Difference between revisions of "Freak Fortress 2"

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==={{class link|Soldier}}===
 
==={{class link|Soldier}}===
 
* {{item link|Battalion's Backup}} lowers Boss's damage.
 
* {{item link|Battalion's Backup}} lowers Boss's damage.
* {{item link|Rocket Jumper}} is not allowed in hte mod and is replaced with the stock {{item link|Rocket Launcher}}.
+
* {{item link|Rocket Jumper}} is not allowed in the mod and is replaced with the stock {{item link|Rocket Launcher}}.
 
* {{item link|Half-Zatoichi}} heals 35 health points per hit and may overheal 25 hp. Honorbound restriction is removed after a single hit, instead of each kill.
 
* {{item link|Half-Zatoichi}} heals 35 health points per hit and may overheal 25 hp. Honorbound restriction is removed after a single hit, instead of each kill.
* {{item link|Gunboats}} decreases 90% of fall damage instead of lowering  blast damage taken from rocket jumps by 60%.
+
* {{item link|Gunboats}} decreases 90% of fall damage in addition to reducing self-damage.
* {{item link|Mantreads}} increase the height of rocket jumps, and also reduces fall damage in place of 75% reduction in push force taken from damage and Dealing 3x falling damage to players you land on.
+
* {{item link|Mantreads}} increase the height of rocket jumps, and also reduces fall damage in place its normal stats.
 
* All primary and secondary weapons (excluding [[Dr. Grordbort's Victory Pack]] and the Direct Hit) deal mini-crits to airborne enemies.
 
* All primary and secondary weapons (excluding [[Dr. Grordbort's Victory Pack]] and the Direct Hit) deal mini-crits to airborne enemies.
 
** {{item link|Direct Hit}} deals full crits on airborne targets.
 
** {{item link|Direct Hit}} deals full crits on airborne targets.
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==={{class link|Medic}}===
 
==={{class link|Medic}}===
* All mediguns are replaced with a costume {{item link|Kritzkrieg}} with an increased charge rate and the following changes:
+
* All mediguns are replaced with a custom {{item link|Kritzkrieg}} with an increased charge rate and the following changes:
 
** ÜberCharge grants both invulnerability and crit-buff for Medic and his patient.  
 
** ÜberCharge grants both invulnerability and crit-buff for Medic and his patient.  
 
** ÜberCharge lasts 50% longer than usual.
 
** ÜberCharge lasts 50% longer than usual.
** The Medic begins every round with 40% Übercharge and receives 50% back after the end of an ÜberCharge.
+
** The Medic begins every round with 40% Übercharge and receives 40% back after the end of an ÜberCharge.
 
* All syringe guns are replaced with Custom Syringe Gun, which grants +5% ÜberCharge on hit.
 
* All syringe guns are replaced with Custom Syringe Gun, which grants +5% ÜberCharge on hit.
 
* The {{item link|Crusader's Crossbow}} is crit buffed, has damage is increased by 50% and grants +10% ÜberCharge on a successful hit.
 
* The {{item link|Crusader's Crossbow}} is crit buffed, has damage is increased by 50% and grants +10% ÜberCharge on a successful hit.
  
 
==={{class link|Sniper}}===
 
==={{class link|Sniper}}===
* All passive secondary weapons are restricted, and are replaced with the {{item link|SMG}}.
+
* All passive secondary weapons are replaced with the {{item link|SMG}}.
 
* {{item link|Jarate}} lowers the the boss' rage meter by 10% on hit, but does not grant mini-crits.
 
* {{item link|Jarate}} lowers the the boss' rage meter by 10% on hit, but does not grant mini-crits.
 
* All of Sniper's weapons are crit buffed.
 
* All of Sniper's weapons are crit buffed.
 
* The {{item link|Bazaar Bargain}} isn't allowed and is replaced with the stock {{item link|Sniper Rifle}}.
 
* The {{item link|Bazaar Bargain}} isn't allowed and is replaced with the stock {{item link|Sniper Rifle}}.
 
* A hit from a Sniper Rifle marks the boss, causing him to be visible through walls to the entire team for several seconds. The duration of this effect depends on the power of the shot.
 
* A hit from a Sniper Rifle marks the boss, causing him to be visible through walls to the entire team for several seconds. The duration of this effect depends on the power of the shot.
* The[[Huntsman]}'s damage is increased by 50%.
+
* The [[Huntsman]]'s damage is increased by 50%.
  
 
==={{class link|Spy}}===
 
==={{class link|Spy}}===
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** All players, including the boss, are informed when a Spy successfully backstabs the boss.
 
** All players, including the boss, are informed when a Spy successfully backstabs the boss.
 
** The knife cannot be used for 2 seconds after a successful backstab.
 
** The knife cannot be used for 2 seconds after a successful backstab.
** The {{item link|Dead Ringer}} is also unavailable to draw for 2 seconds after successful backstab.
+
** The {{item link|Dead Ringer}} is also unusable for 2 seconds after a successful backstab.
 
* A Successful backstab with the {{item link|Your Eternal Reward}} disguises the Spy as a random teammate.
 
* A Successful backstab with the {{item link|Your Eternal Reward}} disguises the Spy as a random teammate.
 
* A Successful backstab with The {{item link|Conniver's Kunai}} heals the Spy 60 health points, allowing the Spy to overheal himself up to 250 points.
 
* A Successful backstab with The {{item link|Conniver's Kunai}} heals the Spy 60 health points, allowing the Spy to overheal himself up to 250 points.
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Bosses have several advantages over regular players, assisting them with taking on entire teams. Some abilities are specific to certain bosses, but they all have the following:
 
Bosses have several advantages over regular players, assisting them with taking on entire teams. Some abilities are specific to certain bosses, but they all have the following:
* '''Super Jump''':To use the super jump, hold down the right mouse button while looking upwards and then release it. The Super Jumpis a very high jump, giving similar height to a rocket jump. This allows the boss to reach certain areas, or to surprise players by popping from an unexpected angle. The longer the button is held down, the higher the jump will be. This also allows the boss to escape pits that would normally kill a player. When in such a hazard, the jump becomes much stronger.
+
* '''Super Jump''':To use the super jump, hold down the right mouse button while looking upwards and then release it. The Super Jump is a very high jump, giving similar height to a rocket jump. This allows the boss to reach certain areas, or to surprise players by attacking from an unexpected angle. The longer the button is held down, the higher the jump will be. This also allows the boss to escape pits that would normally kill a player. When in such a hazard, the jump becomes much stronger.
 
* '''Super Stomp''':To use this ability, crouch and look down while in mid-air. Causes the boss to fall much faster than normal players. When he hits the ground, he causes damage and knock-back. As well as being a powerful attack, this makes it much harder to [[juggle]] the boss. To use this ability, crouch and look down while in mid-air.
 
* '''Super Stomp''':To use this ability, crouch and look down while in mid-air. Causes the boss to fall much faster than normal players. When he hits the ground, he causes damage and knock-back. As well as being a powerful attack, this makes it much harder to [[juggle]] the boss. To use this ability, crouch and look down while in mid-air.
 
* '''Speed up''': Most bosses have a similar ability to [[The Equalizer]], causing them to speed up as they are injured. They begin the round with the movement rate of a Medic (107%), which increases to that of a Scout (133%) when severely injured.
 
* '''Speed up''': Most bosses have a similar ability to [[The Equalizer]], causing them to speed up as they are injured. They begin the round with the movement rate of a Medic (107%), which increases to that of a Scout (133%) when severely injured.
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* '''Rage''':  Nearby Enemies are scared.
 
* '''Rage''':  Nearby Enemies are scared.
 
** Scare radius — 20 meters
 
** Scare radius — 20 meters
** Hale has the largest scare radius of all bosses.
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** Hale has the largest scare radius of any boss.
 
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* '''Rage''':  Nearby Enemies are scared
 
* '''Rage''':  Nearby Enemies are scared
 
** Scare radius — 17 meters
 
** Scare radius — 17 meters
* '''Teleportation''': Instead of a superjump, the Horsemann can teleport to the last person that damage him. The teleport requires a much longer time to recharge, which scales with use. The Horsemann is temporarily stunned after teleporting.
+
* '''Teleportation''': Instead of a superjump, the Horsemann can teleport to the last person that damaged him. The teleport requires a much longer time to recharge, which scales with use. The Horsemann is temporarily stunned after teleporting.
 
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* '''Health formula''': [(760+n)×n]<sup>1.04</sup>
 
* '''Health formula''': [(760+n)×n]<sup>1.04</sup>
 
* '''Super Jump''' &'''Super Stomp'''
 
* '''Super Jump''' &'''Super Stomp'''
* '''Rage''': The Demopan's rage fills every opponent's screen temporarily with fake trade requests, preventing them from seeing the games enviroment.
+
* '''Rage''': The Demopan's rage fills every opponent's screen temporarily with fake trade requests, blocking their screen.
 
** Scare radius — 15 meters
 
** Scare radius — 15 meters
 
* '''Charge''': The Demopan charges. This is the same as the ability of the [[Chargin Targe]]. This is used by reloading as the RMB is already bound to the rage taunt. This ability drains rage and is only possible if the Demopan has between 10% and 90% rage.
 
* '''Charge''': The Demopan charges. This is the same as the ability of the [[Chargin Targe]]. This is used by reloading as the RMB is already bound to the rage taunt. This ability drains rage and is only possible if the Demopan has between 10% and 90% rage.
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* '''Rage''':  The Vagineer is Ubercharged for 10 seconds.
 
* '''Rage''':  The Vagineer is Ubercharged for 10 seconds.
 
** Scare radius — 10 meters
 
** Scare radius — 10 meters
* Enemies killed by the Vagineer are vaporized - the samedeaeth animation as the [[Cow Mangler 5000]]'s.
+
* Enemies killed by the Vagineer are vaporized - the same death effect as the [[Cow Mangler 5000]]'s.
 
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Revision as of 00:00, 18 April 2012

Freaks from release set

Freak Fortress 2 is a modification that extends the concept of VS Saxton Hale Mode. Like the original Saxton Hale mod, the mod changes the rules of Arena maps, making all players fight against single, but very powerful boss.

Bosses are based on Community fads. Each has different abilities, but they share similar concepts and rules. All of them have relatively large amounts of health points, which varies, depending on the amount of opposing players. They are restricted to using melee attacks, though they deal a large amount of damage- 210±10 points per hit- enough to kill most classes in a single hit.

Bosses can also have forms of advanced movement, such as super-jump. They can also build "Rage" when damaged. When their rage meter is full, they can unleash a powerful taunt attack, which causes an effect that varies, depending on the boss they are playing as.

Strategy

Main article: Community VS Saxton Hale strategy

Strategies against FF2 bosses are almost the same as strategies in VS Saxton Hale Mode.

Balance

Similar to VSH mode, Freak Fortress 2 has some weapon attributes changed.

All class

  • All melee weapons, excluding Spy's knives, are permanently crit buffed to make up for the risk of getting within melee range of the boss.

Leaderboard class scout.png Scout

  • Drinking the Crit-a-Cola will grant guaranteed full crits instead of mini-crits.
  • Fan O'War decreases the Boss's rage meter by 5% on each hit instead of marking him for death.
  • Candy Cane drops a small health pack on every hit, instead of every kill.
  • All pistols deal mini-crits.

Leaderboard class soldier.png Soldier

  • Battalion's Backup lowers Boss's damage.
  • Rocket Jumper is not allowed in the mod and is replaced with the stock Rocket Launcher.
  • Half-Zatoichi heals 35 health points per hit and may overheal 25 hp. Honorbound restriction is removed after a single hit, instead of each kill.
  • Gunboats decreases 90% of fall damage in addition to reducing self-damage.
  • Mantreads increase the height of rocket jumps, and also reduces fall damage in place its normal stats.
  • All primary and secondary weapons (excluding Dr. Grordbort's Victory Pack and the Direct Hit) deal mini-crits to airborne enemies.
    • Direct Hit deals full crits on airborne targets.
    • Reserve Shooter has slightly increased damage and weapon switching speed. It still deals mini-crits to airborne targets.

Leaderboard class pyro.png Pyro

  • Both the Axtinguisher and Postal Pummeler are not allowed and are replaced with the stock Fire Axe.
  • Both the Flare Gun and Detonator are replaced by the "Mega-Detonator" — a Detonator with significantly higher blast force, allowing the player to Flare jump much higher or further than usual.

Leaderboard class demoman.png Demoman

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

  • Metal from pickups is limited, as all maps only have small ammo pickups.
  • Frontier Justice grants revenge crits when the Sentry Gun is either aiming at or shooting the Boss, instead of when the Sentry is destroyed.
  • All pistols deal mini-crits.

Leaderboard class medic.png Medic

  • All mediguns are replaced with a custom Kritzkrieg with an increased charge rate and the following changes:
    • ÜberCharge grants both invulnerability and crit-buff for Medic and his patient.
    • ÜberCharge lasts 50% longer than usual.
    • The Medic begins every round with 40% Übercharge and receives 40% back after the end of an ÜberCharge.
  • All syringe guns are replaced with Custom Syringe Gun, which grants +5% ÜberCharge on hit.
  • The Crusader's Crossbow is crit buffed, has damage is increased by 50% and grants +10% ÜberCharge on a successful hit.

Leaderboard class sniper.png Sniper

  • All passive secondary weapons are replaced with the SMG.
  • Jarate lowers the the boss' rage meter by 10% on hit, but does not grant mini-crits.
  • All of Sniper's weapons are crit buffed.
  • The Bazaar Bargain isn't allowed and is replaced with the stock Sniper Rifle.
  • A hit from a Sniper Rifle marks the boss, causing him to be visible through walls to the entire team for several seconds. The duration of this effect depends on the power of the shot.
  • The Huntsman's damage is increased by 50%.

Leaderboard class spy.png Spy

  • A successful backstab will deal about 10% of the Boss's health.
    • All players, including the boss, are informed when a Spy successfully backstabs the boss.
    • The knife cannot be used for 2 seconds after a successful backstab.
    • The Dead Ringer is also unusable for 2 seconds after a successful backstab.
  • A Successful backstab with the Your Eternal Reward disguises the Spy as a random teammate.
  • A Successful backstab with The Conniver's Kunai heals the Spy 60 health points, allowing the Spy to overheal himself up to 250 points.
  • All Revolvers deal mini-crits.
  • The Cloak and Dagger isn't allowed and is replaced with the Enthusiast's Timepiece.

Bosses

Bosses have several advantages over regular players, assisting them with taking on entire teams. Some abilities are specific to certain bosses, but they all have the following:

  • Super Jump:To use the super jump, hold down the right mouse button while looking upwards and then release it. The Super Jump is a very high jump, giving similar height to a rocket jump. This allows the boss to reach certain areas, or to surprise players by attacking from an unexpected angle. The longer the button is held down, the higher the jump will be. This also allows the boss to escape pits that would normally kill a player. When in such a hazard, the jump becomes much stronger.
  • Super Stomp:To use this ability, crouch and look down while in mid-air. Causes the boss to fall much faster than normal players. When he hits the ground, he causes damage and knock-back. As well as being a powerful attack, this makes it much harder to juggle the boss. To use this ability, crouch and look down while in mid-air.
  • Speed up: Most bosses have a similar ability to The Equalizer, causing them to speed up as they are injured. They begin the round with the movement rate of a Medic (107%), which increases to that of a Scout (133%) when severely injured.
  • Rage: Bosses have a rage meter, which builds when they take damage. When the rage meter is full, the boss can execute a taunt with a devastating effect. The effect is different for each boss, but all taunts will scare players within a certain radius. Rage requires 1900 damage to build a full charge in most bosses with an average of 2000 HP.
  • Health: Bosses have a massive amount of hp, which increases with the number of players. The basic health formula is:

[(760+n)×n]1.04 where n is the number of players.

Certain bosses may have less health- in this case the amount is divided by a value specific to the boss. For example, the Ninja Spy has a third of the health of other bosses, using the formula:

[(760+n)×n]1.04/3

Saxton Hale

Saxton Hale as he appears in the mod.
  • Health formula: [(760+n)×n]1.04
  • Super Jump & Super Stomp
  • Rage: Nearby Enemies are scared.
    • Scare radius — 20 meters
    • Hale has the largest scare radius of any boss.


Headless Horseless Horsemann Jr.

  • Health formula: [(760+n)×n]1.04
  • Super Jump & Super Stomp
  • Rage: Nearby Enemies are scared
    • Scare radius — 17 meters
  • Teleportation: Instead of a superjump, the Horsemann can teleport to the last person that damaged him. The teleport requires a much longer time to recharge, which scales with use. The Horsemann is temporarily stunned after teleporting.


Christian Brutal Sniper

It's like Christmas morning...
Christian Brutal Sniper on the hunt.
Christian Brutal Sniper, as he appears in mode
  • Health formula: [(760+n)×n]1.04
  • Super Jump & Super Stomp
  • Rage: The Sniper gets a Huntsman and 9 arrows.
    • Scare radius — ~9 meters).


Demopan

Stout Shako for two refined!
Demopan on effective trading.
Demopan, as he appears in mode
  • Health formula: [(760+n)×n]1.04
  • Super Jump &Super Stomp
  • Rage: The Demopan's rage fills every opponent's screen temporarily with fake trade requests, blocking their screen.
    • Scare radius — 15 meters
  • Charge: The Demopan charges. This is the same as the ability of the Chargin Targe. This is used by reloading as the RMB is already bound to the rage taunt. This ability drains rage and is only possible if the Demopan has between 10% and 90% rage.
  • Unlike other bosses, the Demopan has the move speed of a regular Demoman (93%).


Vagineer

Grrrrr...!
Vagineer on everything.
Vagineer, as he appears in mode
  • Health formula: [(760+n)×n]1.04
  • Super Jump & Super Stomp
  • Rage: The Vagineer is Ubercharged for 10 seconds.
    • Scare radius — 10 meters
  • Enemies killed by the Vagineer are vaporized - the same death effect as the Cow Mangler 5000's.


Seeman and Seeldier

See?
Seeman asking Seeldier about all the dead bodies around
Seeman and Seeldier, as they appear in mode
  • Seeman and Seeldier appear together, played by different players. They are individually weaker than the other bosses, but they make up for this by working together.
  • Health formula: [(760+n)×n]1.04/2.8 : Seeman and Seeldier each have a little more than a third of the health of another boss.
  • Super Jump & Super Stomp
  • Rage (Seeman): Seeman stuns nearby players and then kills them in a large series of explosions. The boss cannot move, and, visually, the Seeman's arms spin rapidly out of control for the duration of the rage.
    • Scare/Blast radius — 13 meters
  • Rage (Seeldier): All players who have been previously killed are resurrected as clones of the Seeman, but with much less health and no special abilities. If Seeldier dies, all these minions die.
    • Scare radius — 15 meters


Ninja Spy

I'm Ninja Spy...AND YOU SUCK
Ninja Spy on your skill.
Ninja Spy, as he appears in mode
  • Health formula: [(760+n)×n]1.04/3 : Ninja Spy has a third of the health of other bosses, but makes up for it with his 3 lives.
  • Super Jump & Super Stomp
  • Rage: Ninja Spy's rage only scares players but has a longer range than most other bosses. It also builds slower- a full charge takes 2500 damages instead of 1900.
    • Scare radius —18 meters
  • 3 lives: The Spy has three lives. When he would be killed on his first and second, he is restored to full health and time slows down for 10 seconds. During this time, he can teleport to players.


Community bosses

Freak Fortress 2 was created to make the possibility of creating your own bosses easier, allowing server administration to add content inside the mod without ruining the system itself. Instructions on how to add bosses can be found here

Bugs

  • Bosses will drop the corpse of a "real" class after death.
  • The items Schadenfreude, Director's Vision and High Five! can be used by the bosses but lack facial animations when used.
  • Even though the Jarate effect is intended to disappear instantly, it remains for about a half-second.
  • Demopan's Trade Spam ability may conflict with other server plugins using the in-game command r_screenoverlay. If this is the case, it may display incorrectly.
  • Ninja Spy may get stuck, if attacking an enemy in an area that cannot be passed without crouching during slow motion.
  • Players who acted as the Seeldier the previous round may spawn with the incorrect weapon for their class.
  • Occasionally when the Seeldier rages all of the Seeman clones will instantly die.

Trivia

  • Some servers also use the "Goomba Stomp" modification, which allows the player to do massive damage by landing on a boss.
  • This mod was created by RainBolt Dash in April 2012, based on VS Saxton Hale Mode's 1.38 version, which he also created. Versus Saxton mode is now under development by FlaminSarge
  • All the bosses are based on community fads.

See also

External links