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[RULES] Foam Fortress: Sydney Class Abilities information and elaboration

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[RULES] Foam Fortress: Sydney Class Abilities information and elaboration

Post by Echoes on Thu 10 May 2012, 5:46 pm

Class Abilities - Explained

Personal Defibrilator Unit (PDU)
The Assault's ability, the Personal Defibrilator Unit, allows the Assault more time in the battlefield with less reliance on the Medic to run across and Resurrect them. The points below outline how the PDU ability works:
  • When an Assault is tagged by darts or melee, they must crouch to the ground as if they are waiting for a Medic. They can choose, at any time, to use the PDU from this position.
  • Once the Assault uses the PDU, they are free to re-enter the battle.
  • Getting up from this crouched position forfeits the Assault's right to use the PDU. They must return to respawn if they move from the spot from which they were tagged.
  • The PDU can only be used once. It will be represented by a sweatband and once used, must be taken off the wrist.
  • The PDU regenerates once the Assault returns to base to respawn or rearm (It will not regenerate if the base is destroyed)
  • The PDU cannot be used if the Assault was tagged by a Grenade or a Rocket.

The Medic's ability to Resurrect is subject to much confusion. The points below detail the mechanics and restrictions of the Resurrect Ability
  • The Medic must rest their hand upon their team mate's head or shoulder and count to three (Three full seconds, not a fast count) to bring their team mate back into the game
  • A Medic can no longer Resurrect a team mate who has left the spot they were tagged. Players must kneel until they are resurrected. If they decide to move, they will no longer be eligible for Resurretion. This means players must make the choice as to whether they will respawn or wait for the Medic.
  • The Medic can only Resurrect one person at a time.

The Medic's ability is more aimed at maintaining field position and reducing the amount of time wasted on respawning. Both of these attributes are key to any team.

High Explosives
The Demolitionist's ability can be the most dangerous in the right hands. Titan rockets and Mega Howlers can end a game quickly, through Base destruction and instant elimination of players. Grenades are able to scatter the enemy team by forcing some of the enemy back to respawn. A Demolitonist can cripple a team if allowed to.

The engagement between the Warden and the Demolitionist can be confusing at times. If a Titan rocket hits the Warden's Shield, the Warden MUST return to Base. They cannot be Resurrected. A hit to the Shield with a Grenade destroys the Shield, but leaves the Warden unharmed. The Warden is then free to return to respawn to repair their shield, or drop it and continue the battle without it.

High Calibre
The Ghost's ability is the most simple: The Ghost is able to use the heavier "Ghost darts" that are offered in Sydney's Dart Hire system. No other class is permitted to use them. They provide a serious accuracy boost over long ranges

High Calibre also applies to the Ghost's secondaries, if they wish to use them.

Rally Point
Once a base has been destroyed, the Warden is able to return to that respawn point and temporarily repair it. So long as the Warden is standing in the respawn area, that respawn area is reactivated and functions as if it were never destroyed. If the Warden leaves the respawn point, it reverts to being destroyed.

This ability is designed to make a team choose between a Warden on the frontlines, and respawning other key classes, such as Medics (Who can use their Resurrect ability to the need for Respawn) or the Demolitionist (Who can even the odds by destroying the enemy base).

Credits to Winterstrike on the AustralianNerf Forums for the original concept of Foam Fortress.

Nerfing the Sydney way!

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Join date : 2011-12-19
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Location : Bass Hill, Sydney, NSW

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