Difference between revisions of "Force-A-Nature"
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'''[[February 3, 2011 Patch]]''' | '''[[February 3, 2011 Patch]]''' | ||
*Fixed the Force-A-Nature not drawing correctly in the character loadout screen. | *Fixed the Force-A-Nature not drawing correctly in the character loadout screen. | ||
− | ''' | + | '''[[February 14, 2011 Patch]]''' |
* Clipping issues between the weapon and the Scout (namely concerning the stock) are resolved. | * Clipping issues between the weapon and the Scout (namely concerning the stock) are resolved. | ||
* The weapon no longer clips into itself or shows shells hovering outside. | * The weapon no longer clips into itself or shows shells hovering outside. |
Revision as of 19:13, 19 February 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 short barrels. 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. However, it fires more rapidly and will cause opponents to suffer knockback 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. Reloading always ejects two shells, even after firing a single round and having one remaining.
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.
The Force-A-Nature is automatically given to any player who obtains 10 Scout achievements.
Contents
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
Crafting
As a Crafting Ingredient
Force-A-Nature | Reclaimed Metal | Shortstop | ||
+ | = |
Related Achievements
Scout
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Update history
- Fixed Force-A-Nature description not fitting inside the item window.
- Increased the Force-A-Nature's damage by 10%.
- The knockback effect no longer affects Disguised Spies.
- The previous patch is reverted; knockback now affects Disguised Spies again.
- 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.
- 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 affects grounded targets as much.
- 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.
- Force-A-Nature will now correctly knock back players on the ground.
- Increased minimum damage required for the Force-A-Nature to cause a knockback from 30 to 40.
- The Force-A-Nature is given its own unique kill icon.
- Fixed the Force-A-Nature not drawing correctly in the character loadout screen.
- Clipping issues between the weapon and the Scout (namely concerning the stock) are resolved.
- The weapon no longer clips into itself or shows shells hovering outside.
Trivia
- The Force-A-Nature is 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.
Gallery
See also
External links
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