Difference between revisions of "Force-A-Nature"

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(Damage and function times: https://youtu.be/CRkyu4KuCZY is consistent with rounded multiples of 2.8512: 3, 6, 9, 14, 17, 20, 23 and 34.2144 rounds to 34 for all pellets. See Shotgun Discussion)
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Compared to the [[Scattergun]], the Force-A-Nature's [[Ammo|ammo capacity]] is significantly smaller, only being able to hold two shots at a time. However, it can fire twice as fast as the Scattergun and causes opponents to suffer [[knockback]] inversely proportionate to the distance between them and the Scout on hit (with extremely high knockback at point-blank range and no knockback at all at long distance). If the user fires the weapon while airborne, the recoil propels them opposite of the direction they aim. This can be used to perform a [[Jumping#Force Jump|third jump]] in midair, opening up alternate routes for the Scout to take. Knockback is only delivered by the first shot on a target; after shooting, there is a delay of 1.5 seconds where the affected parties cannot be knocked back by a second shot.
 
Compared to the [[Scattergun]], the Force-A-Nature's [[Ammo|ammo capacity]] is significantly smaller, only being able to hold two shots at a time. However, it can fire twice as fast as the Scattergun and causes opponents to suffer [[knockback]] inversely proportionate to the distance between them and the Scout on hit (with extremely high knockback at point-blank range and no knockback at all at long distance). If the user fires the weapon while airborne, the recoil propels them opposite of the direction they aim. This can be used to perform a [[Jumping#Force Jump|third jump]] in midair, opening up alternate routes for the Scout to take. Knockback is only delivered by the first shot on a target; after shooting, there is a delay of 1.5 seconds where the affected parties cannot be knocked back by a second shot.
  
The Force-A-Nature shares the Scattergun's increased positive damage ramp up of 175%. Overall, it deals slightly more damage than the Scattergun, spread over a greater number of pellets; 0.9x damage per pellet times 1.2x amount of pellets equals 1.08 times normal damage. However, the low ammo capacity results in more frequent reloads and a lower total damage per clip, making the Force-A-Nature struggle in extended firefights or against tankier classes like [[Soldier]]s and [[Heavy|Heavies]]. When reloading, two shells are always consumed, even if only one shot was fired.
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The Force-A-Nature shares the Scattergun's increased positive damage ramp up of 175%. Overall, it deals slightly more damage than the Scattergun, spread over a greater number of pellets; 0.damage per pellet times 1.amount of pellets equals 1.08 times normal damage. However, the low ammo capacity results in more frequent reloads and a lower total damage per clip, making the Force-A-Nature struggle in extended firefights or against tankier classes like [[Soldier]]s and [[Heavy|Heavies]]. When reloading, two shells are always consumed, even if only one shot was fired.
  
 
Like other bullet-based weaponry, the Force-A-Nature's first shell fires at least one pellet straight down the [[Heads-up display|crosshair]] before "bullet spread" takes effect. When random bullet spread is disabled, the pellets spread in a fixed three-by-three grid pattern: each grid point receives one pellet, with the middle row receiving two extra pellets on its centermost point and one extra pellet on its rightmost point.
 
Like other bullet-based weaponry, the Force-A-Nature's first shell fires at least one pellet straight down the [[Heads-up display|crosshair]] before "bullet spread" takes effect. When random bullet spread is disabled, the pellets spread in a fixed three-by-three grid pattern: each grid point receives one pellet, with the middle row receiving two extra pellets on its centermost point and one extra pellet on its rightmost point.

Revision as of 10:38, 20 March 2023

Any outdoorsman will tell you the most frustrating part of hunting is when a deer simply FALLS DOWN when shot, and doesn't FLY BACKWARD into the forest. Those days are over. Anything this baby hits better PACK A LUNCH, 'cause it is going for a ride!
Force-A-Nature publicity blurb

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 sawn-off barrels and a wooden stock and foregrip.

Compared to the Scattergun, the Force-A-Nature's ammo capacity is significantly smaller, only being able to hold two shots at a time. However, it can fire twice as fast as the Scattergun and causes opponents to suffer knockback inversely proportionate to the distance between them and the Scout on hit (with extremely high knockback at point-blank range and no knockback at all at long distance). If the user fires the weapon while airborne, the recoil propels them opposite of the direction they aim. This can be used to perform a third jump in midair, opening up alternate routes for the Scout to take. Knockback is only delivered by the first shot on a target; after shooting, there is a delay of 1.5 seconds where the affected parties cannot be knocked back by a second shot.

The Force-A-Nature shares the Scattergun's increased positive damage ramp up of 175%. Overall, it deals slightly more damage than the Scattergun, spread over a greater number of pellets; 0.9× damage per pellet times 1.2× amount of pellets equals 1.08 times normal damage. However, the low ammo capacity results in more frequent reloads and a lower total damage per clip, making the Force-A-Nature struggle in extended firefights or against tankier classes like Soldiers and Heavies. When reloading, two shells are always consumed, even if only one shot was fired.

Like other bullet-based weaponry, the Force-A-Nature's first shell fires at least one pellet straight down the crosshair before "bullet spread" takes effect. When random bullet spread is disabled, the pellets spread in a fixed three-by-three grid pattern: each grid point receives one pellet, with the middle row receiving two extra pellets on its centermost point and one extra pellet on its rightmost point.

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 .

Damage and function times

See also: Damage
Damage and function times
Shot type Hitscan
Damage type Bullet
Ranged or Melee damage? Ranged
Damage
Maximum ramp-up 175% 9.45 / pellet
Base damage 100% 5.4 / pellet
Maximum fall-off 52.8% 2.8512 / pellet
Pellet count 12
Point blank 9-113
Medium range 5-65
Long range 3-34
Pellet spread 30:1
Critical 16.2 / pellet
Mini-crit 7.29 - 12.76 / pellet
Function times
Attack interval 0.3125 s
Reload 1.4333 s
Values are approximate and determined by community testing.

Demonstration

Crafting

See also: Crafting

Blueprint

Class Token - Scout Slot Token - Primary Scrap Metal Possible Results
Item icon Class Token - Scout.png + Item icon Slot Token - Primary.png + Item icon Scrap Metal.png =
Item icon Shortstop.png Item icon Force-A-Nature.png Item icon Soda Popper.png Item icon Baby Face's Blaster.png
Item icon Back Scatter.png

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
Force-A-Nature Bonk! Atomic Punch Reclaimed Metal Soda Popper
Item icon Force-A-Nature.png + Item icon Bonk! Atomic Punch.png + Item icon Reclaimed Metal.png = Item icon Soda Popper.png

Related achievements

Leaderboard class scout.png Scout

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.
Scout Milestone 1
Scout Milestone 1
Achieve 10 of the achievements in the Scout pack.

Reward: Force-A-Nature

Strange variant


Update history

February 24, 2009 Patch (Scout Update)
  • The Force-A-Nature was added to the game.

February 25, 2009 Patch

  • Fixed the Force-A-Nature's description not fitting inside the item window.

May 26, 2009 Patch

  • Fixed kill description for Force-A-Nature, so server logs can distinguish them

June 8, 2009 Patch

  • The Force-A-Nature's damage was increased by 10%.

June 23, 2009 Patch

  • The knockback effect no longer affects Disguised Spies.

June 25, 2009 Patch

  • 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.

January 6, 2010 Patch

  • 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 Force-A-Nature when fired determines the knockback.
    • It no longer affects grounded targets as much.

January 7, 2010 Patch

  • Fixed grounded players receiving falling damage from shots fired directly above them.
  • Fixed the Force-A-Nature firing fewer pellets when tf_use_fixed_weaponspreads was 1.

January 13, 2010 Patch

  • The Force-A-Nature 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.

July 8, 2010 Patch

  • [Undocumented] The Force-A-Nature received its own kill icon.

September 30, 2010 Patch (Mann-Conomy Update)

February 3, 2011 Patch

  • Fixed the Force-A-Nature not drawing correctly in the character loadout screen.

February 14, 2011 Patch

  • [Undocumented] The Force-A-Nature 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.

July 22, 2011 Patch

  • [Undocumented] The damage penalty attribute was changed from "-10% damage done" to "-10% damage penalty".

September 4, 2012 Patch

  • Changed attribute:
    • Increased the clip size penalty from -60% to -66%.
    • Weapon functionality is unchanged.
  • [Undocumented] Added Strange variant.

December 20, 2012 Patch (Mecha Update)

  • Made Force-A-Nature pushback more consistent.

November 12, 2013 Patch

November 21, 2013 Patch (Two Cities Update)

November 26, 2013 Patch

  • Fixed missing backpack material for the Australium Force-A-Nature.

December 20, 2013 Patch (Smissmas 2013)

  • [Undocumented] Added Festive variant.

September 10, 2014 Patch

  • Fixed the Festive Force-A-Nature using the wrong taunt animation.
  • [Undocumented] Fixed Scout not using specific voice responses while "force jumping" with Festive Force-A-Nature.

July 2, 2015 Patch #1 (Gun Mettle Update)

  • Updated description to better detail the weapon's features.

Notes

Trivia

  • The Force-A-Nature's name is based on one of the Scout's lines in Meet the Scout.
  • According to the Force-A-Nature's poster on the Scout Update page, the Force-A-Nature was manufactured in Portugal.
    • The phrase "Buena garantia!" is actually Spanish, a language Portuguese is commonly confused for. It roughly translates to "Good warranty!".
  • The sound effects for the Scattergun's unused "double shot" function were recycled into the Force-A-Nature.

Gallery

Merchandise

See also

External links