Chest Insignia: Visible on the Scout (a wide-open eye), the Sniper (a crosshair), the Soldier (a circle with a shell in it), the Demoman (a simple sphere), the Medic (a medical cross), and the Heavy Weapons Guy (the barrel of the Assault Cannon).Cherry Tapping: The Scout's main method of combat.Hold it down long enough, and a simple body shot will suffice to One-Hit Kill any target. Charged Attack: The Sniper Rifle does this.Bottomless Magazines: Averted with the Shotgun, Super Shotgun, Grenade/Pipebomb Launcher and Rocket Launcher.Boom, Headshot!: The Ur-Example in FPS games with the Sniper Rifle.Bald of Authority: The Heavy Weapons Guy, who's bald, Ambiguously Brown, and the leader of any charge. Badass in a Nice Suit: Much like his Team Fortress 2 successor, the Spy wears a dapper suit and tie.Back Stab: The Spy is the Ur-Example, with his Team Fortress Classic successor being the Trope Namer and his Team Fortress 2 successor being the Trope Codifier.The Tranquilizer Gun stuns enemies and makes backstabbing them much easier, but is so slow and does so little damage that it should only be used as a Utility Weapon when actively taking down enemies.The Incendiary Cannon is very useful for fighting at a range or dealing with Snipers, but since it uses up three Rockets per shot and is a lot harder to aim than the Flamethrower or Shotgun, it's not very effective as a combat weapon unless you've properly trained yourself with it.While it can still shred down enemies with ease, these downsides plus the damage falloff makes it pretty ineffective when you're not playing on defence. The Assault Cannon - unlike in Team Fortress Classic, it automatically uses up ten Cells just to spin up, and prevents you from firing while moving.However, it is very effective against slower enemies or Sentry Guns. The Super Nailgun, unlike in the game the mod is based off of, isn't too effective against moving enemies, since it has a very high rate of ammo consumption and doesn't do much damage by itself.This requires you to properly survey the area they're in, since you need to know when to detonate them and they just vanish if the shooter is killed. The Pipebomb Launcher, which uses specialised placed bombs that can be detonated at will.Awesome, but Impractical: A lot of the weapons in the game are this.It's really only useful as a last resort when you're completely out of ammo, to save yourself a Shell or two when finishing off a enemy, or to humiliate them. An Axe to Grind: Returns as the Emergency Weapon used by everyone except for the Medic (whose Bioweapon is physically a reskin of it), the Spy and the Engineer.The mod also popularized the Rocket Jump and bunnyhopping, two glitches from the base game. Ascended Glitch: The Spy class is famously based on a glitch from the earlier versions of the game, when players would spawn with the wrong team colours.Alien Sky: Some maps feature this like in the base game, while others, such as 2 Fortresses, have blue skies.id Software had no hand in the level design, but the now-iconic "2Fort5" is itself a clone of the "FORTRESS.WAD" map from id's Doom. The community built hundreds of maps for the game and communed together for explosions of chaos, bullets, rockets, grenades, and nails. The teams then compete against each other in various game modes, such as Capture the Flag and Attack and Defend. (Sometimes an additional Green and Yellow team were allowed.) Putting focus on specialized skills and teamwork, players are given a choice between various classes (originally five before it was expanded to the trademark nine) with different loadouts and weaknesses. Created in 1996 by Robin "Bro" Walker, John "Jojie" Cook, and Ian "Scuba" Caughley, it improves on the Competitive Multiplayer of the base game by introducing the premise of two teams, one Red and one Blue. It is a total conversion mod of the original Quake. The one which started it all, Team Fortress, later known as QuakeWorld Team Fortress, is the first in the series of games of the same name.
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