]. | * An Engineer can repair a teammate’s armor by hitting the ally with the [[Weapon:Spanner|wrench]]. | ||
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* The Pistol is replaced with the [[Weapon:Railgun|Railgun]], which can charged up. If charged for 3.333 seconds, the Engineer will receive 40 metal. | * The Pistol is replaced with the [[Weapon:Railgun|Railgun]], which can charged up. If charged for 3.333 seconds, the Engineer will receive 40 metal. | ||
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* The [[Dispenser]] gives armor and ammo, but not health. | * The [[Dispenser]] gives armor and ammo, but not health. |
Revision as of 05:56, 10 April 2009
General
Weapons
ClassesScout
Sniper
Soldier
Demoman
Medic
Heavy
Pyro
Spy
Engineer
Civilian
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