Hello new players from TF2 and welcome to Fortress Forever!
Recently TF2 has gotten less and less playable with bots, scammers and cheaters running rapid.
So if you’re looking for something else to play in the meantime, or want to learn TFC gameplay from something free and less clunky FF is your best bet.
FF is a HL2 mod that aims to refine the open ended strats and fast paced fun of TFC, while making it more accessible than ever with a ingame tutorial, hints, autobhop, grenade timers and autoreload.
Yet despite all that I still unfortunetaly see many new players give up after 2 minutes and miss out on a fun opportunity.
Knowing that it can’t be easy to starting off with a game where the few players left has played for a decade, this guide aims to help you know the do’s and don’ts of FF in no time!
I’m doing this since in my opinion, better oppnents will make me better as a player, and i hope that more competent players will lead to more balanced games where vets wont need to stop and explain everything to newcomers just so they can have fun.
Feel free to skip to any class that interest you the most.
I want to sincerely thank every better FF vet for having the patience and passion to teaching newbies like me everything i know and the history of this game.
Consider this guide as my thank you as i hope it can bring new life into this underappreciated gem.
Gameplay
Competitive playstyles and strategies.
Even though Capture The Flag can of course be played symetrically (with two teams of 8 players having 4 attackers and 4 defenders each), the FF community have generally agreed that one team (usually red) should be fully dedicated to defending, while the other team (usually blue) is always expected to attack, even on CTF.
(Don’t question me, I’m just the messenger)
Defenders typically have “positions” at key choke points in their base which they are expected to hold down, stopping attackers from getting past by using splash damage and knockback while relaying information on the flag and enemy positions to their teammates.
Attacking in Fortress Forever on the other hand, is based on the various movement abilities and rollouts.
In Fortress Forever, attackers are generally more concerned with getting past their opponents than flatout killing them.
This is more evident by the balance of speed and killing power as offensive classes like Scout are lighting fast but can barely kill anything, meanwhile the defensive Heavy can barely move anywhere, but is great at quickly destroying whatever comes to him.
This leads to different but lots of fun for both teams as defenders get to “ontspannen” (nice word for camp) and farm kills while attackers get to pull off impressive tricks at high speeds and altitudes.
There is a balance between relying on your team, and shining as an individual. Some roles plays great solo, for those “lone wolf” types, while have a greater emphasis on teamwork.
It’s possible to capture the flag on your own, if you show some outstanding skill, but it is much easier with a good team backing you up. Since everyone is busy doing their own thing, people are not likely to judge you for your mistakes, so feel free to experiment how much you want.
(There is no yelling at the medic, like TF2.)
Ideal player mindset.
While FF players are generally more competitive than TF2, dont forget that the most important thing of any competition is to just have fun.
Winning is not everything you need in order to have a good game.
What makes the TF as a franchise so great is that it has a high skill ceiling, while having a low skill floor and allowing many different playstyles.
Just play and practice your favorite class for fun’s sake and eventually you will contribute greatly to your team without even knowing it.
Even playing alone will greatly help you get the feel of rollouts.
Or if you dont care about the objective you can just explore the maps, spam sounds or just chitchat in general.
Even though this game may look edgy, scary and realistic, its just as (if not more) casual as TF2 so feel free to ask players for help.
Basisbeweging & mechanics
Before you’re able to do anything, you need to know how to move around.
Bunnyhopping (or Bhopping) is used to preserve speed from blast jumps or gain speed while on foot.
Every class have a speed cap of 140% their base speed with Scout’s being the highest and Heavy having the lowest.
Hitting the speed cap will reset your speed once you jump again.
In dit spel, bunnyhopping is as easy as holding down space, moving your mouse left & right and strafing in the direction you move it. The more you turn the faster you will gain speed.
You also dont need to worry about the mouse movement being very smooth as quickly sigsagging is usually beneficial.
Just remember to NOT hold W as pressing forward will make you lose controll and move sideways when bhopping.
(Can be useful when doing “drive by’s”, but is not recommended if you are learning the ropes)
Trimping/double jump.
Jumping up a slope or to a higher elevation in quick succession, (called upwards trimping) will slow you down, but grant you double height on your second jump.
(Its thus generally not advised to bhop up a long slope rather than rampsliding or running)
Jumping down a slope (downwards trimping) will instead make you faster for each jump without the need of airstrafing.
Rampsliding (usually induced by a previous blast jump) occurs when you hit a upwards slope at a high horisontal speed.
You dont need to hold down crouch, jump or W for it to happen.
(I still do it all the time out of habit lol.)
It’s a good way to avoid fall damage or translate horizontal speed to vertical speed similar to trimping.
Sharking means gliding across the surface of water simply by landing onto a body of water with jump held. The majority of the player’s horizontal velocity will be retained as long as the jump button is held. Just like bhopping, you can increase your speed by turning and strafing.
Sluipend
As any class, you can just like in CS:GO hold shift to walk silently at 50% snelheid.
(This does nothing on spy but making you slower unless disguised)
It’s usually not worth the time cost, but its usefull when outnumbered or when trapped behind enemy lines.
Also like in CS:GO you can stand on the heads of teammates in order to boost to higher places.
If you instead land on the head of a enemy from a big height, you’ll instead “Goomba stomp” them for a instant kill. (Similar to Soldiers manntreads in TF2)
Schietpartij
Shotguns fire in a fixed pattern and are easy to hit.
With no damage falloff the only thing preventing you from sniping with them is their natural spread and the enemys armour.
The only weapons with some randomness to their spread is the automatic weapons.
The crosshair is pretty honest of where the shots will land, but if its not your taste, you can pick a wide range of crosshairs in the “Fortress Options”.
Discarding ammo.
By pressing X you can drop ammo for your teammates (particularly, friendly Engineers so they can upgrade their sentry faster).
This also have the benefit of making you take less damage from enemy Engineers EMP grenade, so its a good idea to throw out ammo when you spawn.
Doelstellingen & rewards.
Capturing control points is instant, but require you to hold a flag on attack/defend maps.
On territorial control maps (5cp) capping is still gradual and can be done without a flag by anyone.
In that mode, capture speed is based on the speed of your class.
Capturing a control point/flag will instantly resupply all your health, armour and ammo.
On some maps thats the only way (besides respawning) to also replenish grenades.
Things unique for FF
Differences from TF2:
1. Respawn is instant so defending last point is really easy, while spawncamping the enemy base is practically suicide.
2. No randomness in combat like crits or random bullet patterns. Grenades can deal heavy damage to light classes, but they can be dodged and quickly expire if you just spam them.
3. However the contains of pickups can be inconsistent & depend on the map maker. Sometimes they restore health, armour & grenades while other times they just refill one of those resources. Sometimes they only work for one team despite not being coloured.
Generally dont expect pickups in the enemy base to help you.
4. Less emphasis on 5cp and more emphasis on CTF
5. In Attack Defend the Capture Points can only be captured by the player holding the flag. On some maps holding the flag slows you down and make you unable to drop the flag.
In that case you can killbind in order to drop it to a faster class/player more familiar with the map.
6. There are no loadouts, and you can have more than 3 weapon slots at a time.
(However most of the extra weapons are useless downgrades like the single barrel shotgun)
There is also no store or cosmetics.
Differences from TFC
1. All classes have a faster base run speed.
2. The UI is not as clunky.
3. Projectiles travel faster & explosion radius have generally been nerfed.
4. Classes have new abilities, but still fill the same role.
5. You can bunnyhop in order to get to places faster and no longer need a script or mousewheel to do that.
6. You have a speedometer in the bottom right corner, showing your horisontal speed.
Verkenner & Concussion jumping
Statistieken:
The Scout misconception.
Way too often I see TF2 players pick Scout expecting a balanced DM class, only to rage quit when they have the weakest shotgun in the game, are one shot by any explosion and are even outgunned by Civillian (on servers with his Tommygun enabled) and Medic.
The scout is really weak just barely having more effective health than a Kunai Spy in TF2.
Echter, as a Scout, your job isnt to track, kill, 1v1 or distract the enemy, but rather suicide rushing the flag to refresh its respawn as often as possible, and carry it back for your team as far as you can.
The only thing you can reliably kill are unattended sentryguns by sniping them from outside their range with your nailgun.
Don’t bother with Scout in any defensive circumstance.
I can’t stretch this enough, do NOT pick Scout if you plan to fight the enemy!
There is absoloutely NO reason to use him over the Medic if you’re not confident in concussion jumps as he have no effective weapons (unlike Medic) and relies purely on his movement and goal of blasting past the enemy rather than engaging them.
“But if Scout dont fight what does he do?”
He can build Jump pads which is this game’s replacement of teleporters, but those are for your team, not yourself and can’t compete with a concussion grenade.
Spawning with 3 concs (Medic spawn with 2 but can stock up to 3) and having the highest run and airstrafe speed, Scout is really good for players who just wanna platform and get good at concs.
If penetrating the enemy base at Sonic speed, grabbing the objective and barely surviving the home trip is your cup of tea, Scout is the class for you.
Every class have a special grenade (except Sniper) and a regular frag grenade (except Scout) that more or less can be used for jumping, but Scout and Medic shares the best grenade for jumping: The Concussion grenade.
The Conc, dont hurt players, but causes heavy knockback and cause a temporary aiming debuff to anyone in its blast radius including you.
While intended to give you a opening to counterfire by making it harder for the enemy to aim, the Concussion grenade or “Conc” for short, is mainly used to travel far distances in short time.
The effect is like a Half Life jump module on stereoids and is the main reason i miss grenades in TF2 despite its improvements to readability.
This is extremely useful for:
1: Relocating
2. Retreating with flag or to resupply.
3. Boost past sightlines before enemies can aim at you or close in on objectives when time is short.
4. Having Fun in empty servers while waiting for players! (The jumps alone brings replay value)
5. *Ambushing (in Medic’s case!) attacking from a unexpected angle above the enemy.
(*Opnieuw, do not do this as Scout! Only attempt points 1-4 as Scout.)
“But how do I conc?”
By default you hold G to prime a conc and let go of G to throw it.
You conc/frag jump by jumping as soon as your grenade explodes.
Configs and binds for conc jumps.
I would highly suggest instead binding “two tap secondary grenade” to Mouse3 (scroll wheel) since then you won’t need to hold down G which can detract from aiming and strafing.
This does mean you need to press the key again if you want to throw the grenade, but I personally find *Hand Held Conc jumps (*when you dont throw the grenade and let it explode in your hand) much easier to peform since you always know where you are in relation to the grenade.
If you bind Mouse5 (if you have it) naar “two tap primary grenade” you can also do a handheld frag grenade jump as any non Scout/Heavy class.
Thrown/Handheld frag jumps work exactly like conc jumps except they hurt you instead of messing up your aim, and basically any class can use it!
In dit spel, Soldiers and Demos dont reign supreme as the only classes that can blast jump.
Conc + Trimp
If you trimp (jump up a slope) and time the explosion to your second jump, you can reach insane heights and touch the skybox on most maps.
If the timing is hard, you can delay yourself by jumping in place or jumping in circles near the ramp until the nade goes of.
Of course you can still do it when trimping downwards for horizontal speed, but its much trickier.
More often than not you’ll just slam into the ground taking maximum fall damage, bounce back up & hit a low wall or ceiling bringing your speed down to 0.
I recommend practicing on the ramps on mid on maps like “FF_shutdown2” of “FF_flag4sky”.
After just a little bit of practice you will quickly become a expert on the basic nade jumps.
Of course there are more tricks not mentioned here to learn if you want some real bragging rights, but this will be the only thing you’ll ever need in a regular game.
Sluipschutter
Statistieken:
The rightfully most hated class in any game, but argubly less OP here since he has damage charge and other classes having armour and mobility, the Sniper is the dedicated long range support.
His primary weapon is charged by holding down Mouse1 and letting go to shoot.
Keep in mind you can’t shoot while mid air. If you use The Classic in TF2 you should know how it works, but it does have some extra perks.
Je hebt 75 primary and secondary ammo as opposed to just 25.(Some servers nerf it to 50)
Unlike TFC, the sniper and autoriffle dont share the same ammo pool, so ammo management shouldnt be a issue.
Be careull as the enemy may be able to track your laser sight.
(Engineer about to getting shot by a Sniper)
If you headshot a enemy you obviously do more damage.
If you legshot a enemy they will be crippled and move slower with time based on charge.
If you bodyshot a enemy, you plant a tracking device in them wich means you and your teammates can see them through walls for a limited time at a short range.
(A red Sniper seeing a tagged blue Soldiers (or disguised Spy’s?) class emblem through the wall)
(In the bottom left you can see the icons for Sniper induced debuffs. The upper icon tells you im crippled and move slower, while the icon below warns me that the Sniper has tagged me and can see me behind cover)
Non Lethal Support.
If you shoot a teammate on servers with friendly fire disabled, you can still inflict heavy knockback to teammates with fully charged shots.
This is called “Sniper boosting” and can be used to catapult teammates for free without them having to waste health or grenades.
(Even uncharged shots can fling a friendly heavy an impressive distance)
The sniper himself dont benefit from “Sniper boosting”, but he have just enough health and armour for a single frag grenade jump to use for himself.
Placement
As a Sniper, look for a vantage spot above and far from the enemy.
Its a good idea to hurry and change spot after each kill to surprise the enemy, as it wont take long until they respawn, thirsting for your in game (and real life) blood.
Soldier
Statistieken:
Unlike TF2 where Soldier and Demo are good at everything, they are argubly the worst jumpers here due to Scout and Medic having concs and faster running speed.
He can be played offensively, but leans mostly to defending chokes.
Soldier is however still a insanely good class for attacking sentry nests.
His RPG can of course be used to do the classic rocket jump. (Look down + springen + shoot)
If you do a handheld frag grenade jump mid air, you can essentially double jump after a rocket jump for more speed.
Be carefull as Rocket Jumps chew up a big portion of your health (over 1/5:e) so use it sparingly.
However you mostly use the RPG to dish out damage.
The rockets also dont deal less damage over distance so sentry guns placed in the open are no problem.
Anti sentry nest.
One of the main reasons Engineers shouldn’t *turtle (*build everything in close proximity) is because of Soldiers laser grenade.
When deployed it will spin 360° and activate 3 lasers that will penetrate and conpletelty melt fully upgraded sentryguns in mere seconds.
There is another reason why Engineers should spread out their buildings but we get to that later.
Other than that Soldier works pretty much as in TF2. Sadly no banners or B.A.S.E. jumpers for utility or accessibility.
Demoman
Statistieken:
Defence/offence hybrid. Like in TF2, you can place out up to 8 remote detonated pipebombs to either jump far or defend the flag.
However unlike TF2:
1. The pipe bombs do not stick to surfaces.
2. They damage enemies like normal if you die instead of being harmlessly deleted.
3. They share ammo/clip with the main grenade launcher.
4. The pipes have a limited lifespan and will automatically detonate on their own after 120 seconden. (Although that should never matter in a actual match)
5. The pipes have longer range than the main grenade launcher (without anything like a charge)
Your last weapon is the detpack. Similarly to the CS:GO C4 you are vulnerable while planting it.
You can pick the countdown time before it deal a massive 1270 points of damage in a huge radius.
Despite the massive damage and range, its rare to see players die to the detpack due to how easy it is to outrun.
Its main purpose is to blow up secret routes or seal already opened routes on some maps.
Shortcuts that can be opened/sealed are usually cracked and marked with this warning sign.
You get only one detpack per life and Scouts can defuse it by touching it.
Demoman’s special grenade is the MIRV grenade that explodes into 4 smaller grenades that also explode. Its the most destructive grenade in the game and is good pick against sentry nests.
Just be sure to not get caught in the carnage.
Combat Medic
Statistieken:
Combat Medic (aka Chad Scout.)
THIS is the class you really wanna play if you are a good Scout player in TF2.
When fully stocked the medic has a total of 3 concussion grenades and 4 frag grenades, meaning he can jump across the map up to 7 keer. (Provided he heals up between using the frag grenades)
Bij twijfel, denken “FF/TFC Medic = TF2 Scout + Links 4 Dead Hunter’s jumping ability”
Everything i said about movement in Scout’s section applies here as well except now with better armour and weapons, you have the option to actually fight back.
The FF Medic is generally independent and dont require much protection from his team.
If you wanna learn concs but dont wanna be at a passive disadvantage should someone attack you, Medic is the class for you.
“Medic, a fun class? Yeah sure.”
Dont believe me? Just watch this video 45 seconds in, for accurate medic gameplay, and be sure to pick up your jaw from the floor.
(Royalty free action music is not included and the makers of Fortress Forever(TM) can not be held responsible for the lack of a ingame MP3 player)
With high damage and mobility Medic is essentially a direct upgrade to Scout in every way except base run speed.
Only play Scout over Medic if you are either godlike at conc jumping (and dont need to fight) or have terrible aim (and thus dont intend to fight back anyways).
If you have good aim and still want to practice jumps, Medic is the perfect combo of both playstyles.
(Image belong to Hudson633)
Considering Medics are busy killing the enemy and capping the flag and you have instant respawn in this game, Medics are generally not expected to actually heal. (Unless on defense on maps that allow defensive medic)
If you are hurt look for a nearby backpack or call a Engineer by holding Z and selecting armour, or just call directly for medic as TFC vets will most likely recognize it as a call for armour.
(Ja, in this game and TFC you spam Z instead of E to sing the anthem of meme wars)
Super Shotgun.
As medic, your primary weapon is the Double Barrel shotgun. This is a great weapon against nearly every class. It does good damage and it’s spread makes it viable up to medium distance, so you don’t have to run up to your target point blank and open fire.
If targets have too much health or are too fast to hit, you still have your Frag grenades, though you should save them for jumping or taking out Sentry guns.
Super Nail Gun.
Just like Scouts Mini Nail Gun, this weapon is mainly used against stationary targets like buildings.
The difference is that this one powerfull enough to outdamage a sentry even if its being repaired by a single Engineer.
Dont use it against moving players as the bullets are not hitscan like the Pistol in TF2.
Actually playing like Robin Walker intended
If you cant shoot or conc you can still heal by selecting your medkit and hitting teammates.
(Wich is just a footnote to how Medic is played in this game)
This will remove any debuff and instantly bring them up to full health. If you keep hitting them you’ll gradually give them a temporary overheal.
If you hit a enemy with the medkit, you’ll infect them with a virus just like in TFC.
However unlike TFC its kinda pointless since it:
1. Is cured by any form of healing. (Not just enemy medics)
2. No longer spreads between teammates on contact.
3. Cant kill enemies. (Only harms them over time until their health reach 1 or the effect wears off)
Beware that healing in this game is both difficult and unpractical.
The only way to truly “Zak” is to have one Medic and one Engineer constantly hitting you with melee to replenish your health and armour.
If surviveability really is a concern for you, its more valueable to being “pocketed” by just an Engineer since armour can absorb more damage than health on heavy classes.
Zwaar
Statistieken:
The miniboss of FF and unlike TF2 is a actually a strong & independent mercenary who dont need no Medic to Pocket him. (Wich is good since the Medic is busy capping or fragging)
The Heavy is the perfect class for defensive players who just wanna play Rambo simulator and frag.
While one of the easier classes, he is not without his uses and counters.
While Heavy is generally stronger than in TF2 (thank god), he is far from unkillable.
Unlike TF2 the assault canon cant be pre spun in a “waiting mode”.
While it takes much less time to spin than the TF2 tomislav, it still takes a couple of seconds wich can be more than enough for fast classes to get out of cover or jump past you.
When playing against a Heavy wait for him to expend all his ammo or listen for when he stops shooting or switch weapon as thats the perfect time to strike or make your move.
Jij, having the most ammo of any class, are also extremely vulnerable to a Engineer’s EMP grenades. If you try to spawncamp, dont be suprised if a group of angry hardhats send you back to respawn.
The assault canon deal great damage even at far range, but due to bullet spread and low spead cap even when bhopping, you’re better of at close to medium range. (Not to mention those evil Snipers, picking you off before you have a chance to get close)
(You take no knockback from your own frag grenades as heavy, so forget about nade jumps.)
Other utility.
As a heavy you can press Mouse2 to create a small 360° airblast that can be used between cooldowns.
Use it to stop enemies in their tracks and make them easier to shoot.
Sadly it cant put out burning teammates or reflect projectiles.
(A Heavy using his overpressure ability)
You also have a unique Slowfield grenate, but its garbage.(Most new players mistake it for a shield) Its easy to dodge and may actually help your opponents bhop since it halves their gravity giving them more time to airstrafe.
(A Heavy being under the effect of 2 slowfield grenades)
Pyro
Statistieken:
While not as controversial as in TF2 where he can melt entire teams with phlog at no cost of speed and not nearly as useless as in TFC, pyro is still a somewhat disliked class in FF.
The pyro has his flamethrower, Incendiary Canon, *Single barrel shotgun (*♥♥♥♥♥♥ Scout shotgun) and a molotov grenade.
The flamethrower has burn levels. Hit enemies with different weapons or ignited by another pyro to stack up the damage and increase burn level to a maximum of 3.
The Incendiary Canon is good for defending chokes like the RPG. Unlike TFC it has to reload and travels in a arc.
Instead of airblast you have the main reason Pyro is hated (and loved): The jetpack.
Pressing Mouse2 midair will start a jetpack.
While not as effective as a conc, its really effective for how forgiving it is, leading it to be popular amongst players who cant be bothered to learn movement.
Some servers even nerf its effectiveness because of this, by making the Pyro heavier.
However if you want to use the jetpack in a more fun, effective and respectable way, you can combine it with a grenade jump. That way you still sacrifice health, but in return get almost noclip like speed.
(Wich also bypasses the weight nerf)
Its more fun and practical than the TF2 Thermal Thruster since you dont need to wait for just 2 charges after long cooldowns in order to jetpack.
(3049 u/s is the fastest speed ive been able to achieve using jetpack with 2 handheld grenade jumps. Beware of fall damage though!)
The molotov grenade is good for sentry nests, but not nearly as effective as the Soldiers laser grenade.
Playing against a Pyro is up to outrunning him or gunning him down outside his range.
Hitting a fully loaded Pyro with a Engineer EMP grenade will severely wound him if it dont instantly kill him.
Ingenieur
Statistieken:
One of the more versetile classes, the Engineer can provide area denial, create ammo and repair armour.
Armed with his shotgun, railgun and buildings the Engineer is a force to reckoned with.
The railgun penetrate armour and overloading it regens you cells.
Usefull if there are no nearby teammates to drop you ammo.
It can also be used to do a small rocket jump.
Sentrygun.
You are still the primary damage dealer. The sentry is merely a distraction that you should relocate as often as possible.
While it dont lock on as fast or have as much health as in TF2, they only cost 130 cells (metaal) to Build & Upgrade, both of wich it also does instantly.
Think of it as a TF2 mini sentry that you can upgrade.
By quickly tapping Mouse2 you can make the sentry aim where you look similarly to using The Wrangler
You can only build one sentry at a time, if you wanna relocate quickly or dont have time to prevent a Spy from reaching your gun, i recommend binding T to “detsentry”.
Dispenser.
Dispensers can provide ammo and armour but not health.
However thats not their primary use.
Dispensers are mainly used as bombs. The more ammo they contain, the more damage they deal. (Please dont steal ammo from friendly dispensers)
When enemies touch your dispenser, you’ll get notified.
If you open the console & bind CAPSLOCK to “detdispenser” you can place it in chokes or on the flag to instantly blow it up wich will most of the time instakill light classes if they previously fought you, your sentry or your team.
(Image belongs to Ghostface.)
This is the second reason why turtling is a bad idea in FF. Its missed potential.
If you spread out your sentry and dispenser you can essentially guard 2 areas at once.
The Engineer also have a EMP grenade that deals damage based on how much ammo the victim carry. (So it deals critical damage against Heavy, Pyro & Soldier)
It can also be used to vaporize a Demoman’s pipe bombs like the Short Circuit in TF2.
Offensive Engineer.
While mainly suited for defense, you can still try to play aggressively.
This role is of course situational, and if it’s not working out, switch to a more suitable offense class.
You can build sentries near the enemy base to cause annoying distraction, but don’t expect it to last long.
In aanvulling, power classes will crush you. Don’t bother going for the flag unless the flag room is totally empty.
Spy
Statistieken:
The most interesting class in any TF game, the spy is centered around creating chaos, infiltrating the enemy and single target elimination.
He posseses a wide range of abileties ranging from usefull, toxic and underpowered.
First his most toxic ability: “The tranquilzer gun”.
While it looks like a thematically appropriate USP, this gun can on direct hits stun enemies for entire seconds and unlike the slowfield grenade its easy to spam and stack.
One cool and balanced side effect is that it impairs your vision so you cant see your HUD
But please use your shotgun instead. You will be more usefull to your team dealing reliable damage and your opponents wont be tortured for extended periods of time.
(Heavy being sedated by a tranqulizer gun)
Next up is a ability thats somewhat both over and underpowered:
The cloak.
You can cloak by tapping Mouse2 just like in TF2.
If you do it while running you’ll drop a corpse of whatever you were disguised as, like the Dead Ringer in TF2
Unlike TF2 however you can still stab while invisible and dont need to mask audio since decloak is silent and instant. (Its just as frustrating as it sounds)
The more balanced side of cloak however is that it reduces your speed and lasts forever, meaning you can wait for the perfect time to strike and dont need to hug dispensers or be lucky enough for enemy backpacks to work for your team.
The underpowered side of cloak is that you’re not fully invisible while moving and Sentryguns have sonars that warn Engineers of nearby cloaked spies.
This kinda defeats the purpose of cloak when you cant use it to escape and are already made more vulnerable with the slower speed.
The Spy runs silently, meaning you dont have to shiftwalk unless disguised as a non spy class.
Good for sneaking up on your prey.
The knife can instantly kill any class on a backstab (and do way too much damage on facestabs with 50 damage not resisted by armour, meaning you can 2 shot a heavy from the front).
If you stab someone while disguised, you will instantly assume their disguise similar to the “Your Eternal Reward” in TF2
Instead of sapping, Spy can hack enemy sentryguns to make them turn on their team.
If you bind R to “sentrysabotage” in the console, and walk up to a enemy sentrygun while disguised, you’ll will see a little bar fill.
Once its full you have successfully planted a bug and can press R anytime to instantly make the enemy sentry your own.
Its one of the most fun and earned ways to get frags as the Spy.
Its also a good distraction for the enemy team.
If the enemies refuse to leave their post, just get as close as you can and spam a bunch of grenades on the nest as throwing grenades dont drop your disguise.
(Spy ready to manually activate a hacked sentry.)
Ten slotte, disguises.
Spy can disguise as any class on any team by holding down Mouse2 and hovering over the desired option.
You can only disguise as classes that the enemy team is able to pick on the current map or gamemode. The lighter coloured icons show disguises availible.
In this case only Spy and Sniper are allowed since im disguising as a friendly on the Assassin Team.
When disguised, you will appear as your disguise for your own team as well.
This could be helpfull since your team shooting you could make the enemy buy your disguise.
Disguises always mirror the active weapon you have equipped.
Bijvoorbeeld, if you hold your knife (ie melee) out, your disguise will also show their corresponding melee weapon.
When disguised as Engineer near a sentry, it will look like you have your wrench out to repair or upgrade.
Meanwhile a sniper running around with a crowbar (like in my case) is a dead giveaway.
You can see your active disguise and its weapon in the bottom left corner.
Although the Spy is armed with a Super Shotgun, he only has average health, pantser, and movement speed and is unlikely to survive in open combat. A Spy’s best role is to make use of his various Special Abilities to infiltrate the enemy’s base and cause whatever damage he can.
Civillian
Statistieken:
“Be completely useless and try not to die”
-Open Fortress description.
The forgotten 10:th class and inspiration for TF2’s payload mode.
The Civillian has the lowest health in the game and his only weapon is the umbrella.
(Usefull if it rains)
Though some servers enable his Tommygun wich has decent firepower.
Just beware that you cant reload the Tommygun until you expended all ammo in its clip.
The Civillian class functions as a playable objective on escort maps, where the blue team consists of one civillian player, having to be escorted to a rescue zone by the red team of bodyguards, while the yellow team that consists of snipers and spies, have to assassinate him.
(If you dont count halloween truces in TF2, this is the only instance in the TF series where red and blue are on the same side ingame)
The Civillian cant take self inflicted damage (fall/drown damage) and is unable to killbind.
If he dies by a hacked Sentrygun, knife or Sniperrifle the yellow team wins and the map is reset.
(A medic healing a Civillian who is really vulnerable even with full armour and overheal)
The Civillian is also often used in alternative gamemodes or “Fun maps” (that are more focused on traversing obstacles rather than competitive combat) as he lacks weapons to grief other players.
In the Football gamemode, the Civillian fills the role of the goalie. His umbrella can instakill and he moves 10x faster.
He can reset the ball by pressing USE on it.
On the friendly side, the Civillian is invincible, while on mid he takes 4x as much damage from everything.
If he attempts to leave the field he will teleport back to his goal.
Its a shame that the FF mercs dont have distinct personalities as the extremely brittish voice of the TF2C Civillian would fit perfectly with the Civillian model in FF, it being based on Winston Churchill.
Dat is alles wat we vandaag hiervoor delen Fortress Forever gids. Deze handleiding is oorspronkelijk gemaakt en geschreven door @ your service. Voor het geval we er niet in slagen deze handleiding bij te werken, U kunt de laatste update vinden door dit te volgen link.