Difference between revisions of "Freak Fortress 2"

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(Fixed English in intro and class descriptions. Haven't started on bosses yet- the section needs reorganising.)
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[[File:FF2_GROUP_PHOTO.png|right|thumb|200px|Freaks from release set]]
 
[[File:FF2_GROUP_PHOTO.png|right|thumb|200px|Freaks from release set]]
  
'''Freak Fortress 2''' — is a modification, extending the idea of [[VS Saxton Hale Mode]]. Same as the original, it changes the rules of [[Arena]] maps, making all players fight against single, but extremely powerful opponent, so called "Boss".
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'''Freak Fortress 2''' — is a modification, extending the idea of [[VS Saxton Hale Mode]]. Like the original Saxton Hale mod, it changes the rules of [[Arena]] maps, making all players fight against single but extremely powerful boss.
  
These bosses are based on [[Community fads]]. Each ones gameplay, abilities and tactics are different, but sharing the same idea and rules. All of them have tremendous amount of health points, depending on the amount of opposing players (up to 30'000 hp!). It's more than enough to survive the deadliest gameplay features, such as backstab, headshot, killing taunt, train hit etc.
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Enemies are based on [[Community fads]]. Each has different abilities, but they share the same idea and rules. All of them have tremendous amount of health points, depending on the amount of opposing players. They are restricted to melee attacks, though they deal a massive amount of damage- 210±10 points per hit- enough to kill most classes in a single hit.
Damage dealt by their strikes is 210±10 points, making [[Heavy]] and, possibly, [[Soldier]] be the only classes, who can survive a single hit, without being overhealed.
 
Bosses have different movement (Super Jump, Teleportation) and Rage (very special and extremely powerful ability, built by being damaged, like [[Battalion Backup]]) abilities.
 
  
 +
Enemies can also have forms of advanced movement, such as super-jump. They also build rage when damaged. When their rage is full, they can unleash a powerful taunt effect.
  
 
== Strategy ==
 
== Strategy ==
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===All class===
 
===All class===
*All melee weapons, excluding [[Spy]]'s knife are [[crit]] buffed, to award players, daring to call for a melee fight against the boss.
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*All melee weapons, excluding [[Spy]]'s knife are permanently [[crit]] buffed to make up for the tremendous risk of going within melee range of the boss.
  
 
==={{class link|Scout}}===
 
==={{class link|Scout}}===
* {{item link|Crit-a-Cola}} gives full crits buff, instead of mini-crits.
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* {{item link|Crit-a-Cola}} gives full crits instead of mini-crits.
* {{item link|Fan O'War}} cuts 5% of Boss's rage scale, instead of marking to death.  
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* {{item link|Fan O'War}} cuts 5% of Boss's rage on each hit instead of marking for death.  
 
* {{item link|Candy Cane}} drops small health pack on every hit.
 
* {{item link|Candy Cane}} drops small health pack on every hit.
* All pistols have mini-crit buff.
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* All pistols deal mini-crits.
  
 
==={{class link|Soldier}}===
 
==={{class link|Soldier}}===
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* {{item link|Half-Zatoichi}} heals 35 health points per hit and may overheal 25 hp. Honorbound restriction is removed after a single hit.
 
* {{item link|Half-Zatoichi}} heals 35 health points per hit and may overheal 25 hp. Honorbound restriction is removed after a single hit.
 
* {{item link|Gunboats}} decreases 90% of fall damage.
 
* {{item link|Gunboats}} decreases 90% of fall damage.
* {{item link|Mantreads}} are increasing rocket jump height.
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* {{item link|Mantreads}} increase the height of rocket jumps.
* All primary and secondary weapons (excluding [[Dr. Grordbort's Victory Pack]]) deal mini-crits on airborne enemy in 99999 seconds after weapon being drawn.
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* All primary and secondary weapons (excluding [[Dr. Grordbort's Victory Pack]]) deal mini-crits to airborne enemies.
 
** {{item link|Direct Hit}} deals full crits on airborne target.
 
** {{item link|Direct Hit}} deals full crits on airborne target.
** {{item link|Reserve Shooter}} has slightly increased damage and weapon switching speed, but still deals mini-crits on airborne targets, unlike Direct Hit.
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** {{item link|Reserve Shooter}} has slightly increased damage and weapon switching speed. It still deals mini-crits to airborne targets.
  
 
==={{class link|Pyro}}===
 
==={{class link|Pyro}}===
* Both {{item link|Axtinguisher}} and {{item link|Postal Pummeler}} are identical to stock {{item link|Fire Axe}}.
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* Both {{item link|Axtinguisher}} and {{item link|Postal Pummeler}} are replaced with stock {{item link|Fire Axe}}.
* Both {{item link|Flare Gun}} and {{item link|Detonator}} replaced with «Mega-Detonator» — special Flare Gun, which can detonate the flare, but allows to make much higher flare jumps, due to increased self-throwing power.
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* Both {{item link|Flare Gun}} and {{item link|Detonator}} replaced with «Mega-Detonator» — a detonator with significantly higher blast force, allowing the player to detonator jump much higher than usual.
  
 
==={{class link|Demoman}}===
 
==={{class link|Demoman}}===
* Both {{item link|Chargin' Targe}} and {{item link|Splendid Screen}} are blocking the single Boss's hit, and then being removed till the end of round.
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* Both {{item link|Chargin' Targe}} and {{item link|Splendid Screen}} prevent the first hit from the boss each round. The shield is destroyed by the hit and cannot be used again during the round.
** Equipping any shield will make crit buff on primary weapon.
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** Equipping any shield will cause the player's primary weapon to be crit boosted.
* {{item link|Sticky Jumper}} isn't allowed and replaced with stock {{item link|Stickybomb Launcher}}.
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* {{item link|Sticky Jumper}} isn't allowed and is replaced with stock {{item link|Stickybomb Launcher}}.
 
* {{item link|Half-Zatoichi}} heals 35 health points per hit and may overheal 25 hp. Honorbound restriction is removed after a single hit.
 
* {{item link|Half-Zatoichi}} heals 35 health points per hit and may overheal 25 hp. Honorbound restriction is removed after a single hit.
* {{item link|Eyelander}}, {{item link|Horseless Headless Horsemann's Headtaker}} and {{item link|Nessie's Nine Iron}} are collecting heads for each hit.
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* {{item link|Eyelander}}, {{item link|Horseless Headless Horsemann's Headtaker}} and {{item link|Nessie's Nine Iron}} collect a head from each hit.
  
 
==={{class link|Heavy}}===
 
==={{class link|Heavy}}===
* {{item link|Natascha}} isn't allowed and replaced with stock {{item link|Minigun}}.
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* {{item link|Natascha}} isn't allowed and replaced is with stock {{item link|Minigun}}.
* {{item link|Fists of Steel}} aren't allowed and replaced with stock {{item link|Fists}}.
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* {{item link|Fists of Steel}} aren't allowed and are replaced with stock {{item link|Fists}}.
* Both {{item link|Killing Gloves of Boxing}} and {{item link|Gloves of Running Urgently}} are increasing moving speed on 50%, but deals 7 points of damage when drawn.
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* Both {{item link|Killing Gloves of Boxing}} and {{item link|Gloves of Running Urgently}} increase speed by 50%, but deal 7 points of damage when drawn.
  
 
==={{class link|Engineer}}===
 
==={{class link|Engineer}}===
 
* Metal is really hard to find, because almost all Arena mode maps have only small ammo boxes.
 
* Metal is really hard to find, because almost all Arena mode maps have only small ammo boxes.
* {{item link|Frontier Justice}} grants revenge crits only when Sentry Gun is either aiming or shooting the Boss.
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* {{item link|Frontier Justice}} grants revenge crits only when Sentry Gun is either aiming at or shooting the Boss.
* All pistols have mini-crit buff.
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* All pistols deal mini-crits.
  
 
==={{class link|Medic}}===
 
==={{class link|Medic}}===
* All secondary weapons are replaced with {{item link|Kritzkrieg}}, which builds [[Ubercharge]] up on 25% faster.
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* All mediguns are replaced with the {{item link|Kritzkrieg}} with the Kritzkrieg's increased charge rate and the following changes:
** Ubercharge grants both immortality and crit-buff for Medic and his patient. Moreover, Ubercharge lasts 50% longer than usual.
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** UberCharge grants both invulnerability and crit-buff for Medic and his patient.  
* Medic begins round with 40% filled Ubercharge scale and has 50% after the end of Ubercharge.
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** UberCharge lasts 50% longer than usual.
* All syringe guns are replaced with Custom Syringe Gun, adding +5% of Ubercharge on hit.
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** The Medic begins round with 40% Ubercharge and receives 50% after the end of an Ubercharge.
* {{item link|Crusader's Crossbow}} is always crit buffed, has damage increased on 50% and grants +10% of Ubercharge on successful hit.
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* All syringe guns are replaced with Custom Syringe Gun, which grants +5% UberCharge on hit.
 +
* The {{item link|Crusader's Crossbow}} is always crit buffed, has damage increased by 50% and grants +10% of Ubercharge on successful hit.
  
 
==={{class link|Sniper}}===
 
==={{class link|Sniper}}===
* All on-back items are replaced with {{item link|SMG}}.
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* All passive secondary weapons are replaced with {{item link|SMG}}.
* {{item link|Jarate}} cuts 10% of Boss's rage scale, instead of increasing damage.
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* {{item link|Jarate}} removes 10% of the bosses rage on hit, but does not grant mini-crits.
 
* All Sniper's weapons are crit buffed.
 
* All Sniper's weapons are crit buffed.
 
* {{item link|Bazaar Bargain}} isn't allowed and replaced with stock {{item link|Sniper Rifle}}.
 
* {{item link|Bazaar Bargain}} isn't allowed and replaced with stock {{item link|Sniper Rifle}}.
* Sniper Rifles marks the boss, so he could be seen through walls for entire team for some seconds. This time depends on shot's power and may be charged with staying zoomed in.
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* 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.
* [[Huntsman]]'s damage is increased on 50%.
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* [[Huntsman]]'s damage is increased by 50%.
  
 
==={{class link|Spy}}===
 
==={{class link|Spy}}===
* Successful backstab will deal about 10% of Boss's health.
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* A successful backstab will deal about 10% of Boss's health.
** All players, including the boss, are getting informed with text message about successful backstab. Moreover, Spy can't use his knife for 2 seconds after that.
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** All players, including the boss, are informed when a spy successfully backstabs the boss.
** {{item link|Dead Ringer}} is also unavailable for 2 seconds after successful backstab.
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** The knife cannot be used for 2 seconds after a successful backstab.
* Successful backstab with {{item link|Your Eternal Reward}} disguises Spy as a random teammate.
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** The {{item link|Dead Ringer}} is also unavailable for 2 seconds after successful backstab.
* Successful backstab with {{item link|Conniver's Kunai}} adds 60 health points, allowing to overheal up to 250 points.
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* A Successful backstab with {{item link|Your Eternal Reward}} disguises the Spy as a random teammate.
* All {{item link|Revolver}}s mini-crit buffed.
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* A Successful backstab with {{item link|Conniver's Kunai}} adds 60 health points, allowing the Spy to overheal up to 250 points.
* {{item link|Cloak and Dagger}} isn't allowed and replaced with either stock {{item link|Invisibility Watch}} or {{item link|Enthusiast's Timepiece}}.
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* All {{item link|Revolver}}s deal mini-crits.
 +
* {{item link|Cloak and Dagger}} isn't allowed and replaced with either stock {{item link|Invisibility Watch}}.
  
 
== Bosses ==
 
== Bosses ==

Revision as of 14:09, 7 April 2012

Freaks from release set

Freak Fortress 2 — is a modification, extending the idea of VS Saxton Hale Mode. Like the original Saxton Hale mod, it changes the rules of Arena maps, making all players fight against single but extremely powerful boss.

Enemies are based on Community fads. Each has different abilities, but they share the same idea and rules. All of them have tremendous amount of health points, depending on the amount of opposing players. They are restricted to melee attacks, though they deal a massive amount of damage- 210±10 points per hit- enough to kill most classes in a single hit.

Enemies can also have forms of advanced movement, such as super-jump. They also build rage when damaged. When their rage is full, they can unleash a powerful taunt effect.

Strategy

Main article: Community VS Saxton Hale strategy

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

Balance

Like in VSH mode, Freak Fortress 2 has some weapon attributes changed.

All class

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

Leaderboard class scout.png Scout

  • Crit-a-Cola gives full crits instead of mini-crits.
  • Fan O'War cuts 5% of Boss's rage on each hit instead of marking for death.
  • Candy Cane drops small health pack on every hit.
  • All pistols deal mini-crits.

Leaderboard class soldier.png Soldier

Leaderboard class pyro.png Pyro

Leaderboard class demoman.png Demoman

Leaderboard class heavy.png Heavy

Leaderboard class engineer.png Engineer

  • Metal is really hard to find, because almost all Arena mode maps have only small ammo boxes.
  • Frontier Justice grants revenge crits only when Sentry Gun is either aiming at or shooting the Boss.
  • All pistols deal mini-crits.

Leaderboard class medic.png Medic

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

Leaderboard class sniper.png Sniper

  • All passive secondary weapons are replaced with SMG.
  • Jarate removes 10% of the bosses rage on hit, but does not grant mini-crits.
  • All Sniper's weapons are crit buffed.
  • Bazaar Bargain isn't allowed and replaced with 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.
  • Huntsman's damage is increased by 50%.

Leaderboard class spy.png Spy

  • A successful backstab will deal about 10% of 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 unavailable for 2 seconds after successful backstab.
  • A Successful backstab with Your Eternal Reward disguises the Spy as a random teammate.
  • A Successful backstab with Conniver's Kunai adds 60 health points, allowing the Spy to overheal up to 250 points.
  • All Revolvers deal mini-crits.
  • Cloak and Dagger isn't allowed and replaced with either stock Invis Watch.

Bosses

Official release

Christian Brutal Sniper

It's like Christmas morning...
Christian Brutal Sniper on hunt
Christian Brutal Sniper, as he appears in mode
  • Health formula: ((760+n)*n)^1.04, where 'n' means number of players.
  • Super Jump: Very high jump. To make it, you should hold right mouse button, crouch and release the mouse button while looking all the way up. Height depends on the time, spent in crouch. Flight degree depends on your further aiming. Super jump becomes extremely powerful, if boss fell into a deadly pit.
  • Super Stomp: Much faster falling to deal with powerful Knock back. Activated by crouching in mid-air and looking down.
  • Rage: Activated by taunt. Sniper gets Huntsman and 9 arrows to use them without any restrictions. Nearby enemies are scared on activation. Rage fills with damage taken: 1900 points for full charge.
    • Scare radius — 350 inches (~9 meters).
  • Has Medic's moving speed, which increases to Scout's on health loss.


Demopan

Stout Shako for two refined!
Demopan wants to ask you something
Demopan, as he appears in mode
  • Health formula: ((760+n)*n)^1.04, where 'n' means number of players.
  • Super Jump: Very high jump. To make it, you should hold right mouse button, crouch and release the mouse button while looking all the way up. Height depends on the time, spent in crouch. Flight degree depends on your further aiming. Super jump becomes extremely powerful, if boss fell into a deadly pit.
  • Super Stomp: Much faster falling to deal with powerful Knock back. Activated by crouching in mid-air and looking down.
  • Rage: Activated by taunt. All players are getting a lot of trading requests on their screen without any possibility of neither decline or accept them, blocking the view field. Nearby enemies are scared on activation. Rage fills with damage taken: 1900 points for full charge.
    • Scare radius — 600 inches (~15 meters).
  • Charge: Activated by reloading. Uses a rage points, but only if there is more than 10% but less than 90%.
  • Unlike other bosses, have moving speed of a regular Demoman.


Vagineer

Grrrrr...!
Vagineer thinking about global warming... And stuff...
Vagineer, as he appears in mode
  • Health formula: ((760+n)*n)^1.04, where 'n' means number of players.
  • Super Jump: Very high jump. To make it, you should hold right mouse button, crouch and release the mouse button while looking all the way up. Height depends on the time, spent in crouch. Flight degree depends on your further aiming. Super jump becomes extremely powerful, if boss fell into a deadly pit.
  • Super Stomp: Much faster falling to deal with powerful Knock back. Activated by crouching in mid-air and looking down.
  • Rage: Activated by taunt. Vaginner is being Ubercharged for 10 seconds. Nearby enemies are scared on activation. Rage fills with damage taken: 1900 points for full charge.
    • Scare radius — 400 inches (~10 meters).
  • Killed enemies are getting vaporized (the same effect, as Cow Mangler 5000).
  • Has Medic's moving speed, which increases to Scout's on health loss.


Seeman and Seeldier

See?
Seeman asking Seeldier about dead bodies around
Seeman and Seeldier, as they appear in mode
  • Work together.
  • Health formula: ((760+n)*n)^1.04/2.8, where 'n' means number of players.
  • Super Jump: Very high jump. To make it, you should hold right mouse button, crouch and release the mouse button while looking all the way up. Height depends on the time, spent in crouch. Flight degree depends on your further aiming. Super jump becomes extremely powerful, if boss fell into a deadly pit.
  • Super Stomp: Much faster falling to deal with powerful Knock back. Activated by crouching in mid-air and looking down.
  • Rage (Seeman): Activated by taunt. Seeman begins showing his explosive show off, killing everyone in radius of 500 inches (~13 meters). Nearby enemies are scared on activation. Rage fills with damage taken: 1900 points for full charge.
    • Scare radius — 500 inches (~13 meters).
  • Rage (Seeldier): Activated by taunt. Seeldier resurrects dead players as his minions, who look like real Seeldier and Seeman, but don't have any special abilities. Nearby enemies are scared on activation. Rage fills with damage taken: 1900 points for full charge.
    • Scare radius — 600 inches (~15 meters).
    • Seeldier's minions die on his death.
  • Has Medic's moving speed, which increases to Scout's on health loss.


Ninja Spy

I'm Ninja Spy...AND YOU SUCK
Ninja Spy on hunt
Ninja Spy, as he appears in mode
  • Health formula: ((760+n)*n)^1.04/3, where 'n' means number of players.
  • Super Jump: Very high jump. To make it, you should hold right mouse button, crouch and release the mouse button while looking all the way up. Height depends on the time, spent in crouch. Flight degree depends on your further aiming. Super jump becomes extremely powerful, if boss fell into a deadly pit.
  • Super Stomp: Much faster falling to deal with powerful Knock back. Activated by crouching in mid-air and looking down.
  • Rage: Activated by taunt. Scares players around. Rage fills with damage taken: 2500 points for full charge.
    • Scare radius — 700 inches (~18 meters).
  • 3 lifes: Ninja Spy has 3 lifes. On death, the time is getting slowed down for 10 seconds, while Ninja Spy can instantly move to his victim.
  • Has Medic's moving speed, which increases to Scout's on health loss.


VS Saxton Hale Bosses

Freak Fortress 2 also includes 2 bosses, featuring in VS Saxton Hale Mode:

  • Saxton Hale - Special guest. Super jump, super stomp, rage roar, scaring people 800 inches (about 20 meters), which is the biggest scaring range in mode.
  • Horseless Headless Horseman Junior. Has a teleportation to a random player, isntead of super jump, super stomp and rage roar with 800 inches range.

Community bosses

Freak Fortress 2 was created to make the possibility of creating your own bosses more easily, allowing server administration to add content inside the mod, without ruining the system itself. Instruction for to make one could be found here. At the moment, there is no community created bosses, due to modification's release day. You can share your ideas at official Freak Fortress 2 thread.

Bugs

  • Boss will drop the corpse of a "real" class after death.
  • Taunts Schadenfreude, Director's Vision and High Five! can be used by every single boss,but lacking the facial animation.
  • Even though Jarate has to disappear instantly, it gives about half a second to strike the boss with mini-crits.
  • When boss scares an Engineer wearing Hotrod, it will fall down like carrying a builder's case.
  • Demopan's Trade Spam ability may conflict with other server plugins using in-game command r_screenoverlay. In this case, it will simply disappear.
  • Ninja Spy can stuck, if he attacks an enemy, standing in places, where you can't pass without crouching, during the slow motion.
  • Boss' firts person view weapons are not real (Bottle and Shovel instead of Seeman's and Seeldier's giant fists).
    • Ninja Spy holds correct weapon at first person view (Shahanshah), but only one of them and has incorrect holding animation.
  • Some bosses have taunts and some aren't. This wasn't planned, because you can't make class do correct taunt animations with weapon of another class.
    • Seeldier is the only boss, using his taunt animation correctly (during the rage).

Trivia

  • Some servers are using «Goomba Stomp» modification, allowing players to jump on a boss, dealing him extreme damage, comparable to backstab. Chat will display a message: «"Username" stomped "Username!"». However, he can do the same thing.
  • This modification was created by RainBolt Dash in April 2012, basing on VS Saxton Hale Mode's 1.38 version, which was also created by him. Now VSH mode is developed by user FlamingSarge.
  • Every single boss is created basing on community fads.

See also

External links