Difference between revisions of "Category:Status Effects"

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m (Dead - No way of being 'gassed' anymore.)
 
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==Dead==
 
==Dead==
You have been hurt in some awful way. This includes being shot, blown up, squashed, drowned, run over, poisoned, burnt, electrocuted, zapped by lasers, gassed, frozen, stabbed, etc.
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[[Image:Corpse_sniper-2-.JPG|thumbnail|300px|A dead sniper.]]
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You have been hurt in some awful way. This includes being shot, blown up, squashed, drowned, run over, poisoned, burnt, electrocuted, zapped by lasers, frozen, stabbed, beaten to death, or somehow killed by a tranquilizer needle.
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<br style="clear:both" />
  
 
==Concussed==
 
==Concussed==
[[Image:Hud.jpg|thumbnail|300px|Concussed tracers or something]]
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[[Image:concedicon.jpg|thumbnail|300px|Concussed tracers or something]]
Concussion is inflected by concussion grenades going off nearby. The effect is made up of two parts:
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Concussion is inflicted by concussion grenades going off nearby. The effect is made up of two parts:
 
* Your head is jerked away from the source of the blast. This only happens if it is not ''your'' concussion grenade exploding, since your in-game persona is able to anticipate the explosion and has braced themselves for the blast.
 
* Your head is jerked away from the source of the blast. This only happens if it is not ''your'' concussion grenade exploding, since your in-game persona is able to anticipate the explosion and has braced themselves for the blast.
* Your view starts swaying around in a disorienting manner. This last approximately a quarter of a minute for most classes except the medic, for whom it lasts about half that time. The swaying effect gradually fades away and is only a hindrance for a fraction of that time.
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* Your view starts swaying around in a disorienting manner. This lasts approximately a quarter of a minute for most classes except the medic and scout, for whom it lasts about half that time. The swaying effect gradually fades away and is only a hindrance for a fraction of that time.
  
The conc effect is an illusion and does not physically affect your weapon aim.
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The conc effect is not an illusion - you will not be shooting at the crosshairs at the center of the screen. You will fire where your concussed self is pointing your weapon.
  
'''Expires naturally:''' Yes (7 seconds medic, 15 seconds all other classes)
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'''Expires naturally:''' Yes (10 seconds)
  
 
'''Healed by:''' None
 
'''Healed by:''' None
 
<br style="clear:both" />
 
<br style="clear:both" />
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==Crippled==
 
==Crippled==
 
[[Image:legbroken.jpg|thumbnail|300px|Crippled HUD icon]]
 
[[Image:legbroken.jpg|thumbnail|300px|Crippled HUD icon]]
Leg damage is cumulative and can be dealt with a small selection of weapons including Caltrops and the Sniper Rifle.
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Leg damage is cumulative and can be dealt by the Sniper Rifle.
  
 
When crippled, a player can be slowed to the figure of 40% of the class speed. Each class is slowed relative to its regular speed. Cripping can be anywhere in the range of 0-60%; 0% when unhindered, 60% when fully injured.
 
When crippled, a player can be slowed to the figure of 40% of the class speed. Each class is slowed relative to its regular speed. Cripping can be anywhere in the range of 0-60%; 0% when unhindered, 60% when fully injured.
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For example: If a Soldier receives several legshots, he will receive a 60% movement penalty, and consequently move at 240 units * 0.4 = 96 units per second.
 
For example: If a Soldier receives several legshots, he will receive a 60% movement penalty, and consequently move at 240 units * 0.4 = 96 units per second.
  
Crippling is permanent if left untreated. If the affected player picks up health or is healed by a medic, the injury is cured.
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Crippling is temporary and will last for a total of 5 sec. if left untreated. If the affected player picks up health or is healed by a medic, the injury is cured.
  
'''Expires naturally:''' No
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'''Expires naturally:''' Yes, after 5 seconds
  
 
'''Healed by:''' Receiving health by any means (medic, health pack, goal, etc.)
 
'''Healed by:''' Receiving health by any means (medic, health pack, goal, etc.)
 
<br style="clear:both" />
 
<br style="clear:both" />
  
==Hallucinations==
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==Immune==
[[Image:gassedview.jpg|thumbnail|300px|Midway through an hallucination]]
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[[Image:immune.jpg|thumbnail|300px|An immune player. Notice the white dots.]]
Hallucinations are triggered by the spy's toxic gas grenade cloud and last for approximately a quarter of a minute.
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Players that have been infected by an enemy Medic, when healed by a friendly Medic, have a very brief immunity from infection.
 
 
During the hallucination your vision will go a green cloudy effect, which isn't very nice. You may notice a number of other visual abnormalities as well:
 
 
 
* Other players and buildings may appear the wrong colour.
 
* HUD readouts (health, ammo) may be wrong.
 
 
 
'''Expires naturally:''' Yes (15 seconds)
 
  
'''Healed by:''' Medics
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A player also becomes immune for a short period when an infection wears off.
<br style="clear:both" />
 
==Immunity==
 
[[Image:gassedview.jpg|thumbnail|300px|An immune player]]
 
Players that have been infected by an enemy Medic, when healed by a friendly Medic, have a very brief Immunity from Infection.
 
  
 
* Immune players are surrounded by a cloud of glowing white dots.
 
* Immune players are surrounded by a cloud of glowing white dots.
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Players receiving damage from an enemy medic's medikit become infected, providing they do not possess temporal Immunity.
 
Players receiving damage from an enemy medic's medikit become infected, providing they do not possess temporal Immunity.
  
* Infections drain health by 8 units approximately every 2 seconds.
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* Infections drain health by up to 75 points over 20 seconds--10 ticks doing 30, 15, 9, 6, 4, 3, 2, 2, 2, 2 every 2 seconds.
* Infected players cough, splutter and groan intermittently; this is audible to anyone close enough to hear it (it serves as an indicator to stay away!).
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* Infected players cough, splutter and groan intermittently; this is audible to anyone close enough to hear it.
 
* Infected players are surrounded by a cloud of glowing green dots.
 
* Infected players are surrounded by a cloud of glowing green dots.
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* Infected players will not die from the infection; they won't take damage to less than 1 hp.
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* When the infection wears off, the infected player gets back all the health that was taken by the infection, and becomes immune.
  
'''Expires naturally:''' No, only on death
 
  
'''Healed by:''' Medics
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'''Expires naturally:''' Yes (20 seconds)
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'''Healed by:''' Medics, and medpacks that are tossed by Medics
 
<br style="clear:both" />
 
<br style="clear:both" />
  
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==Tranquilized==
 
==Tranquilized==
 
[[Image:Tranqed.jpg|thumbnail|300px|The drooping eyelids and blurry vision marks a tranquilized person]]
 
[[Image:Tranqed.jpg|thumbnail|300px|The drooping eyelids and blurry vision marks a tranquilized person]]
If you should find yourself with one of the spy's tranquiliser darts sticking into your backside then you will soon be feeling quite sleepy. The effects of the tranquiliser include reduced vision and slower movement.
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If you should find yourself with one of the spy's tranquilizer darts sticking into your backside then you will soon be feeling quite sleepy. The effects of the tranquiliser include reduced vision and slower movement.
  
 
'''Expires naturally:''' Yes
 
'''Expires naturally:''' Yes
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When struck by an enemy Sniper's Sniper Rifle shot, a radio transmitter is lodged into whichever bone or organ the bullet penetrated.
 
When struck by an enemy Sniper's Sniper Rifle shot, a radio transmitter is lodged into whichever bone or organ the bullet penetrated.
  
Transmitting players emit radio waves that can be picked up by the team whose sniper fired the shot. Allies of the sniper responsible for the transmitter also can also pick up the radio signals. Players receiving the location of a tagged player display the tagged player in a manner that is similar to the Scout's Radar.
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Transmitting players emit radio waves that can be picked up by the sniper who fired the shot. Allies of the sniper can also pick up the radio signals. Players receiving the location of a tagged player display the tagged player in a manner that is similar to the Scout's Radar.
  
* Transmitting players send out signals for 60 seconds before the tag runs out of battery.
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* Transmitting players send out signals for 15 seconds before the tag runs out of battery.
 
* Transmitting players send out their position every 0.25 seconds.
 
* Transmitting players send out their position every 0.25 seconds.
* Transmitting players send out their position to all enemies inside a range of 1024 units (somebody convert to meters).  
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* Transmitting players send out their position to all enemies inside a range of 1024 units (26 meters).  
  
'''Expires naturally:''' Yes (60 seconds)
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'''Expires naturally:''' Yes (10 seconds)
  
 
'''Healed by:''' None
 
'''Healed by:''' None
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{{Navigation Playing the Game}}
 
{{Navigation Playing the Game}}
{{Infobox manual/Footer}}
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{{Rating|4}}

Latest revision as of 08:43, 12 February 2013


This page describes the different fates that might befall you in a typical game of Fortress Forever.

Dead

A dead sniper.

You have been hurt in some awful way. This includes being shot, blown up, squashed, drowned, run over, poisoned, burnt, electrocuted, zapped by lasers, frozen, stabbed, beaten to death, or somehow killed by a tranquilizer needle.

Concussed

Concussed tracers or something

Concussion is inflicted by concussion grenades going off nearby. The effect is made up of two parts:

  • Your head is jerked away from the source of the blast. This only happens if it is not your concussion grenade exploding, since your in-game persona is able to anticipate the explosion and has braced themselves for the blast.
  • Your view starts swaying around in a disorienting manner. This lasts approximately a quarter of a minute for most classes except the medic and scout, for whom it lasts about half that time. The swaying effect gradually fades away and is only a hindrance for a fraction of that time.

The conc effect is not an illusion - you will not be shooting at the crosshairs at the center of the screen. You will fire where your concussed self is pointing your weapon.

Expires naturally: Yes (10 seconds)

Healed by: None

Crippled

Crippled HUD icon

Leg damage is cumulative and can be dealt by the Sniper Rifle.

When crippled, a player can be slowed to the figure of 40% of the class speed. Each class is slowed relative to its regular speed. Cripping can be anywhere in the range of 0-60%; 0% when unhindered, 60% when fully injured.

For example: If a Soldier receives several legshots, he will receive a 60% movement penalty, and consequently move at 240 units * 0.4 = 96 units per second.

Crippling is temporary and will last for a total of 5 sec. if left untreated. If the affected player picks up health or is healed by a medic, the injury is cured.

Expires naturally: Yes, after 5 seconds

Healed by: Receiving health by any means (medic, health pack, goal, etc.)

Immune

An immune player. Notice the white dots.

Players that have been infected by an enemy Medic, when healed by a friendly Medic, have a very brief immunity from infection.

A player also becomes immune for a short period when an infection wears off.

  • Immune players are surrounded by a cloud of glowing white dots.

Expires naturally: Yes, 10 seconds.

Infected

An infected player. Notice the green spots behind him.

Players receiving damage from an enemy medic's medikit become infected, providing they do not possess temporal Immunity.

  • Infections drain health by up to 75 points over 20 seconds--10 ticks doing 30, 15, 9, 6, 4, 3, 2, 2, 2, 2 every 2 seconds.
  • Infected players cough, splutter and groan intermittently; this is audible to anyone close enough to hear it.
  • Infected players are surrounded by a cloud of glowing green dots.
  • Infected players will not die from the infection; they won't take damage to less than 1 hp.
  • When the infection wears off, the infected player gets back all the health that was taken by the infection, and becomes immune.


Expires naturally: Yes (20 seconds) Healed by: Medics, and medpacks that are tossed by Medics

On Fire

Through the eyes of a burning player. Notice the red tint of the screen.

Skin and clothes are unfortunately flammable and most of the Pyro's weapons can set them alight in one form or another. You will notice yourself being on fire by the gradual red misting of your vision and the yelping of agonising pain.

The flamethrower, incendiary cannon and napalm grenades all hurt in different ways, therefore the more of these that have affected you the more you will be on fire and the more damage will be done to your health (and the louder you will be screaming).

Expires naturally: Yes

Healed by: Medics, water

Tranquilized

The drooping eyelids and blurry vision marks a tranquilized person

If you should find yourself with one of the spy's tranquilizer darts sticking into your backside then you will soon be feeling quite sleepy. The effects of the tranquiliser include reduced vision and slower movement.

Expires naturally: Yes

Healed by: Medics

Transmitting

Your position is being transmitted for all to see

When struck by an enemy Sniper's Sniper Rifle shot, a radio transmitter is lodged into whichever bone or organ the bullet penetrated.

Transmitting players emit radio waves that can be picked up by the sniper who fired the shot. Allies of the sniper can also pick up the radio signals. Players receiving the location of a tagged player display the tagged player in a manner that is similar to the Scout's Radar.

  • Transmitting players send out signals for 15 seconds before the tag runs out of battery.
  • Transmitting players send out their position every 0.25 seconds.
  • Transmitting players send out their position to all enemies inside a range of 1024 units (26 meters).

Expires naturally: Yes (10 seconds)

Healed by: None


Playing the Game
Getting Started  •  Team and Class Selection  •  Player Movement Controls  •  Video Tutorials
Heads-Up Display  •  Buildables  •  Status Effects  •  Beginner's Guide
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Excellent


Pages in category "Status Effects"

This category contains only the following page.