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Class Changes
- 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 rifle 'tags' enemies so that your teammates can see them behind walls.
- Legshots are more powerful with low charge
- Rockets move a bit faster.
- The "special" command switches between the RPG and Super Shotgun.
- Detpack now in the sixth weapon slot.
- Blue grenades detonate much faster, making them an effective CQC weapon.
- The medikit infections no longer spread between enemies.
- If an infected person is cured, he will be immune to infection for 10 seconds.
- 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.
- 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.
- 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.
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