Difference between revisions of "Force-A-Nature"

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{{Targeted}}
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{{Item infobox
{{Weapon infobox
+
| type              = weapon
| weapon-slot = [[Primary]]
+
| image              = Force-A-Nature.png
| used-by = [[Scout]]
+
| 3d-image-1        = Force-A-Nature
| level-and-type = Level 1-100 Scattergun
+
| 3d-image-2        = Force-A-Nature Festive
| weapon-image = Force-A-Nature.png
+
| 3d-image-4        = Force-A-Nature Australium
| ammo-loaded = 2
+
| 3d-button-1        = default
| ammo-carried = 32
+
| 3d-button-2        = colored_pair
| reload = Clip
+
| 3d-button-4        = australium
| display-loadout-stats = yes
+
| 3d-viewname-1      = Default
| backpack-image = force a nature
+
| 3d-viewname-2      = Festive
| positive-attributes = Knockback on the target and shooter<br>+50% faster firing speed<br>+20% bullets per shot
+
| 3d-viewname-4      = Australium
| negative-attributes = -10% damage done<br>-60% clip size
+
| used-by            = {{used by|Scout}}
| availability = Unlock, Drop, Craft, Purchase
+
| slot              = primary
| price = {{item price|all}}
+
| released          = {{Patch name|2|24|2009}}
 +
| released-major    = Scout Update
 +
| availability      = {{avail|unlock|drop|craft|purchase|crate8|crate47-strange|crate78-festive|collectors|australium}}
 +
| marketable        = yes
 +
| numbered          = no
 +
| medieval          = no
 +
| ammo-loaded       = 2
 +
| ammo-carried       = 32
 +
| reload             = Clip
 +
| loadout            = yes
 +
  | item-kind        = {{item kind|Scattergun}}
 +
  | item-level      = 10
 +
  | item-description = {{item description|Force-A-Nature}}
 +
  | att-1-positive   = {{attribute|FireRate_Positive|50}}
 +
  | att-2-positive  = {{attribute|Scattergun_HasKnockback}}
 +
  | att-3-positive  = {{attribute|BulletsPerShot_Bonus|20}}
 +
  | att-4-negative  = {{attribute|DamageDone_Negative|-10}}
 +
  | att-5-negative  = {{attribute|ClipSize_Negative|-66}}
 
}}
 
}}
{{Quotation|Force-A-Nature publicity blurb|Any outdoorsman will tell you the most frustrating part of hunting is when a deer simply FALLS DOWN when shot, and doesn't FLY BACKWARDS into the forest.}}
 
  
The '''Force-A-Nature''', also known as the '''FaN''', is the unlockable [[primary weapon]] for the [[Scout]] class. It is a large double-barreled hunting [[Shotgun]] with extremely short barrels.
+
{{Quotation|'''Force-A-Nature''' publicity blurb|Any outdoorsman will tell you the most frustrating part of hunting is when a deer simply '''FALLS DOWN''' when shot, and doesn't '''FLY BACKWARD''' into the forest. Those days are over. Anything this baby hits better '''PACK A LUNCH''', 'cause it is going for a ride!}}
  
Unlike the [[Scattergun]], reload speed and capacity have been greatly reduced, yet as a result the blasting power has been maximized. The key feature of the weapon is opponents will suffer [[knockback]] in proportion to the distance between them and the Scout. Additionally, when the player fires the weapon while airborne, the recoil will act as a propellant depending upon the aimed direction. This can be used for an effective 'third jump' along with the inherent [[double jump]] ability. This will only apply to the first shot of the weapon and not the second.
+
The '''Force-A-Nature''', also known as the '''FaN''', is an unlockable [[Weapons#scoutprimary|primary weapon]] for the {{cl|Scout}}. It is a large [[w:Double-barreled shotgun|double-barreled hunting shotgun]] with sawn-off barrels and a wooden stock and foregrip.
  
While at first the Force-A-Nature appears to deal less damage than the Scattergun, it does in fact deal more damage spread over more pellets (0.9x damage per pellet times 1.2x amount of pellets is 1.08 times normal damage). Players will be required to approach enemies closely in order to fully use the knockback feature as well as deal considerable damage. The firing rate is also considerably faster, as the player can  unload both shells in approximately half a second.  
+
Compared to the {{item link|Scattergun}}, the Force-A-Nature's [[Ammo|ammo capacity]] is significantly smaller, only being able to hold two shots at a time. However, it can fire twice as fast as the Scattergun and causes opponents to suffer [[knockback]] inversely proportionate to the distance between them and the Scout on hit (with extremely high knockback at point-blank range and no knockback at all at long distance). If the user fires the weapon while airborne, the recoil propels them opposite of the direction they aim. This can be used to perform a [[Jumping#Force Jump|third jump]] in midair, opening up alternate routes for the Scout to take. Knockback is only delivered by the first shot on a target; after shooting, there is a delay of 1.5 seconds where the affected parties cannot be knocked back by a second shot.
  
Like the standard [[Shotgun]] and the [[Scattergun]], the Force-A-Nature's first shell will fire at least one pellet straight down the crosshair before 'bullet-spread' takes effect. When random spread is disabled the pellets will land forming a three by three grid pattern.
+
The Force-A-Nature shares the Scattergun's increased positive damage ramp up of 175%. Overall, it deals slightly more damage than the Scattergun, spread over a greater number of pellets; 0.9× damage per pellet times 1.2× amount of pellets equals 1.08 times normal damage. However, the low ammo capacity results in more frequent reloads and a lower total damage per clip, making the Force-A-Nature struggle in extended firefights or against tankier classes like [[Soldier]]s and [[Heavy|Heavies]]. When reloading, two shells are always consumed, even if only one shot was fired.
  
==Damage==
+
The Force-A-Nature's shells always fire at least one pellet straight down the [[Heads-up display|crosshair]], while the other bullets are spread out. Random bullet spread, enabled in [[Casual Mode]], causes the bullets to spread out in a random pattern. When random bullet spread is disabled, the pellets spread in a fixed three-by-three grid pattern: each grid point receives one pellet, with the middle row receiving two extra pellets on its centermost point and one extra pellet on its rightmost point.
{{See also|Damage}}
 
* Base: 5.4 per pellet
 
* Max Ramp Up: 175% (9.45 damage per pellet)
 
* Max Fall Off: 50% (2.7 damage per pellet)
 
* Pellet Count: 12
 
* Point Blank: ~92-113
 
* Medium Range: ~11-43
 
* Long Range: ~3-11
 
* Mini-Crit: 7.29 per pellet
 
* [[Critical hit]]: 16.2 per pellet
 
  
Medium range is defined as the main resupply door to the opposite wall on the upper level of [[2Fort]].  Long range is defined as battlement to battlement on [[2Fort]]. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Damages are approximate and determined by community testing.
+
The Force-A-Nature is automatically given to any player who obtains 10 [[Scout achievements]].
  
==Function times==
+
The [[kill icon]] for the Force-A-Nature was contributed by {{Steamid|76561197972481083}}.
* Attack Interval: 0.4267
 
* Reload: 1.64
 
All times are in seconds. Times are approximate and determined by community testing.
 
  
==Related Achievements==
+
== Damage and function times ==
 +
{{Damage table
 +
| type            = [[Hitscan]]
 +
| damagetype      = {{common string|Bullet}}
 +
| rangetype        = {{common string|Ranged}}
 +
 
 +
| damage          = yes
 +
|  ramp up        = 9.45 / pellet
 +
|  base            = 5.4 / pellet
 +
|  fall off        = 2.85 / pellet
 +
|  ramp up %      = 175
 +
|  pellet count    = 12
 +
|  point blank    = 9-113
 +
|  medium range    = 5-65
 +
|  long range      = 3-34
 +
|  pellet spread  = 30
 +
|  crit            = 16.2 / pellet
 +
|  minicrit        = {{tooltip|7.29|Long range}} - {{tooltip|12.76|Point blank}} / pellet
 +
 
 +
| function times  = yes
 +
|  attack interval = 0.3125 s
 +
|  reload          = 1.4333 s
 +
}}
 +
 
 +
{{Weapon Demonstration}}
 +
 
 +
== Crafting ==
 +
{{See also|Crafting}}
 +
 
 +
=== Blueprint ===
 +
{{Blueprint | autoresult = Scout primary}}
 +
 
 +
=== As a crafting ingredient ===
 +
{{Blueprint
 +
| ingredient-1 = Force-A-Nature
 +
| ingredient-2 = Reclaimed Metal
 +
| result = Shortstop
 +
}}
 +
{{Blueprint
 +
| ingredient-1 = Force-A-Nature
 +
| ingredient-2 = Bonk! Atomic Punch
 +
| ingredient-3 = Reclaimed Metal
 +
| result = Soda Popper
 +
}}
 +
 
 +
== {{common string|Strange variant}} ==
 +
{{Strange item info
 +
| item-type = {{item kind|Scattergun}}
 +
| rankson = kills
 +
  | item-description = {{item description|Force-A-Nature}}
 +
  | att-1-positive  = {{attribute|FireRate_Positive|50}}
 +
  | att-2-positive  = {{attribute|Scattergun_HasKnockback}}
 +
  | att-3-positive  = {{attribute|BulletsPerShot_Bonus|20}}
 +
  | att-4-negative  = {{attribute|DamageDone_Negative|-10}}
 +
  | att-5-negative  = {{attribute|ClipSize_Negative|-66}}
 +
| festive = yes
 +
| australium = yes
 +
| can deal long range damage = yes
 +
}}
 +
 
 +
== Related achievements ==
 +
=== {{Class link|Scout}} ===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Scout|Caught Napping}}
 
| 1 = {{Show achievement|Scout|Caught Napping}}
| 2 = {{Show achievement|Scout|Fall Classic}}
+
      {{Show achievement|Scout|Fall Classic}}
 +
| 2 = {{Show achievement|Scout|Milestone 1}}
 
}}
 
}}
  
==Demonstration==
+
== Update history ==
{{youtube|XlO0nFN6_6o}}
+
{{Update history|
 +
'''{{Patch name|2|24|2009}}''' ({{update link|Scout Update}})
 +
* The Force-A-Nature was added to the game.
 +
 
 +
'''{{Patch name|2|25|2009}}'''
 +
* Fixed the Force-A-Nature's description not fitting inside the item window.
 +
 
 +
'''{{Patch name|5|26|2009}}'''
 +
* Fixed kill description for Force-A-Nature, so server logs can distinguish them
 +
 
 +
'''{{Patch name|6|8|2009}}'''
 +
* The Force-A-Nature's damage was increased by 10%.
 +
 
 +
'''{{Patch name|6|23|2009}}'''
 +
* The knockback effect no longer affects Disguised [[Spy|Spies]].
  
==Previous Changes==
+
'''{{Patch name|6|25|2009}}'''
'''[[June 23, 2009 Patch]]'''
+
* The previous patch was reverted; knockback now affects Disguised Spies again.
* The knockback effect no longer affects Disguised Spies.
+
 
'''[[June 25, 2009 Patch]]'''
+
'''{{Patch name|8|13|2009}}''' ({{update link|Classless Update}})
* The previous patch is reverted; knockback now affects Disguised Spies again.
+
* Corrections were made to the knockback dealt.
'''[[August 13, 2009 Patch]]'''
+
** Knockback now only works in close range, similar to the [[compression blast]].
* Corrections made to the knockback dealt.
+
** The effect can no longer be used to [[juggle]] enemies; knockback is now only dealt by the first shot.
** Knockback now only works in close range, similar to the [[Compression blast]].
 
** The effect no longer can be used to juggle enemies; knockback is only dealt by the first shot.
 
 
** Self-knockback is altered to respect the Scout's view angle. Looking up while shooting will no longer propel the enemy upwards.
 
** Self-knockback is altered to respect the Scout's view angle. Looking up while shooting will no longer propel the enemy upwards.
** Knockback is now scaled by an indeterminate amount of damage done.  
+
** Knockback became scaled by an indeterminate amount of damage done.  
'''[[January 6, 2010 Patch]]'''
+
 
* Further corrections to knockback.  
+
'''{{Patch name|1|6|2010}}'''
 +
* Further corrections made to the knockback.  
 
** Knockback now only occurs when the shots deal more than 30 damage and the enemy is in close range.
 
** Knockback now only occurs when the shots deal more than 30 damage and the enemy is in close range.
** The angle of the weapon when fired determines the knockback.
+
** The angle of the Force-A-Nature when fired determines the knockback.
** It no longer effects grounded targets as much.
+
** It no longer affects grounded targets as much.
'''[[January 7, 2010 Patch]]'''
+
 
* Fixed grounded players receiving falling damage from shots fired directly above them.  
+
'''{{Patch name|1|7|2010}}'''
 +
* Fixed grounded players receiving falling damage from shots fired directly above them.
 +
* Fixed the Force-A-Nature firing fewer pellets when <code><nowiki>tf_use_fixed_weaponspreads</nowiki></code> was 1.
 +
 
 +
'''{{Patch name|1|13|2010}}'''
 +
* The Force-A-Nature now correctly knocks back players on the ground.
 +
* The minimum damage required for the Force-A-Nature to cause a knockback was increased from 30 to 40.
 +
 
 +
'''{{Patch name|7|8|2010}}'''
 +
* {{Undocumented}} The Force-A-Nature received its own [[Kill icons|kill icon]].
 +
 
 +
'''{{Patch name|9|30|2010}}''' ({{update link|Mann-Conomy Update}})
 +
* The Force-A-Nature was added in the [[Shortstop]]'s [[crafting]] blueprint.
 +
 
 +
'''{{Patch name|2|3|2011}}'''
 +
* Fixed the Force-A-Nature not drawing correctly in the character loadout screen.
 +
 
 +
'''{{Patch name|2|14|2011}}'''
 +
* {{Undocumented}} The Force-A-Nature no longer clips into itself or shows shells hovering outside.
 +
 
 +
'''{{Patch name|6|23|2011}}''' ({{update link|Über Update}})
 +
* {{Undocumented}} The Force-A-Nature was added in the {{item link|Soda Popper}}'s crafting blueprint.
 +
 
 +
'''{{Patch name|7|22|2011}}'''
 +
* {{Undocumented}} The damage penalty attribute was changed from "-10% damage done" to "-10% damage penalty".
 +
 
 +
'''{{Patch name|9|4|2012}}'''
 +
* Changed attribute:
 +
** Increased the clip size penalty from -60% to -66%.
 +
** Weapon functionality is unchanged.
 +
* {{Undocumented}} Added [[Strange]] variant.
 +
 
 +
'''{{Patch name|12|20|2012}}''' ({{update link|Mecha Update}})
 +
* Made Force-A-Nature pushback more consistent.
 +
 
 +
'''{{Patch name|11|12|2013}}'''
 +
* {{Undocumented}} Added [[Collector's]] quality.
 +
 
 +
'''{{Patch name|11|21|2013}}''' ({{update link|Two Cities Update}})
 +
* {{Undocumented}} Added [[Australium weapons|Australium]] variant.
 +
 
 +
'''{{Patch name|11|26|2013}}'''
 +
* Fixed missing backpack material for the Australium Force-A-Nature.
 +
 
 +
'''{{Patch name|12|20|2013}}''' ({{update link|Smissmas 2013}})
 +
* {{Undocumented}} Added [[Festive weapons|Festive]] variant.
 +
 
 +
'''{{Patch name|9|10|2014}}'''
 +
* Fixed the Festive Force-A-Nature using the wrong taunt animation.
 +
* {{Undocumented}} Fixed Scout not using specific voice responses while "force jumping" with Festive Force-A-Nature.
 +
 
 +
'''{{Patch name|7|2|2015}} #1''' ({{update link|Gun Mettle Update}})
 +
* Updated description to better detail the weapon's features.
 +
}}
 +
 
 +
== Notes ==
 +
* [[Jumping|Double jumping]] and then performing a successful "force jump" may cause the Scout to yell one of four [[Scout responses|voice responses]].
  
==Trivia==
+
== Trivia ==
[[Image:Toreroespaña.png|100px|right]]
+
* The Force-A-Nature's name is based on one of the Scout's lines in [[Meet the Scout]].
*The Force-A-Nature is manufactured in Portugal (a doubtful fact considering that its "warranty" is actually written in Spanish, a common mistake for people unfamiliar with Portuguese language) and marketed towards the [[Scout|particularly sadistic outdoorsman.]]
+
* According to the Force-A-Nature's [https://www.teamfortress.com/scoutupdate/force-a-nature.htm poster] on the {{update link|Scout Update}} page, the Force-A-Nature was manufactured in Portugal.
*[[Double jump]]ing and then firing both shots may cause the Scout to yell one of four responses, signifying a successful "triple jump".
+
** The phrase "Buena garantia!" is actually Spanish (with the orthographical error of the missing inverted exclamation mark and missing tittle in "garantia"), a language Portuguese is commonly confused for. It roughly translates to "Good warranty!".
*Reloading always ejects two shells, even after firing a single round.
+
* The sound effects for the [[Scattergun]]'s unused "double shot" function were recycled into the Force-A-Nature.
*Even though there is a shoulder stock on the FaN, the Scout does not use it as shown in the world model; instead he seems to hold the stock in his elbow. This has resulted in clipping issues where the stock will pass through the Scout's body as he runs.
+
* According to the [[Comics|comic]] ''[[The Contract]]'', Saxton Hale accidentally ordered 9 million Force-A-Natures to be made. The excess guns have been used for other things, such as creating a chair for [[Saxton Hale]]'s office, welding two together to create a club, or simply dumping them.
*A server console command can be used to disable random bullet spread for the Force-A-Nature, along with other pellet weapons like the [[Shotgun]]. When activated, any shots with the Force-A-Nature will form a 3x3 square, with the extra two pellets going to the center and rightmost position.
 
*The kill icon for the Force-A-Nature was originally the same as the Scattergun. This was changed to its current kill icon in the July 8, 2010 patch.
 
*The Force-A-Nature's name is a reference to what the Scout calls himself in [[Meet the Scout]].
 
*In [http://www.teamfortress.com/scoutupdate/force-a-nature_es.htm the Force-a-Nature page] of the Scout Update a bullfighter says: "Buena Garantía", the article also says that the FaN is 100% made in Portugal however both the language and bullfighters are from Spain.
 
*Since the Mann-Conomy update, the Force-A-Nature shells can be seen under the gun during the taunt, and the front piece is slightly misaligned.
 
  
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
File:Force-A-Nature 1st person cropped.png|1st person view.
+
File:Force-A-Nature 1st person.png|First-person view.
File:Force-A-Nature 1st person.png|Full 1st person view.
+
File:Festive Force-a-Nature 1st Person RED.png|[[RED]] [[Festive weapons|Festive variant]].
 +
File:Festive Force-a-Nature 1st Person BLU.png|[[BLU]] Festive variant.
 +
File:Australium Force-a-Nature.png|[[Australium weapons|Australium variant]].
 +
File:Force-A-Nature Chair.png|The chair made out of Force-A-Natures.
 +
File:Force-A-Nature Club.png|Two Force-A-Natures welded together to make a club.
 
</gallery>
 
</gallery>
  
==See also==
+
== {{common string|Related Merchandise}} ==
*[[Scattergun]]
+
<gallery>
*[[Double jump]]
+
File:Merch TF2 Poster FAN.jpg|[https://store.valvesoftware.com/product.php?i=P0130 Force-A-Nature Poster].
*[[Scout strategy#Force-A-Nature|Force-A-Nature Strategy]]
+
</gallery>
 +
 
 +
== See also ==
 +
* [[Basic Scout strategy#Force-A-Nature + reskins|Force-A-Nature strategy]]
 +
* [[Jumping#Force Jump|Force jump]]
 +
* [[Festive weapons]]
 +
* [[Australium weapons]]
  
 
== External links ==
 
== External links ==
*[http://www.teamfortress.com/scoutupdate/force-a-nature.htm The Scout Update- Force-A-Nature]
+
* [https://www.teamfortress.com/scoutupdate/force-a-nature.htm The Scout Update - Force-A-Nature]
  
{{Allweapons Nav}}<br/>
+
{{Scout Update Nav}}
 +
{{Allweapons Nav}}
 
{{Scout Nav}}
 
{{Scout Nav}}
 
[[Category:Primary weapons]]
 

Latest revision as of 16:44, 24 September 2024

Any outdoorsman will tell you the most frustrating part of hunting is when a deer simply FALLS DOWN when shot, and doesn't FLY BACKWARD into the forest. Those days are over. Anything this baby hits better PACK A LUNCH, 'cause it is going for a ride!
Force-A-Nature publicity blurb

The Force-A-Nature, also known as the FaN, is an unlockable primary weapon for the Scout. It is a large double-barreled hunting shotgun with sawn-off barrels and a wooden stock and foregrip.

Compared to the Scattergun, the Force-A-Nature's ammo capacity is significantly smaller, only being able to hold two shots at a time. However, it can fire twice as fast as the Scattergun and causes opponents to suffer knockback inversely proportionate to the distance between them and the Scout on hit (with extremely high knockback at point-blank range and no knockback at all at long distance). If the user fires the weapon while airborne, the recoil propels them opposite of the direction they aim. This can be used to perform a third jump in midair, opening up alternate routes for the Scout to take. Knockback is only delivered by the first shot on a target; after shooting, there is a delay of 1.5 seconds where the affected parties cannot be knocked back by a second shot.

The Force-A-Nature shares the Scattergun's increased positive damage ramp up of 175%. Overall, it deals slightly more damage than the Scattergun, spread over a greater number of pellets; 0.9× damage per pellet times 1.2× amount of pellets equals 1.08 times normal damage. However, the low ammo capacity results in more frequent reloads and a lower total damage per clip, making the Force-A-Nature struggle in extended firefights or against tankier classes like Soldiers and Heavies. When reloading, two shells are always consumed, even if only one shot was fired.

The Force-A-Nature's shells always fire at least one pellet straight down the crosshair, while the other bullets are spread out. Random bullet spread, enabled in Casual Mode, causes the bullets to spread out in a random pattern. When random bullet spread is disabled, the pellets spread in a fixed three-by-three grid pattern: each grid point receives one pellet, with the middle row receiving two extra pellets on its centermost point and one extra pellet on its rightmost point.

The Force-A-Nature is automatically given to any player who obtains 10 Scout achievements.

The kill icon for the Force-A-Nature was contributed by NeoDement .

Damage and function times

See also: Damage
Damage and function times
Shot type Hitscan
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Maximum ramp-up 175% 9.45 / pellet
Base damage 100% 5.4 / pellet
Maximum fall-off 52.8% 2.85 / pellet
Pellet count 12
Point blank 9-113
Medium range 5-65
Long range 3-34
Pellet spread 30:1
Critical 16.2 / pellet
Mini-crit 7.29 - 12.76 / pellet
Function times
Attack interval 0.3125 s
Reload 1.4333 s
Values are approximate and determined by community testing.

Demonstration

Crafting

See also: Crafting

Blueprint

Class Token - Scout Slot Token - Primary Scrap Metal Possible Results
Item icon Class Token - Scout.png + Item icon Slot Token - Primary.png + Item icon Scrap Metal.png =
Item icon Shortstop.png Item icon Force-A-Nature.png Item icon Soda Popper.png Item icon Baby Face's Blaster.png
Item icon Back Scatter.png

As a crafting ingredient

Force-A-Nature Reclaimed Metal Shortstop
Item icon Force-A-Nature.png + Item icon Reclaimed Metal.png = Item icon Shortstop.png
Force-A-Nature Bonk! Atomic Punch Reclaimed Metal Soda Popper
Item icon Force-A-Nature.png + Item icon Bonk! Atomic Punch.png + Item icon Reclaimed Metal.png = Item icon Soda Popper.png

Strange Variant


Related achievements

Leaderboard class scout.png Scout

Caught Napping
Caught Napping
Kill 50 enemies from behind with the Force-A-Nature.


Fall Classic
Fall Classic
Cause an environmental death or suicide using the Force-A-Nature's knockback.
Scout Milestone 1
Scout Milestone 1
Achieve 10 of the achievements in the Scout pack.

Reward: Force-A-Nature

Update history

February 24, 2009 Patch (Scout Update)
  • The Force-A-Nature was added to the game.

February 25, 2009 Patch

  • Fixed the Force-A-Nature's description not fitting inside the item window.

May 26, 2009 Patch

  • Fixed kill description for Force-A-Nature, so server logs can distinguish them

June 8, 2009 Patch

  • The Force-A-Nature's damage was increased by 10%.

June 23, 2009 Patch

  • The knockback effect no longer affects Disguised Spies.

June 25, 2009 Patch

  • The previous patch was reverted; knockback now affects Disguised Spies again.

August 13, 2009 Patch (Classless Update)

  • Corrections were made to the knockback dealt.
    • Knockback now only works in close range, similar to the compression blast.
    • The effect can no longer be used to juggle enemies; knockback is now only dealt by the first shot.
    • Self-knockback is altered to respect the Scout's view angle. Looking up while shooting will no longer propel the enemy upwards.
    • Knockback became scaled by an indeterminate amount of damage done.

January 6, 2010 Patch

  • Further corrections made to the knockback.
    • Knockback now only occurs when the shots deal more than 30 damage and the enemy is in close range.
    • The angle of the Force-A-Nature when fired determines the knockback.
    • It no longer affects grounded targets as much.

January 7, 2010 Patch

  • Fixed grounded players receiving falling damage from shots fired directly above them.
  • Fixed the Force-A-Nature firing fewer pellets when tf_use_fixed_weaponspreads was 1.

January 13, 2010 Patch

  • The Force-A-Nature now correctly knocks back players on the ground.
  • The minimum damage required for the Force-A-Nature to cause a knockback was increased from 30 to 40.

July 8, 2010 Patch

  • [Undocumented] The Force-A-Nature received its own kill icon.

September 30, 2010 Patch (Mann-Conomy Update)

February 3, 2011 Patch

  • Fixed the Force-A-Nature not drawing correctly in the character loadout screen.

February 14, 2011 Patch

  • [Undocumented] The Force-A-Nature no longer clips into itself or shows shells hovering outside.

June 23, 2011 Patch (Über Update)

  • [Undocumented] The Force-A-Nature was added in the Soda Popper's crafting blueprint.

July 22, 2011 Patch

  • [Undocumented] The damage penalty attribute was changed from "-10% damage done" to "-10% damage penalty".

September 4, 2012 Patch

  • Changed attribute:
    • Increased the clip size penalty from -60% to -66%.
    • Weapon functionality is unchanged.
  • [Undocumented] Added Strange variant.

December 20, 2012 Patch (Mecha Update)

  • Made Force-A-Nature pushback more consistent.

November 12, 2013 Patch

November 21, 2013 Patch (Two Cities Update)

November 26, 2013 Patch

  • Fixed missing backpack material for the Australium Force-A-Nature.

December 20, 2013 Patch (Smissmas 2013)

  • [Undocumented] Added Festive variant.

September 10, 2014 Patch

  • Fixed the Festive Force-A-Nature using the wrong taunt animation.
  • [Undocumented] Fixed Scout not using specific voice responses while "force jumping" with Festive Force-A-Nature.

July 2, 2015 Patch #1 (Gun Mettle Update)

  • Updated description to better detail the weapon's features.

Notes

Trivia

  • The Force-A-Nature's name is based on one of the Scout's lines in Meet the Scout.
  • According to the Force-A-Nature's poster on the Scout Update page, the Force-A-Nature was manufactured in Portugal.
    • The phrase "Buena garantia!" is actually Spanish (with the orthographical error of the missing inverted exclamation mark and missing tittle in "garantia"), a language Portuguese is commonly confused for. It roughly translates to "Good warranty!".
  • The sound effects for the Scattergun's unused "double shot" function were recycled into the Force-A-Nature.
  • According to the comic The Contract, Saxton Hale accidentally ordered 9 million Force-A-Natures to be made. The excess guns have been used for other things, such as creating a chair for Saxton Hale's office, welding two together to create a club, or simply dumping them.

Gallery

Related Merchandise

See also

External links