TFC Player's Guide to FF

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Class Changes

Scout

  • Caltrops have been removed in favor of the Jump Pad. This device allows allies and enemies to get a quick boost of speed, but it lasts 60 seconds and is indestructable.

Sniper

  • Sniper rifle 'tags' enemies so that your teammates can see them behind walls.
  • Legshots are more powerful with low charge

Soldier

  • Rockets move a bit faster.
  • The "special" command switches between the RPG and Super Shotgun.

Demoman

  • Detpack now in the sixth weapon slot.
  • Blue grenades detonate much faster, making them an effective CQC weapon.

Medic

  • The medikit infections no longer spread between enemies.
  • If an infected person is cured, he will be immune to infection for 10 seconds.

HWGuy

Pyro

  • Flamethrower does more damage.
  • Flamethrower has a pushback effect for the Pyro and can be used as a jetpack if the player is facing down while firing it.
  • IC projectile now acts more as a mortar, can be used for long-range bombardment.
  • Damage from the flamethrower, IC projectile, and napalm grenade now stack to do extra damage.
  • The Special command switches between the Flamethrower and IC.

Spy

  • Spies cloak instead of feign, they can move around while cloaked to a limited degree. Sentry guns see through cloaks.
  • Spies can sabotage buildings by going up to them. Sabotaged buildings behave erratically; sentry guns can be turned onto their own team and dispensers detonated.
  • Spies can fall greater distances without making a noise.

Engineer

  • Sentry and dispensers are now selectable in the weapon slots.
  • Sentry Guns can be aimed at whatever the crosshair is pointing at.
  • Rail Gun now fires a bouncing projectile that becomes more powerful with each bounce. It also ignores armor.

Weapon Changes

  • Nails travel faster than before.
  • Explosion range on many weapons has been reduced (the exact amount differs between weapons)

Movement changes

  • Bunnyhopping no longer requires a script or mousewheel to time jumps; simply press and hold jump before each jump.
  • You can now double jump to greater heights by jumping off the floor twice in quick succession.