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Foam Fortress: Sydney Gear information and elaboration EmptySat 29 Mar 2014, 11:11 am by mrtops

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Foam Fortress: Sydney Gear information and elaboration

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Foam Fortress: Sydney Gear information and elaboration Empty Foam Fortress: Sydney Gear information and elaboration

Post by Echoes Sun 12 Feb 2012, 4:49 am

Pistols
  • Pistols have a maximum capacity of 10
  • A maximum range of 50ft flat (unless otherwise specified in the class’s loadout)
  • Pistols cannot be fully automatic (this disqualifies the Speedswarm as a legitimate pistol)
  • Anything that utilises N-strike Clips, homemade clips, RSCB’s, Hoppers, Choppers, or inline clips are not classed as pistols (If you have a dart feeding system that is not covered here please enquire within).
  • The only legal pistol that can fire a more than one dart per trigger pull is the Barrel Break

Integrations
  • Any integrations must adhere to the limitations of the class’s load out i.e. you cannot integrate a LSFG onto a Longshot if you are a Medic, as you have no secondary slot to accommodate the LSFG
  • Integrations are allowed to be modular if you so choose
  • You cannot integrate a melee weapon onto your blaster (unless in the special case of approved Gunblade replica)
  • All integrations must fire darts only

Melee weapons (small)
  • Every class is entitled to carry a small melee weapon (approx 50cm long)
  • A hit from a small melee weapon removes one life
  • Can be thrown and as if it were being used to attack normally
  • Can deflect darts and melee attacks while being held in the hand, but not grenades or rockets
  • It is possible to throw the small melee weapon to knock grenades or rockets off-course. If the small melee weapon makes contact with the grenade/rocket, and that grenade/rocket misses you, it does not count as a hit

Melee weapons (large)
  • Only useable by the Warden
  • Can be used to deflect darts and other melee attacks
  • Cannot be thrown at all. Throwing the large melee weapon will result in the Warden losing a life. The only exception would be if they are capturing the flag, in which case if the large melee weapon must be dropped, not tossed
  • It is possible to reflect darts onto enemies, which would count as a hit

The Shield
  • Only useable by the Warden
  • Can deflect darts and melee attacks, but is destroyed by grenades
  • When a shield is destroyed, the Warden must drop it. If the Warden is hit with a dart or a grenade on a destroyed shield, it counts as a hit to the Warden as if there was no shield at all.
  • When a Shield is hit by a rocket, the Warden loses a life and must either await resurrection or return to respawn
  • Can be dropped at any time by the Warden, but this will result in the Shield being destroyed
  • It is possible to reflect darts onto enemies, which would count as a hit
  • The Shield cannot be used as a melee weapon

Grenades
  • There are two types of Grenade available in FF:S – The Nerf Pocket Howler and the BuzzBee BBUMB Rocket.
  • The BBUMB Rocket is the Assault’s grenade. It is able to destroy the Warden’s Shield or as anti-personnel. If the BBUMB Rocket hits a player, it will take away one Life.
  • The Nerf Pocket Howler is the Demolitionist’s grenade. It is also able to destroy the Warden’s shield, but packs a much greater punch in terms of anti-personnel. If the Pocket Howler hits a player, it will take away three lives
  • Grenades cannot be picked up after being thrown except by a player who is returning to respawn [This rule will not be implemented until there are ample grenades at wars]

The Ghost’s “Sniper Rifle”
  • Ghosts must use either a suitable airgun or a Nerf Longshot as their Ghost primary
  • Range is capped at 160ft flat
  • There is a minimum engagement distance of 60ft on the Ghost’s primary weapon. This engagement distance stands regardless.
  • The Ghost’s primary weapon can only fire one dart at a time
  • Any integrations to the Ghost’s primary weapon must not use the same air tank as the primary, nor can it have a linked trigger.
  • Ghosts cannot use a 35 drum
  • If the Nerf Longshot is being used as a primary for the Ghost, it can only utilise N-Strike six clips and cannot have a shotgun grip attached
Echoes
Echoes
Administrator

Posts : 174
Join date : 2011-12-19
Age : 33
Location : Bass Hill, Sydney, NSW

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Foam Fortress: Sydney Gear information and elaboration Empty Re: Foam Fortress: Sydney Gear information and elaboration

Post by BFG Sun 04 Mar 2012, 7:40 am

Alright, may we classify the hunter as a pistol?
BFG
BFG

Posts : 65
Join date : 2011-12-23
Age : 29
Location : Bomaderry, NSW, 2541

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Foam Fortress: Sydney Gear information and elaboration Empty Re: Foam Fortress: Sydney Gear information and elaboration

Post by Echoes Sun 04 Mar 2012, 8:17 am

I don't see why not. It's small enough. If a furyfire or a hyperfire is a pistol, don't see why the Hunter isn't either.
Echoes
Echoes
Administrator

Posts : 174
Join date : 2011-12-19
Age : 33
Location : Bass Hill, Sydney, NSW

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Foam Fortress: Sydney Gear information and elaboration Empty Re: Foam Fortress: Sydney Gear information and elaboration

Post by Echoes Sat 10 Mar 2012, 5:10 pm

And updated version is now out!
Echoes
Echoes
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Posts : 174
Join date : 2011-12-19
Age : 33
Location : Bass Hill, Sydney, NSW

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