Difference between revisions of "Force-A-Nature"

From Team Fortress Wiki
Jump to: navigation, search
(Trivia)
m (Undo edit by LolzMan (Talk) (242508) obvious)
Line 97: Line 97:
 
*Reloading always ejects two shells, even after firing a single round.
 
*Reloading always ejects two shells, even after firing a single round.
 
*The name Force-A-Nature is a reference to what the Scout calls himself in [[Meet the Scout]].
 
*The name Force-A-Nature is a reference to what the Scout calls himself in [[Meet the Scout]].
*Due to community complaints, the Force-A-Nature has been [[nerfed]] several times.
 
  
 
== Gallery ==
 
== Gallery ==

Revision as of 04:36, 7 December 2010

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

The Force-A-Nature, also known as the FaN, is an unlockable primary weapon for the Scout class. It is a large double-barreled hunting Shotgun with extremely short barrels.

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 based on 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.

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.

Like the standard Shotgun, the Shortstop 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.

Damage

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.

Function times

  • Attack Interval: 0.4267
  • Reload: 1.64

All times are in seconds. Times are approximate and determined by community testing.

Demonstration

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

Related Achievements

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.


Previous Changes

June 23, 2009 Patch

  • The knockback effect no longer affects Disguised Spies.

June 25, 2009 Patch

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

August 13, 2009 Patch

  • Corrections made to the knockback dealt.
    • 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.
    • Knockback is now scaled by an indeterminate amount of damage done.

January 6, 2010 Patch

  • Further corrections to 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 effects grounded targets as much.

January 7, 2010 Patch

  • Fixed grounded players receiving falling damage from shots fired directly above them.

July 8, 2010 Patch

  • The Force-A-Nature gets its own unique kill icon.

Bugs

  • The stock of the weapon will pass through the Scout model during movement.
  • While taunting, the barrel of the weapon will become distorted, and the shells will hover under the gun. This is also present on the loadout screen.

Related Merchandise

Trivia

  • The Force-A-Nature is manufactured in Portugal, (a dubious claim, considering that its "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".
  • Reloading always ejects two shells, even after firing a single round.
  • The name Force-A-Nature is a reference to what the Scout calls himself in Meet the Scout.

Gallery

See also

External links