TFC Player's Guide to FF

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Revision as of 08:05, 9 July 2011 by Crazycarl (talk | contribs) (2.42)
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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.
  • He takes halved fall damage.

Sniper

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

Soldier

  • Rockets speed and impact area size increased
  • The "special" command switches between the RPG and Super Shotgun.
  • Instead of a nail grenade, soldiers in FF have a grenade that fires deadly lasers.

Demoman

  • Detpack is now in the sixth weapon slot.
  • Blue grenades detonate much faster, making them an effective close-quarters weapon.

Medic

  • The medikit infections no longer spread between enemies.
  • Infections now wear off after a certain time, and will not take an enemy to zero health
  • If an infected person is cured, he will be immune to infection for 10 seconds.
  • Medic can now throw medkits to heal at a distance.

HWGuy

  • Instead of a MIRV grenade, HWGuy has a Slow field that slows down enemy players within a radius
  • HWGuy has an ability called "overpressure" that he can use to knock back enemies that get too close.

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. An unmoving cloaked Spy is completely invisible.
  • Spies can sabotage buildings by going up to them. Sentry guns can be turned onto their own team and dispensers detonated.
  • Spies can fall greater distances without making a noise.
  • Gas grenades have been removed.

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 can be charged up and now fires a bouncing projectile that becomes more powerful with each bounce. It also ignores armor.
  • If charged for 3.333 seconds, the Rail Gun will give the user 40 cells.

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 the jump key to jump repeatedly.
  • You can now double jump to greater heights by jumping off the floor twice in quick succession.

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