Difference between revisions of "Force-A-Nature"
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== Gallery == | == Gallery == |
Revision as of 19:52, 30 August 2011
“ | 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.
— Force-A-Nature publicity blurb
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” |
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 extremely sawn-off barrels and wooden stock. Its name is a reference to what the Scout calls himself in Meet the Scout.
Compared to the Scattergun, the Force-A-Nature's ammo clip size is significantly smaller, only loading two shots at a time. However, it fires more rapidly and will cause opponents to suffer knock back inversely proportionate to the distance between him and the Scout. If the Scout fires the weapon while airborne, the inherent recoil will propel him opposite of the aimed direction. This is useful for making an effective third jump. Knockback is only delivered by the first shot; a second shot delivers none in the same jump.
While at first the Force-A-Nature appears to deal less damage than the Scattergun, it actually deals increased damage, spread over a greater number of pellets — 0.9x damage per pellet times 1.2x amount of pellets equals 1.08 times normal damage. The Force-A-Nature also shares the Scattergun's increased positive damage ramp of 175%.
Like other bullet-based weaponry, 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 form a three by three grid pattern.
When reloading, even if there is one bullet left in the chamber, two bullets will be consumed.
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.
Contents
Damage and function times
Damage and function times | ||
---|---|---|
Shot type | Hitscan | |
Damage | ||
Maximum ramp-up | 175% | 9.45 / pellet |
Base damage | 100% | 5.4 / pellet |
Maximum fall-off | 52.8% | 2.7 / pellet |
Pellet count | 12 | |
Point blank | 92-113 | |
Medium range | 11-43 | |
Long range | 3-11 | |
Critical | 16.2 / pellet | |
Mini-crit | 7.29 / pellet | |
Function times | ||
Attack interval | 0.315 s | |
Reload | 1.64 s | |
Values are approximate and determined by community testing. |
Demonstration
Crafting
Blueprint
Class Token - Scout | Slot Token - Primary | Scrap Metal | Possible Results | |||||||||||||||||||
+ | + | = |
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As a crafting ingredient
Force-A-Nature | Reclaimed Metal | Shortstop | ||
+ | = |
Force-A-Nature | Bonk! Atomic Punch | Reclaimed Metal | Soda Popper | |||
+ | + | = |
Related achievements
Scout
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Update history
- The Force-A-Nature was added to the game.
- Fixed this weapon's description not fitting inside the item window.
- Fixed kill description for Force-A-Nature, so server logs can distinguish them
- This weapon's damage was increased by 10%.
- The knockback effect no longer affects Disguised Spies.
- 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.
- 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 weapon when fired determines the knockback.
- It no longer affects grounded targets as much.
- Fixed grounded players receiving falling damage from shots fired directly above them.
- Fixed this weapon firing fewer pellets when
tf_use_fixed_weaponspreads
was 1.
- This weapon 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.
- [Undocumented] This weapon received its own kill icon.
September 30, 2010 Patch (Mann-Conomy Update)
- Fixed this weapon not drawing correctly in the character loadout screen.
- [Undocumented] The weapon 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.
- [Undocumented] The damage penality attribute was changed from "-10% damage done" to "-10% damage penalty".
Bugs
- The stock of the weapon will pass through the Scout model during movement.
- The Scout never pulls the trigger when he fires this weapon.
- When this weapon is reloaded during the Scout's taunt, the sound file for the reload will play twice.
- In the inventory display the FAN would split in half floating the front of the gun and the shells would float above the weapon
Trivia
- The Force-A-Nature was manufactured in Portugal — a dubious claim, considering that its "good warranty" is actually written in Spanish, a common mistake for people unfamiliar with Portuguese language — and marketed towards the particularly sadistic outdoorsman.
- Double jumping and then firing both shots may cause the Scout to yell one of four responses, signifying a successful "triple jump" due to the knockback from the Force-A-Nature.
- The sound effects for the Scattergun's unused "double shot" function were recycled into the Force-A-Nature.
Gallery
See also
External links
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