Freak Fortress 2

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Freaks from release set

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 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 a 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 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.

Leaderboard class medic.png 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.

Leaderboard class sniper.png 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 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 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.
  • Cloak and Dagger isn't allowed and is replaced with 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...
Christian Brutal Sniper on the hunt.
Christian Brutal Sniper, as he appears in mode
  • 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!
Demopan on effective trading.
Demopan, as he appears in mode
  • 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...!
Vagineer on everything.
Vagineer, as he appears in mode
  • 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?
Seeman asking Seeldier about all the dead bodies around
Seeman and Seeldier, as they appear in mode
  • 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
Ninja Spy on your skill.
Ninja Spy, as he appears in mode
  • 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 an how to add bosses can be found here

Bugs

  • Boss 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
  • Every single boss is based on community fads.

See also

External links