Freak Fortress 2

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Freaks from release set
The world will thank me for this, you monster!
The Spy on fighting freaks

Freak Fortress 2 is a modification that extends the concept of VS Saxton Hale Mode. Like the original Saxton Hale mod, the mod changes the rules of Arena maps, making all players fight against a single, but very powerful boss.

Bosses are based on Community fads. Each has different abilities, but they share similar concepts and rules. All of them have relatively large amounts of health points, which varies, depending on the amount of opposing players. They are restricted to using melee attacks, though they deal a large amount of damage- 210±10 points per hit- enough to kill most classes in a single hit.

Bosses can also have forms of advanced movement, such as super-jump. They can also build "Rage" when damaged. When their rage meter is full, they can unleash a powerful taunt attack, which causes an effect that varies, depending on the boss they are playing as.

Strategy

Main article: Community VS Saxton Hale strategy

Strategies against FF2 bosses are almost the same as strategies in VS Saxton Hale Mode.

Balance

Similar to 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.

Leaderboard class scout.png Scout

  • Drinking the Crit-a-Cola will grant guaranteed full crits instead of mini-crits.
  • Fan O'War decreases the Boss's rage meter by 5% on each hit instead of marking him for death.
  • Candy Cane drops a small health pack on every hit, instead of every kill.
  • All pistols deal mini-crits.
  • The Baby Face's Blaster will fill the Boost meter normally, but when it reaches 100 percent, it will drain and you will get mini-crits

Leaderboard class soldier.png Soldier

  • Battalion's Backup lowers Boss's damage.
  • Rocket Jumper is not allowed in the mod and is 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, instead of each kill.
  • Gunboats decreases 90% of fall damage in addition to reducing self-damage.
  • Mantreads increase the height of rocket jumps, and also reduces fall damage in place of its normal stats.
  • All primary and secondary weapons (excluding Dr. Grordbort's Victory Pack and the Direct Hit) deal mini-crits to airborne enemies.
    • Direct Hit deals full crits on airborne targets.
    • Reserve Shooter has slightly increased damage and weapon switching speed. It still deals mini-crits to airborne targets.

Leaderboard class pyro.png Pyro

  • Both the Axtinguisher and Postal Pummeler are not allowed and are replaced with the stock Fire Axe.
  • Both the Flare Gun and Detonator are replaced by the "Mega-Detonator" — a Detonator with significantly higher blast force, allowing the player to Flare jump much higher or further than usual.
  • You are invincible when activating the Mmmph from the Phlogistinator

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 when the Sentry Gun is either aiming at or shooting the Boss, instead of when the Sentry is destroyed.
  • All pistols deal mini-crits.

Leaderboard class medic.png Medic

  • All mediguns are replaced with a custom Kritzkrieg with an increased charge rate and the following changes:
    • ÜberCharge grants both invulnerability and crit-buff for Medic and his patient.
    • ÜberCharge lasts 50% longer than usual.
    • The Medic begins every round with 40% Übercharge and receives 40% back after the end of an ÜberCharge.
  • All syringe guns are replaced with Custom Syringe Gun, which grants +5% ÜberCharge on hit.
  • The Crusader's Crossbow is crit buffed, has damage is increased by 50% and grants +10% ÜberCharge on a successful hit.

Leaderboard class sniper.png Sniper

  • All passive secondary weapons are replaced with the SMG.
  • Jarate lowers the the boss' rage meter by 10% on hit, but does not grant mini-crits.
  • All of Sniper's weapons do 2.9x damage.
  • The 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.
  • The Huntsman's damage is increased by 50%.
  • The Hitman's Heatmaker will gain focus on each hit, and focus gained varies on the charge of the shot.
  • The Sydney Sleeper does 2.4x damage against the boss when the boss's rage is less than 90 percent. When it goes over 90 percent, it does 2.9x damage
  • The Cozy Camper gives you a submachine gun with no Crits and reduced damage, in addition to its attributes.

Leaderboard class spy.png Spy

  • A successful backstab will deal about 10% of the 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 unusable for 2 seconds after a successful backstab.
  • A Successful backstab with the Your Eternal Reward disguises the Spy as a random teammate.
  • A Successful backstab with The Conniver's Kunai heals the Spy 60 health points, allowing the Spy to overheal himself up to 250 points.
  • All Revolvers deal mini-crits.
  • The Cloak and Dagger isn't allowed and is replaced with the Enthusiast's Timepiece.
  • The Dead Ringer will only block the first hit and feign death. After you feign death and stay invisible, you will not be able to survive a hit, and colliding with the boss would make you partially visible.
  • The Invisibility Watch will block a hit from the boss while you stay cloaked. You will also stay invisible if you collide with the boss.

Bosses

Bosses have several advantages over regular players, assisting them with taking on entire teams. Some abilities are specific to certain bosses, but they all have the following:

  • Super Jump:To use the super jump, hold down the right mouse button while looking upwards and then release it. The Super Jump is a very high jump, giving similar height to a rocket jump. This allows the boss to reach certain areas, or to surprise players by attacking from an unexpected angle. 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:To use this ability, crouch and look down while in mid-air. Causes the boss to fall much faster than normal players. 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 Escape Plan, causing them to speed up as they are injured. They begin the round 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 execute a taunt with a devastating effect. The effect is different for each boss, but all taunts will scare players within a certain radius. Rage requires 1900 damage to build a full charge in most bosses with an average of 2000 HP.
  • 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]1.04/3

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 temporarily with fake trade requests, blocking their screen.
    • 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 (93%).
  • An enemy killed by the Demopan turns into a Stout Shako.


Vagineer

Grrrrr...!
Vagineer on everything.
Vagineer, as he appears in mode
  • Health formula: [(760+n)×n]1.04
  • Super Jump & Super Stomp
  • Rage: The Vagineer is Ubercharged for 10 seconds.
    • Scare radius — 10 meters
  • Enemies killed by the Vagineer are vaporized - the same death effect as the Cow Mangler 5000's.


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
  • 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 limbs 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 Mode bosses

Saxton Hale
Saxton Hale as he appears in the mod.
  • Health formula: [(760+n)×n]1.04
  • Super Jump & Super Stomp
  • Rage: Nearby Enemies are scared.
    • Scare radius — 20 meters
    • Hale has the largest scare radius of any boss.


Headless Horseless Horsemann Jr.
HHH Jr.
  • Health formula: [(760+n)×n]1.04
  • Super Jump & Super Stomp
  • Rage: Nearby Enemies are scared
    • Scare radius — 17 meters
  • Teleportation: Instead of a superjump, the Horsemann can teleport to the last person that damaged him. The teleport requires a much longer time to recharge, which scales with use. The Horsemann is temporarily stunned after teleporting.


The Easter Bunny
It's on! It's on like... huh? Wha-?
The Easter Bunny
  • Health formula:
  • Super Jump & Super Stomp
  • Rage: Nearby Enemies are scared, and the Easter Bunny projects around him several explosive eggs (Loose Cannon grenades) that does the same amount of damage as a Demoman's crit grenade.
    • Scare radius — meters
  • The Easter Bunny is affected by sentry bullets projection, whereas the other Hales can stand in front of them.


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

GentleSpy

  • Health formula: [(760+n)×n]1.04
  • Super Stomp
  • No Super Jump
  • Rage: Nearby Enemies are changed to other team for about 5 seconds. Ubercharge for 5 seconds. Instant teleportation to the random enemy. Ambassador with 3 bullets.
    • Scare radius — 12 meters


Bugs

  • Bosses will drop the corpse of a "real" class after death.
  • The items Schadenfreude, Director's Vision, High Five!, and Shred Alert 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 may get stuck if he attacks an enemy in an area that cannot be passed without crouching during slow motion.
  • Occasionally, players resurrected by Seeldier can spawn on his enemy team.
    • Additionally if by the time Seeldier performs rage Seeman is dead, he will respawn with 1 hp.
  • Occasionally, Vagineer will snap into civilian mode for no apparant reason, leaving him unable to attack. However, he can still uber himself, take damage and have a rage radius.
  • On exceedingly rare occasions the christian brutal Sniper will be to take an unrealistic amount of damage. Thus when the command is entered "!halehp" it will display a negative number. However, this number never appears to be capable of reaching under -10,000 health. This is caused by an unknown reason.

Trivia

See also

External links