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Revision as of 05:37, 31 December 2007
This page describes the different fates that might befall you in a typical game of Fortress Forever.
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.
Concussed
Concussion is inflected 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 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.
The conc effect is an illusion and does not physically affect your weapon aim.
Expires naturally: Yes (7 seconds medic, 15 seconds all other classes)
Healed by: None
Crippled
Leg damage is cumulative and can be dealt with a small selection of weapons including Caltrops and 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 permanent if left untreated. If the affected player picks up health or is healed by a medic, the injury is cured.
Expires naturally: No
Healed by: Receiving health by any means (medic, health pack, goal, etc.)
Hallucinations
Hallucinations are triggered by the spy's toxic gas grenade cloud and last for approximately a quarter of a minute.
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
Immunity
Is this in the game?
Infected
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.
- 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!).
- Infected players emit a very slight green cloud.
- Infections can be transmitted between players on the same team if they get too close.
Expires naturally: No, only on death
Healed by: Medics
On Fire
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
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.
Expires naturally: Yes
Healed by: Medics
Transmitting
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.
- Transmitting players send out signals for 60 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 (somebody convert to meters).
Expires naturally: Yes (60 seconds)
Healed by: None
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Pages in category "Status Effects"
This category contains only the following page.