Difference between revisions of "Freak Fortress 2"
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− | *All melee weapons, excluding [[Spy]]'s knives are permanently [[crit]] buffed to make up for the risk of | + | *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. |
==={{class link|Scout}}=== | ==={{class link|Scout}}=== |
Revision as of 13:44, 15 April 2012
“Oh dear, I've made quite a mess.” This page has been marked for general cleanup. Reason given: English needs *much* improvement. Please see Team Fortress Wiki style guide for information on how to improve this article. |
Freak Fortress 2 is a modification that extends 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 very powerful boss.
Enemies are based on Community fads. Each has different abilities, but they share ideas and rules. All of them have large amounts of health points, which varies depending on the amount of opposing players. They are restricted to melee attacks, though they deal a large 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 can also build "Rage" when damaged. When their rage is full, they can unleash a powerful taunt effect, which varies depending on who their playing as.
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 knives are permanently crit buffed to make up for the risk of getting within melee range of the boss.
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 a small health pack on every hit.
- All pistols deal mini-crits.
Soldier
- Battalion's Backup lowers Boss's damage.
- Rocket Jumper is not allowed and 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.
- Gunboats decreases 90% of fall damage.
- Mantreads increase the height of rocket jumps, and also reduces fall damage.
- All primary and secondary weapons (excluding Dr. Grordbort's Victory Pack) deal mini-crits to airborne enemies.
- Direct Hit deals full crits on airborne target.
- Reserve Shooter has slightly increased damage and weapon switching speed. It still deals mini-crits to airborne targets.
Pyro
- Both the Axtinguisher and Postal Pummeler are replaced with stock Fire Axe.
- Both the Flare Gun and Detonator replaced with the "Mega-Detonator" — a Detonator with significantly higher blast force, allowing the player to Flare jump much higher than usual.
Demoman
- Both the Chargin' Targe and 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 cause the player's primary weapon to be crit boosted.
- Sticky Jumper isn't allowed and is replaced with the stock Stickybomb Launcher.
- Half-Zatoichi heals 35 health points per hit and may overheal 25 hp. Honorbound restriction is removed after a single hit.
- The Eyelander, Horseless Headless Horsemann's Headtaker and Nessie's Nine Iron collect a head from each hit.
Heavy
- Natascha isn't allowed and is replaced with the stock Minigun.
- Fists of Steel aren't allowed and are replaced with the stock Fists.
- Both the Killing Gloves of Boxing and Gloves of Running Urgently increase speed by 50%, but deal 7 points of damage when drawn.
Engineer
- Metal from pickups is limited, as all maps only have small ammo pickups.
- Frontier Justice grants revenge crits only when Sentry Gun is either aiming at or shooting the Boss.
- All pistols deal mini-crits.
Medic
- All mediguns are replaced with the Kritzkrieg with an 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% back 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% UberCharge on a successful hit.
Sniper
- All passive secondary weapons are replaced with the SMG.
- Jarate removes 10% of the boss' rage on hit, but does not grant mini-crits.
- All Sniper's weapons are crit buffed.
- 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.
- Huntsman's damage is increased by 50%.
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 the 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.
- The Cloak and Dagger isn't allowed and is replaced with the Enthusiast's Timepiece.
Bosses
Bosses have several advantages over regular players, allowing them to take on entire teams. Some abilities are specific to certain bosses, but all have the following:
- Super Jump: A very high jump, giving similar height to a rocket jump. This allows the boss to reach certain areas, or to surprise players. To use the super jump, hold down the right mouse button while looking upwards and release. 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: Causes the boss to fall much faster than normal. 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 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 taunt with an extremely devastating effect. The effect is different for each boss, all will scare players within a certain radius. Rage normally requires 1900 damage to build a full charge.
- 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
Christian Brutal Sniper
“ | It's like Christmas morning...
Click to listen
— Christian Brutal Sniper on the hunt.
|
” |
- 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!
Click to listen
— Demopan on effective trading.
|
” |
- Health formula: [(760+n)×n]1.04
- Super Jump &Super Stomp
- Rage: The Demopan's rage fills every opponent's screen with fake trade requests, preventing them from seeing.
- 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.
Vagineer
“ | Grrrrr...!
Click to listen
— Vagineer on everything.
|
” |
- Health formula: [(760+n)×n]1.04
- Super Jump & Super Stomp
- Rage: The Vaginner is Ubercharged for 10 seconds.
- Scare radius — 10 meters
- Enemies killed by the Vagineer are vaporized - the same visual effect as Cow Mangler 5000.
Seeman and Seeldier
“ | See?
Click to listen
— Seeman asking Seeldier about all the dead bodies around
|
” |
- 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: Causes the Seeman or Seeldier to fall much faster and cause high damage with powerful Knock back.
- 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
Click to listen
— Ninja Spy on your skill.
|
” |
- 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.
VS Saxton Hale Bosses
Freak Fortress 2 also includes 2 bosses featured in VS Saxton Hale Mode:
- Saxton Hale - Can Super jump and super stomp. Rage has the largest range in the game mode: 800 inches (~20 meters).
- Horseless Headless Horseman Junior - Can teleport to the most recent player to damage it and super stomp. Rage scares players within 700 inches (~18 meters).
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 can get stuck, if he attacks 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
- Freak Fortress 2 mod on AlliedMods
- VSH mod on AlliedMods
- Random Fortress forum, the birthplace of the VSH and FF2 mods.
- Official VSH and FF2 Steam group
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