Difference between revisions of "Freak Fortress 2"

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(Strategy)
(Balance: Reformatted this entire section so it isn't a complete mess anymore, citation needed all over, only changed the format and wording of the old article and need to check how outdated or innac -or indeed made up- some of this may actually be)
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Due to the obvious similarities between this mode and VS Saxton Hale, strategies against Freak Fortress bosses are effectively identical to those of VSH.
 
Due to the obvious similarities between this mode and VS Saxton Hale, strategies against Freak Fortress bosses are effectively identical to those of VSH.
  
== Balance ==
+
== Balance Tweaks ==
Similar to VSH mode, Freak Fortress 2 has some weapon attributes changed.
 
  
===All classes===
+
Freak Fortress features several changes in order to balance aspects of the base game for use within the mode, as detailed below.
*All melee weapons excluding [[Spy]]'s knives, always performs [[Crits]].
 
  
==={{class link|Scout}}===
 
* The [[Shortstop]]'s reload time penalty is removed.
 
* The [[Baby Face's Blaster]] will fill the Boost meter normally, but when it reaches 100 percent, it will drain and the player grants mini-crits for a short amount of time.
 
* The [[Crit-a-Cola]] grants full Crits instead of Mini-crits.
 
* The [[Candy Cane]] causes a small health pack to appear on hit.
 
* All pistols deal mini-crits.
 
* The [[Fan O' War]] removes 5% of the enemy character's rage per hit.
 
* The [[Wrap Assassin]] bauble can now be thrown twice before having to recharge.
 
  
==={{class link|Soldier}}===
+
==='''Weapon Tweaks'''===
* All Soldier primary and secondary weapons (excluding the [[Cow Mangler 5000]] and the [[Righteous Bison]]) will perform Mini-crits against an airborne boss (the weapons Mini-crit airborne targets for up to 99999 seconds after weapon switch).
 
** The [[Direct Hit]] performs Crits instead of Mini-crits.
 
* The [[Rocket Jumper]] is not allowed and is replaced with the [[Rocket Launcher]].
 
* The [[Air Strike]] gain clip sizes on every 200 damage instead of on kill.
 
* The [[Gunboats]] reduce fall damage by 90%.
 
* The [[Battalion's Backup]]'s meter will completely fill upon being hit. When used, will block a massive amount of damage from bosses against the player and teammates within the buff radius.
 
* The [[Mantreads]] reduce fall damage by 90% and increase rocket jump distance.
 
* The [[Reserve Shooter]] has slightly increased damage and weapon switching speed.
 
* The [[Half-Zatoichi]] heals 35 health on hit and can overheal the player by up to 25 health. The weapon can be sheathed after a hit.
 
  
==={{class link|Pyro}}===
+
Among these changes are multiple edits to existing weapons, which are almost exclusively upgrades, save for a few changes repealing buffs added to the base game over the years. A full list of these is given below.
* The [[Phlogistinator]]'s buff will cause the player to become invulnerable and take great knock back during the taunt.
 
* The [[Flare Gun]] and [[Detonator]] are replaced with a "Mega-Detonator", a customized Flare Gun that behaves like a Detonator, but allows for a very large Flare Jump at the expense of greater self-damage from explosions. The flare jump will propel the user a large distance regardless of whether it is detonated via alt-fire or via the flare exploding on contact with an object.
 
* The [[Reserve Shooter]] has slightly increased damage and weapon switching speed.
 
* The [[Axtinguisher]] and [[Postal Pummeler]] are not allowed and are replaced with the [[Fire Axe]].
 
  
==={{class link|Demoman}}===
+
{| class="wikitable"
*The [[Chargin' Targe]], [[Splendid Screen]] and [[Tide Turner]] block one hit from any boss, after which they are removed from the player for the duration of the round. All shields also grant the user Crits on primary weapons.
+
! style="background:#DBA901;" class="header" | <span style="color: white;"> Class
* The [[Sticky Jumper]] is not allowed and is replaced with the [[Stickybomb Launcher]].
+
! style="background:#DBA901;" class="header" | <span style="color: white;"> Weapon
* The Tide Turner recharges after each hit, instead of each kill.
+
! style="background:#DBA901;" class="header" | <span style="color: white;"> Changes
* The [[Eyelander]], [[Horseless Headless Horsemann's Headtaker]], and [[Nessie's Nine Iron]] collect a head from each hit, instead of each kill.
+
|-
* The [[Half-Zatoichi]] heals 35 health on hit and can overheal the player by up to 25 health. The weapon can be sheathed after a hit.
+
! width="90px" style="background:#F2D9AD;" rowspan=6 | {{class link|Scout|br=yes}}
 +
! rowspan=1 | {{Icon item|Baby Face's Blaster|icon-size=75px}} <br /> {{item link|Baby Face's Blaster}}
 +
| {{c|!|Changed:}} Boost meter functions entirely differently. Instead of a passive speed boost it is now inactive below 100%. Upon reaching this point it will begin draining to zero, granting the user mini-crits for the duration
 +
|-
 +
! rowspan=1 | {{Icon item|Shortstop|icon-size=75px}} <br /> {{item link|Shortstop}}
 +
| {{c|+|Changed:}} Reload Speed penalty reduced, now reloading at the same speed as a regular Scatter gun
 +
|-
 +
! rowspan=1 | {{Icon item|Crit-a-Cola|icon-size=75px}} <br /> {{item link|Crit-a-Cola}}
 +
| {{c|+|Changed:}} Now grants full crits rather than mini-crits
 +
|-
 +
! rowspan=1 | {{Icon item|Candy Cane|icon-size=75px}} <br /> {{item link|Candy Cane}}
 +
| {{c|+|Added:}} Drops a small health kit on a successful hit
 +
|-
 +
! rowspan=1 | {{Icon item|Fan O'War|icon-size=75px}} <br /> {{item link|Fan O'War}}
 +
| {{c|+|Added:}} Drains 5% of enemy 'Rage' meter on a successful hit
 +
|-
 +
! rowspan=1 | {{Icon item|Wrap Assassin|icon-size=75px}} <br /> {{item link|Wrap Assassin}}
 +
| {{c|+|Changed:}} Maximum Ornament capacity increased to 2
 +
|-
 +
! style="background:#F2D9AD;" rowspan=5 | {{class link|Soldier|br=yes}}
 +
! rowspan=1 | {{Icon item|Air Strike|icon-size=75px}} <br /> {{item link|Air Strike}}
 +
| {{c|+|Changed:}} Clip size is now increased for every 200 damage dealt
 +
|-
 +
! rowspan=1 | {{Icon item|Direct Hit|icon-size=75px}} <br /> {{item link|Direct Hit}}
 +
| {{c|+|Changed:}} Now performs crits on airborne targets, rather than mini-crits
 +
|-
 +
! rowspan=1 | {{Icon item|Battalion's Backup|icon-size=75px}} <br /> {{item link|Battalion's Backup}}
 +
| {{c|+|Added:}} Charge is now also filled by receiving damage from an enemy, with a single melee strike from a Freak capable of filling the meter from zero
  
==={{class link|Heavy}}===
+
{{c|+|Changed:}} Damage resistance when buff is active is greatly increased
*The [[Natascha]] is not allowed and is replaced with the [[Minigun]].
+
|-
*The [[Killing Gloves of Boxing]], the [[Gloves of Running Urgently]] and the [[Bread Bite]] are modified to allow the Heavy to run at 50% greater speed, but deal 7 damage per second while active. They do not add Mini-crits.
+
! rowspan=1 | {{Icon item|Gunboats|icon-size=75px}} <br /> {{item link|Gunboats}}
*The [[Fists of Steel]] are not allowed and are replaced with [[Fists]].
+
| {{c|+|Added:}} Fall damage is reduced by 90%
 +
|-
 +
! rowspan=1 | {{Icon item|Mantreads|icon-size=75px}} <br /> {{item link|Mantreads}}
 +
| {{c|+|Added:}} Fall damage is reduced by 90%
  
==={{class link|Engineer}}===
+
{{c|+|Added:}} Rocket jump distance is increased
* Metal from pickups is limited, as only small ammo pickups are available. The player may also get metal from Dispenser.
+
|-
*The [[Frontier Justice]] deals Crits as long as the Engineer's Sentry Gun is targeting the boss.
+
! style="background:#F2D9AD;" rowspan=1 | {{class link|Pyro|br=yes}}
* All pistols deal mini-crits.
+
! rowspan=1 | {{Icon item|Phlogistinator|icon-size=75px}} <br /> {{item link|Phlogistinator}}
* The [[Short Circuit]]'s beam will temporarily stun the boss.
+
| {{c|!|Changed:}} Player knock-back increased during the taunting phase of the buff
*The [[Eureka Effect]] is not allowed and is replaced with the [[Wrench]]
+
|-
 +
! style="background:#F2D9AD;" rowspan=6 | {{class link|Demoman|br=yes}}
 +
! rowspan=1 | {{Icon item|Chargin' Targe|icon-size=75px}} <br /> {{item link|Chargin' Targe}}
 +
| {{c|+|Added:}} Protects the user against a single attack from the boss, before breaking, after which the shield will be removed until the end of the round
 +
|-
 +
! rowspan=1 | {{Icon item|Splendid Screen|icon-size=75px}} <br /> {{item link|Splendid Screen}}
 +
| {{c|+|Added:}} Protects the user against a single attack from the boss, before breaking, after which the shield will be removed until the end of the round
 +
|-
 +
! rowspan=1 | {{Icon item|Tide Turner|icon-size=75px}} <br /> {{item link|Tide Turner}}
 +
| {{c|+|Added:}} Protects the user against a single attack from the boss, before breaking, after which the shield will be removed until the end of the round
  
==={{class link|Medic}}===
+
{{c|+|Changed:}} Tide Turner will now recharge on hit, instead of on kill
*The Medic spawns with 40% ÜberCharge, and after each ÜberCharge, gains 40% Übercharge automatically.
+
|-
* All syringe guns are replaced with custom [[Syringe Gun]], which grants +5% ÜberCharge on hit.
+
! rowspan=1 | {{Icon item|Eyelander|icon-size=75px}} <br /> {{item link|Eyelander}}
*The [[Crusader's Crossbow]] always performs Critical hits, deals 50% extra damage, and gains 10% ÜberCharge on each successful hit.
+
| {{c|+|Changed:}} Heads are now collected on hit, rather than on kill
*All secondary weapons are replaced with custom [[Kritzkrieg]] that has a 25% faster [[Übercharge]] rate and gain the [[Disciplinary Action]] speed boost effect while healing the Scout. ÜberCharge grants both invulnerability and critical hits to both the Medic and the patient, and lasts 50% longer than a normal Übercharge.
+
|-
 +
! rowspan=1 | {{Icon item|Horseless Headless Horsemann's Headtaker|icon-size=75px}} <br /> {{item link|Horseless Headless Horsemann's Headtaker}}
 +
| {{c|+|Changed:}} Heads are now collected on hit, rather than on kill
 +
|-
 +
! rowspan=1 | {{Icon item|Nessie's Nine Iron|icon-size=75px}} <br /> {{item link|Nessie's Nine Iron}}
 +
| {{c|+|Changed:}} Heads are now collected on hit, rather than on kill
 +
|-
 +
! style="background:#F2D9AD;" rowspan=3 | {{class link|Heavy|br=yes}}
 +
! rowspan=1 | {{Icon item|Gloves of Running Urgently|icon-size=75px}} <br /> {{item link|Gloves of Running Urgently}}
 +
| {{c|+|Changed:}} When equipped in the active slot, increases the Heavy's maximum speed by 50%
  
==={{class link|Sniper}}===
+
{{c|+|Removed:}} Maximum health no longer decreases while active
* All Sniper's primary weapons do 2.9x damage.
 
* The [[Sniper Rifle]] outlines the boss (so that other players can locate him) for several seconds. The time added to the glow timer scales based on the charge of the shot.
 
*The [[Huntsman]] and the [[Fortified Compound]] deal 50% extra damage.
 
* 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 [[Bazaar Bargain]] is not allowed and is replaced with the Sniper Rifle.
 
*The [[Hitman's Heatmaker]] gains [[Focus]] on hit. The amount of Focus gained varies by the charge of the shot.
 
* [[SMG]] always performs Critical hits.
 
* The [[Jarate]] and [[Self-Aware Beauty Mark]] removes 8% of the enemy character's rage.
 
* The [[Razorback]] will block one attack from the boss and does not regenerate.
 
* [[Darwin's Danger Shield]] is not allowed and is replaced with the SMG.
 
*The [[Cozy Camper]], along with its attributes, also gives the player a custom SMG that  deals 15% less damage and does not randomly Crit. It is also not granted Critical hits by the gamemode.
 
  
==={{class link|Spy}}===
+
{{c|-|Added:}} Player health drains at a rate of 7 damage per second while active
* A backstab from any melee weapon deals roughly 10% of the enemy character's max health in damage.
+
|-
* Upon a successful backstab, both the Spy and the boss are alerted, and a Razorback effect is applied to the Spy, disabling attack for two seconds.
+
! rowspan=1 | {{Icon item|Bread Bite|icon-size=75px}} <br /> {{item link|Bread Bite}}
* All secondary weapons deal Mini-crits.
+
| {{c|+|Changed:}} When equipped in the active slot, increases the Heavy's maximum speed by 50%
* A successful backstab with the [[Your Eternal Reward]] or [[Wanga Prick]] disguises the Spy as a random teammate.
+
 
* A successful backstab with the [[Conniver's Kunai]] adds 60 health to the Spy, and overheals up to 250 health.
+
{{c|+|Removed:}} Maximum health no longer decreases while active
*The [[Invis Watch]], [[Enthusiast's Timepiece]] and [[Quäckenbirdt]] provides damage resistance while cloaked and also reduce the player's Cloak meter to 40% while uncloaked.
+
 
* The [[Cloak and Dagger]] is not allowed and is replaced with the Enthusiast's Timepiece.
+
{{c|-|Added:}} Player health drains at a rate of 7 damage per second while active
*The [[Dead Ringer]] does not provide damage resistance while cloaked. When activated by an attack by any boss, will cause the player to take approximately 62 damage, instead of 10% of the boss's punch damage. Uncloaking with the Dead Ringer will not reduce the player's Cloak meter to 40%.
+
|-
 +
! rowspan=1 | {{Icon item|Killing Gloves of Boxing|icon-size=75px}} <br /> {{item link|Killing Gloves of Boxing}}
 +
| {{c|+|Added:}} When equipped in the active slot, increases the Heavy's maximum speed by 50%
 +
 
 +
{{c|-|Added:}} Player health drains at a rate of 7 damage per second while active
 +
|-
 +
! style="background:#F2D9AD;" rowspan=2 | {{class link|Engineer|br=yes}}
 +
! rowspan=1 | {{Icon item|Frontier Justice|icon-size=75px}} <br /> {{item link|Frontier Justice}}
 +
| {{c|+|Changed:}} Deals Crits so long as the Engineer's Sentry is targeting the boss
 +
|-
 +
! rowspan=1 | {{Icon item|Short Circuit|icon-size=75px}} <br /> {{item link|Short Circuit}}
 +
| {{c|+|Added:}} Energy balls deal a temporary stun to the boss
 +
|-
 +
! style="background:#F2D9AD;" rowspan=1 | {{class link|Medic|br=yes}}
 +
! rowspan=1 | {{Icon item|Crusader's Crossbow|icon-size=75px}} <br /> {{item link|Crusader's Crossbow}}
 +
| {{c|+|Added:}} 100% crit chance
 +
 
 +
{{c|+|Added:}} +50% damage
 +
 
 +
{{c|+|Added:}} +10% Übercharge on hit
 +
|-
 +
! style="background:#F2D9AD;" rowspan=9 | {{class link|Sniper|br=yes}}
 +
! rowspan=1 | {{Icon item|Sniper Rifle|icon-size=75px}} <br /> {{item link|Sniper Rifle}}
 +
| {{c|+|Added:}} +190% damage bonus
 +
 
 +
{{c|+|Added:}} Tracker shot: Shots that land place a tracer on the boss, outlining them with a blue glow that is visible to all teammates. The length of this effect is determined by the charge of the shot
 +
|-
 +
! rowspan=1 | {{Icon item|Sydney Sleeper|icon-size=75px}} <br /> {{item link|Sydney Sleeper}}
 +
| {{c|+|Added:}} +140% damage bonus when boss is below 90% Rage, increasing to +190% damage when above 90%
 +
|-
 +
! rowspan=1 | {{Icon item|Hitman's Heatmaker|icon-size=75px}} <br /> {{item link|Hitman's Heatmaker}}
 +
| {{c|+|Added:}} +190% damage bonus
 +
 
 +
{{c|+|Changed:}} Focus is now gained on hit, rather than on headshot, with the amount gained determined by the charge of the shot
 +
|-
 +
! rowspan=1 | {{Icon item|Huntsman|icon-size=75px}} <br /> {{item link|Huntsman}}
 +
| {{c|+|Added:}} +240% damage bonus
 +
|-
 +
! rowspan=1 | {{Icon item|Fortified Compound|icon-size=75px}} <br /> {{item link|Fortified Compound}}
 +
| {{c|+|Changed:}} +240% damage bonus
 +
|-
 +
! rowspan=1 | {{Icon item|SMG|icon-size=75px}} <br /> {{item link|SMG}}
 +
| {{c|+|Added:}} 100% crit chance
 +
|-
 +
! rowspan=1 | {{Icon item|Jarate|icon-size=75px}} <br /> {{item link|Jarate}}
 +
| {{c|+|Added:}} Removes 8% of the bosses rage on hit
 +
|-
 +
! rowspan=1 | {{Icon item|Self-Aware Beauty Mark|icon-size=75px}} <br /> {{item link|Self-Aware Beauty Mark}}
 +
| {{c|+|Added:}} Removes 8% of the bosses rage on hit
 +
|-
 +
! rowspan=1 | {{Icon item|Razorback|icon-size=75px}} <br /> {{item link|Razorback}}
 +
| {{c|+|Changed:}} Blocks one attack from the boss before breaking
 +
 
 +
{{c|-|Removed:}} Razorback no longer regenerates
 +
|-
 +
! style="background:#F2D9AD;" rowspan=7 | {{class link|Spy|br=yes}}
 +
! rowspan=1 | {{Icon item|Conniver's Kunai|icon-size=75px}} <br /> {{item link|Conniver's Kunai}}
 +
| {{c|+|Changed:}} On a successful backstab, the user gains 60 health, overhealing up to a maximum of 250
 +
|-
 +
! rowspan=1 | {{Icon item|Your Eternal Reward|icon-size=75px}} <br /> {{item link|Your Eternal Reward}}
 +
| {{c|=|Changed:}} On a successful backstab, the user is disguised as a random teammate
 +
|-
 +
! rowspan=1 | {{Icon item|Wanga Prick|icon-size=75px}} <br /> {{item link|Wanga Prick}}
 +
| {{c|=|Changed:}} On a successful backstab, the user is disguised as a random teammate
 +
|-
 +
! rowspan=1 | {{Icon item|Invis Watch|icon-size=75px}} <br /> {{item link|Invis Watch}}
 +
| {{c|+|Changed:}} Damage resistance while cloaked increased
 +
 
 +
{{c|-|Changed:}} Maximum cloak percentage reduced to 40% while uncloaked
 +
|-
 +
! rowspan=1 | {{Icon item|Enthusiast's Timepiece|icon-size=75px}} <br /> {{item link|Enthusiast's Timepiece}}
 +
| {{c|+|Changed:}} Damage resistance while cloaked increased
 +
 
 +
{{c|-|Changed:}} Maximum cloak percentage reduced to 40% while uncloaked
 +
|-
 +
! rowspan=1 | {{Icon item|Quackenbirdt|icon-size=75px}} <br /> {{item link|Quackenbirdt}}
 +
| {{c|+|Changed:}} Damage resistance while cloaked increased
 +
 
 +
{{c|-|Changed:}} Maximum cloak percentage reduced to 40% while uncloaked
 +
|-
 +
! rowspan=1 | {{Icon item|Dead Ringer|icon-size=75px}} <br /> {{item link|Dead Ringer}}
 +
| {{c|+|Changed:}} Boss punch damage reduced to 62 when the hit  activates cloak
 +
 
 +
{{c|-|Changed:}} Damage reduction removed while cloaked
 +
|-
 +
| style="background:#F2D9AD; text-align:left;" rowspan=1 | '''{{class link|Soldier}}<br />{{class link|Demoman}}'''
 +
! rowspan=1 | {{Icon item|Half-Zatoichi|icon-size=75px}} <br /> {{item link|Half-Zatoichi}}
 +
| {{c|+|Added:}} Heals 35 health on hit, for up to 25 points of overheal.
 +
|-
 +
| style="background:#F2D9AD; text-align:left;" rowspan=1 | '''{{class link|Soldier}}<br />{{class link|Pyro}}'''
 +
! rowspan=1 | {{Icon item|Reserve Shooter|icon-size=75px}} <br /> {{item link|Reserve Shooter}}
 +
| {{c|+|Changed:}} Increased damage and switch speed.
 +
|-
 +
|}
 +
 
 +
'''Banned weapons''' 
 +
 
 +
Additionally, a number of weapons have been scrapped entirely from this gamemode. A full list of banned/removed weapons, and their replacements, is detailed below.
 +
 
 +
{| class="wikitable"
 +
! style="background:#DBA901;" class="header" | <span style="color: white;"> Class
 +
! style="background:#DBA901;" class="header" | <span style="color: white;"> Weapon
 +
! style="background:#DBA901;" class="header" | <span style="color: white;"> Replaced by
 +
|-
 +
! width="90px" style="background:#F2D9AD;" rowspan=1 | {{class link|Soldier|br=yes}}
 +
! rowspan=1 | {{Icon item|Rocket Jumper|icon-size=75px}} <br /> {{item link|Rocket Jumper}}
 +
| ! rowspan=1 | {{Icon item|Rocket Launcher|icon-size=75px}} <br /> {{item link|Rocket Launcher}}
 +
|-
 +
! width="90px" style="background:#F2D9AD;" rowspan=4 | {{class link|Pyro|br=yes}}
 +
! rowspan=1 | {{Icon item|Detonator|icon-size=75px}} <br /> {{item link|Detonator}}
 +
| ! rowspan=2 | {{Icon item|Detonator|icon-size=75px}} <br /> ''The "Mega-Detonator"''
 +
|-
 +
! rowspan=1 | {{Icon item|Flare Gun|icon-size=75px}} <br /> {{item link|Flare Gun}}
 +
|-
 +
! rowspan=1 | {{Icon item|Axtinguisher|icon-size=75px}} <br /> {{item link|Axtinguisher}}
 +
| ! rowspan=2 | {{Icon item|Fire Axe|icon-size=75px}} <br /> {{item link|Fire Axe}}
 +
|-
 +
! rowspan=1 | {{Icon item|Postal Pummeler|icon-size=75px}} <br /> {{item link|Postal Pummeler}}
 +
|-
 +
! width="90px" style="background:#F2D9AD;" rowspan=1 | {{class link|Demoman|br=yes}}
 +
! rowspan=1 | {{Icon item|Sticky Jumper|icon-size=75px}} <br /> {{item link|Sticky Jumper}}
 +
| ! rowspan=1 | {{Icon item|Stickybomb Launcher|icon-size=75px}} <br /> {{item link|Stickybomb Launcher}}
 +
|-
 +
! width="90px" style="background:#F2D9AD;" rowspan=2 | {{class link|Heavy|br=yes}}
 +
! rowspan=1 | {{Icon item|Natascha|icon-size=75px}} <br /> {{item link|Natascha}}
 +
| ! rowspan=1 | {{Icon item|Minigun|icon-size=75px}} <br /> {{item link|Minigun}}
 +
|-
 +
! rowspan=1 | {{Icon item|Fists of Steel|icon-size=75px}} <br /> {{item link|Fists of Steel}}
 +
| ! rowspan=1 | {{Icon item|Fists|icon-size=75px}} <br /> {{item link|Fists}}
 +
|-
 +
! width="90px" style="background:#F2D9AD;" rowspan=1 | {{class link|Engineer|br=yes}}
 +
! rowspan=1 | {{Icon item|Eureka Effect|icon-size=75px}} <br /> {{item link|Eureka Effect}}
 +
| ! rowspan=1 | {{Icon item|Wrench|icon-size=75px}} <br /> {{item link|Wrench}}
 +
|-
 +
! width="90px" style="background:#F2D9AD;" rowspan=7 | {{class link|Medic|br=yes}}
 +
! rowspan=1 | {{Icon item|Syringe Gun|icon-size=75px}} <br /> {{item link|Syringe Gun}}
 +
| ! rowspan=3 | {{Icon item|Syringe Gun|icon-size=75px}} <br /> ''Custom Syringe Gun''
 +
|-
 +
! rowspan=1 | {{Icon item|Blutsauger|icon-size=75px}} <br /> {{item link|Blutsauger}}
 +
|-
 +
! rowspan=1 | {{Icon item|Overdose|icon-size=75px}} <br /> {{item link|Overdose}}
 +
|-
 +
! rowspan=1 | {{Icon item|Medigun|icon-size=75px}} <br /> {{item link|Medigun}}
 +
| ! rowspan=4 | {{Icon item|Kritzkrieg|icon-size=75px}} <br /> ''Custom Kritzkrieg''
 +
|-
 +
! rowspan=1 | {{Icon item|Kritzkrieg|icon-size=75px}} <br /> {{item link|Kritzkrieg}}
 +
|-
 +
! rowspan=1 | {{Icon item|Quick-Fix|icon-size=75px}} <br /> {{item link|Quick-Fix}}
 +
|-
 +
! rowspan=1 | {{Icon item|Vaccinator|icon-size=75px}} <br /> {{item link|Vaccinator}}
 +
|-
 +
! width="90px" style="background:#F2D9AD;" rowspan=7 | {{class link|Sniper|br=yes}}
 +
! rowspan=1 | {{Icon item|Bazaar Bargain|icon-size=75px}} <br /> {{item link|Bazaar Bargain}}
 +
| ! rowspan=1 | {{Icon item|Sniper Rifle|icon-size=75px}} <br /> {{item link|Sniper Rifle}}
 +
|-
 +
! rowspan=1 | {{Icon item|Darwin's Danger Shield|icon-size=75px}} <br /> {{item link|Darwin's Danger Shield}}
 +
| ! rowspan=1 | {{Icon item|SMG|icon-size=75px}} <br /> {{item link|SMG}}
 +
|-
 +
! rowspan=1 | {{Icon item|Cozy Camper|icon-size=75px}} <br /> {{item link|Cozy Camper}}
 +
| ! rowspan=1 | {{Icon item|SMG|icon-size=75px}} <br /> ''Custom SMG''
 +
|-
 +
|}
 +
 
 +
 
 +
'''New Weapons'''
 +
 
 +
Several of the weapons above are replaced by entirely new custom weapons, as detailed below.
 +
 
 +
{| class="wikitable"
 +
! style="background:#DBA901;" class="header" | <span style="color: white;"> Class
 +
! style="background:#DBA901;" class="header" | <span style="color: white;"> Weapon
 +
! style="background:#DBA901;" class="header" | <span style="color: white;"> Stats
 +
|-
 +
! width="90px" style="background:#F2D9AD;" rowspan=1 | {{class link|Pyro|br=yes}}
 +
! rowspan=1 | {{Icon item|Detonator|icon-size=75px}} <br /> ''The "Mega-Detonator"''
 +
| {{c|!|}} Alt-Fire: Detonate flare.
 +
 
 +
{{c|!|}} Increased knockback on self.
 +
 
 +
{{c|-|}} Increased self damage.
 +
 
 +
''Functionally identical to the Detonator, however with increased knockback for use in flare jumping''
 +
|-
 +
! width="90px" style="background:#F2D9AD;" rowspan=2 | {{class link|Medic|br=yes}}
 +
! rowspan=1 | {{Icon item|Syringe Gun|icon-size=75px}} <br /> ''Custom Syringe Gun''
 +
| {{c|+|}} Grants +5% ÜberCharge on hit
 +
|-
 +
! rowspan=1 | {{Icon item|Kritzkrieg|icon-size=75px}} <br /> ''Custom Kritzkrieg''
 +
| {{c|!|}} ÜberCharge grants both invulnerability and 100% critical hit chance
 +
 
 +
{{c|+|}} +50% Übercharge length
 +
 
 +
{{c|+|}} +25% Übercharge rate
 +
 
 +
{{c|+|}} While healing Scout: Disciplinary action effect is applied
 +
|-
 +
! width="90px" style="background:#F2D9AD;" rowspan=1 | {{class link|Sniper|br=yes}}
 +
! rowspan=1 | {{Icon item|SMG|icon-size=75px}} <br /> ''Custom SMG''
 +
| {{c|+|}} +4 health regenerated per second on wearer
 +
 
 +
{{c|+|}} No flinching when aiming and fully charged
 +
 
 +
{{c|+|}} Knockback reduced by 20% when aiming
 +
 
 +
{{c|-|}} -15% damage
 +
 
 +
{{c|-|}} No random crits
 +
 
 +
''Maintains the stats of the cozy camper, but gives the user an additional weapon to balance the stats in comparison to the SMG''
 +
|-
 +
|}
 +
 
 +
 
 +
'''Class Tweaks and changes to the base game'''
 +
 
 +
{| class="wikitable"
 +
! style="background:#DBA901;" class="header" | <span style="color: white;"> Class
 +
! style="background:#DBA901;" class="header" | <span style="color: white;"> Change
 +
|-
 +
! width="90px" style="background:#F2D9AD;" rowspan=1 | {{class link|All Classes|br=yes}}
 +
! rowspan=1 | {{Icon item|Frying Pan|icon-size=75px}} <br /> {{item link|Melee}}
 +
| {{c|+|Added:}} All melee weapons, excluding the Spy's knives, have 100% [[Crit]] chance.
 +
|-
 +
|}
  
 
== Bosses ==
 
== Bosses ==

Revision as of 22:58, 8 July 2020

Freaks from release set
The world will thank me for this, you monster!
The Spy on killing a freak

Freak Fortress 2 is a game mode server plug-in extending the established VS Saxton Hale Mode. Like the original Saxton Hale mod, Freak Fortress alters the rules of Arena maps such that a single player is assigned as the Freak and placed on a separate team to all other players, with the objective of killing all players on the server. Conversely, the players on the other side must work together to kill the Freak first.

Bosses or Freaks are generally based on Community fads, each with different abilities typically determined by the defining characteristic of their fad, however all have similar concepts and rules. All have relatively large health pools, varying dependent on the number of opposing players, and all are restricted to using only melee. Within this game mode all melee attacks are crit-boosted however, meaning a single swing will one-shot all but the most healthy of players.

Freaks may also have forms of advanced movement, for example a super-jump, and may build "Rage" when damaged. Upon filling the rage meter they are then able to unleash a powerful attack, with an effect determined by the boss they are playing as. Typical attacks include briefly stunning all enemy players within a certain radius, or instantly launching a large number of projectiles in front of the player.

Gameplay demonstration

Strategy

Main article: Community VS Saxton Hale strategy

Due to the obvious similarities between this mode and VS Saxton Hale, strategies against Freak Fortress bosses are effectively identical to those of VSH.

Balance Tweaks

Freak Fortress features several changes in order to balance aspects of the base game for use within the mode, as detailed below.


Weapon Tweaks

Among these changes are multiple edits to existing weapons, which are almost exclusively upgrades, save for a few changes repealing buffs added to the base game over the years. A full list of these is given below.

Class Weapon Changes
Baby Face's Blaster
Baby Face's Blaster
Pictogram comment.png Changed: Boost meter functions entirely differently. Instead of a passive speed boost it is now inactive below 100%. Upon reaching this point it will begin draining to zero, granting the user mini-crits for the duration
Shortstop
Shortstop
Pictogram plus.png Changed: Reload Speed penalty reduced, now reloading at the same speed as a regular Scatter gun
Crit-a-Cola
Crit-a-Cola
Pictogram plus.png Changed: Now grants full crits rather than mini-crits
Candy Cane
Candy Cane
Pictogram plus.png Added: Drops a small health kit on a successful hit
Fan O'War
Fan O'War
Pictogram plus.png Added: Drains 5% of enemy 'Rage' meter on a successful hit
Wrap Assassin
Wrap Assassin
Pictogram plus.png Changed: Maximum Ornament capacity increased to 2
Air Strike
Air Strike
Pictogram plus.png Changed: Clip size is now increased for every 200 damage dealt
Direct Hit
Direct Hit
Pictogram plus.png Changed: Now performs crits on airborne targets, rather than mini-crits
Battalion's Backup
Battalion's Backup
Pictogram plus.png Added: Charge is now also filled by receiving damage from an enemy, with a single melee strike from a Freak capable of filling the meter from zero

Pictogram plus.png Changed: Damage resistance when buff is active is greatly increased

Gunboats
Gunboats
Pictogram plus.png Added: Fall damage is reduced by 90%
Mantreads
Mantreads
Pictogram plus.png Added: Fall damage is reduced by 90%

Pictogram plus.png Added: Rocket jump distance is increased

Phlogistinator
Phlogistinator
Pictogram comment.png Changed: Player knock-back increased during the taunting phase of the buff
Chargin' Targe
Chargin' Targe
Pictogram plus.png Added: Protects the user against a single attack from the boss, before breaking, after which the shield will be removed until the end of the round
Splendid Screen
Splendid Screen
Pictogram plus.png Added: Protects the user against a single attack from the boss, before breaking, after which the shield will be removed until the end of the round
Tide Turner
Tide Turner
Pictogram plus.png Added: Protects the user against a single attack from the boss, before breaking, after which the shield will be removed until the end of the round

Pictogram plus.png Changed: Tide Turner will now recharge on hit, instead of on kill

Eyelander
Eyelander
Pictogram plus.png Changed: Heads are now collected on hit, rather than on kill
Horseless Headless Horsemann's Headtaker
Horseless Headless Horsemann's Headtaker
Pictogram plus.png Changed: Heads are now collected on hit, rather than on kill
Nessie's Nine Iron
Nessie's Nine Iron
Pictogram plus.png Changed: Heads are now collected on hit, rather than on kill
Gloves of Running Urgently
Gloves of Running Urgently
Pictogram plus.png Changed: When equipped in the active slot, increases the Heavy's maximum speed by 50%

Pictogram plus.png Removed: Maximum health no longer decreases while active

Pictogram minus.png Added: Player health drains at a rate of 7 damage per second while active

Bread Bite
Bread Bite
Pictogram plus.png Changed: When equipped in the active slot, increases the Heavy's maximum speed by 50%

Pictogram plus.png Removed: Maximum health no longer decreases while active

Pictogram minus.png Added: Player health drains at a rate of 7 damage per second while active

Killing Gloves of Boxing
Killing Gloves of Boxing
Pictogram plus.png Added: When equipped in the active slot, increases the Heavy's maximum speed by 50%

Pictogram minus.png Added: Player health drains at a rate of 7 damage per second while active

Frontier Justice
Frontier Justice
Pictogram plus.png Changed: Deals Crits so long as the Engineer's Sentry is targeting the boss
Short Circuit
Short Circuit
Pictogram plus.png Added: Energy balls deal a temporary stun to the boss
Crusader's Crossbow
Crusader's Crossbow
Pictogram plus.png Added: 100% crit chance

Pictogram plus.png Added: +50% damage

Pictogram plus.png Added: +10% Übercharge on hit

Sniper Rifle
Sniper Rifle
Pictogram plus.png Added: +190% damage bonus

Pictogram plus.png Added: Tracker shot: Shots that land place a tracer on the boss, outlining them with a blue glow that is visible to all teammates. The length of this effect is determined by the charge of the shot

Sydney Sleeper
Sydney Sleeper
Pictogram plus.png Added: +140% damage bonus when boss is below 90% Rage, increasing to +190% damage when above 90%
Hitman's Heatmaker
Hitman's Heatmaker
Pictogram plus.png Added: +190% damage bonus

Pictogram plus.png Changed: Focus is now gained on hit, rather than on headshot, with the amount gained determined by the charge of the shot

Huntsman
Huntsman
Pictogram plus.png Added: +240% damage bonus
Fortified Compound
Fortified Compound
Pictogram plus.png Changed: +240% damage bonus
SMG
SMG
Pictogram plus.png Added: 100% crit chance
Jarate
Jarate
Pictogram plus.png Added: Removes 8% of the bosses rage on hit
Self-Aware Beauty Mark
Self-Aware Beauty Mark
Pictogram plus.png Added: Removes 8% of the bosses rage on hit
Razorback
Razorback
Pictogram plus.png Changed: Blocks one attack from the boss before breaking

Pictogram minus.png Removed: Razorback no longer regenerates

Conniver's Kunai
Conniver's Kunai
Pictogram plus.png Changed: On a successful backstab, the user gains 60 health, overhealing up to a maximum of 250
Your Eternal Reward
Your Eternal Reward
Pictogram comment.png Changed: On a successful backstab, the user is disguised as a random teammate
Wanga Prick
Wanga Prick
Pictogram comment.png Changed: On a successful backstab, the user is disguised as a random teammate
Invis Watch
Invis Watch
Pictogram plus.png Changed: Damage resistance while cloaked increased

Pictogram minus.png Changed: Maximum cloak percentage reduced to 40% while uncloaked

Enthusiast's Timepiece
Enthusiast's Timepiece
Pictogram plus.png Changed: Damage resistance while cloaked increased

Pictogram minus.png Changed: Maximum cloak percentage reduced to 40% while uncloaked

Quackenbirdt
Quäckenbirdt
Pictogram plus.png Changed: Damage resistance while cloaked increased

Pictogram minus.png Changed: Maximum cloak percentage reduced to 40% while uncloaked

Dead Ringer
Dead Ringer
Pictogram plus.png Changed: Boss punch damage reduced to 62 when the hit activates cloak

Pictogram minus.png Changed: Damage reduction removed while cloaked

Leaderboard class soldier.png Soldier
Leaderboard class demoman.png Demoman
Half-Zatoichi
Half-Zatoichi
Pictogram plus.png Added: Heals 35 health on hit, for up to 25 points of overheal.
Leaderboard class soldier.png Soldier
Leaderboard class pyro.png Pyro
Reserve Shooter
Reserve Shooter
Pictogram plus.png Changed: Increased damage and switch speed.

Banned weapons

Additionally, a number of weapons have been scrapped entirely from this gamemode. A full list of banned/removed weapons, and their replacements, is detailed below.

Class Weapon Replaced by
Rocket Jumper
Rocket Jumper
Rocket Launcher
Rocket Launcher
Detonator
Detonator
Detonator
The "Mega-Detonator"
Flare Gun
Flare Gun
Axtinguisher
Axtinguisher
Fire Axe
Fire Axe
Postal Pummeler
Postal Pummeler
Sticky Jumper
Sticky Jumper
Stickybomb Launcher
Stickybomb Launcher
Natascha
Natascha
Minigun
Minigun
Fists of Steel
Fists of Steel
Fists
Fists
Eureka Effect
Eureka Effect
Wrench
Wrench
Syringe Gun
Syringe Gun
Syringe Gun
Custom Syringe Gun
Blutsauger
Blutsauger
Overdose
Overdose
Medigun
Medi Gun
Kritzkrieg
Custom Kritzkrieg
Kritzkrieg
Kritzkrieg
Quick-Fix
Quick-Fix
Vaccinator
Vaccinator
Bazaar Bargain
Bazaar Bargain
Sniper Rifle
Sniper Rifle
Darwin's Danger Shield
Darwin's Danger Shield
SMG
SMG
Cozy Camper
Cozy Camper
SMG
Custom SMG


New Weapons

Several of the weapons above are replaced by entirely new custom weapons, as detailed below.

Class Weapon Stats
Detonator
The "Mega-Detonator"
Pictogram comment.png ' Alt-Fire: Detonate flare.

Pictogram comment.png ' Increased knockback on self.

Pictogram minus.png ' Increased self damage.

Functionally identical to the Detonator, however with increased knockback for use in flare jumping

Syringe Gun
Custom Syringe Gun
Pictogram plus.png ' Grants +5% ÜberCharge on hit
Kritzkrieg
Custom Kritzkrieg
Pictogram comment.png ' ÜberCharge grants both invulnerability and 100% critical hit chance

Pictogram plus.png ' +50% Übercharge length

Pictogram plus.png ' +25% Übercharge rate

Pictogram plus.png ' While healing Scout: Disciplinary action effect is applied

SMG
Custom SMG
Pictogram plus.png ' +4 health regenerated per second on wearer

Pictogram plus.png ' No flinching when aiming and fully charged

Pictogram plus.png ' Knockback reduced by 20% when aiming

Pictogram minus.png ' -15% damage

Pictogram minus.png ' No random crits

Maintains the stats of the cozy camper, but gives the user an additional weapon to balance the stats in comparison to the SMG


Class Tweaks and changes to the base game

Class Change
Frying Pan
Melee
Pictogram plus.png Added: All melee weapons, excluding the Spy's knives, have 100% Crit chance.

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, and is called a Super Duper Jump.
  • Weighdown: To use this ability, crouch and look down while in mid-air. Causes the boss to fall much faster than normal players. This makes it much harder to juggle the boss.
  • Speed up: Most bosses have a similar ability to The Escape Plan, causing them to speed up as they are injured. By default, bosses 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 by default to build a full charge.
  • Health: Bosses have a massive amount of health, which increases with the number of players. The basic health formula is:

[(460+n)×n]1.075 where n is the number of players.

Certain bosses may have more or less health than the default. For example, the Ninja Spy has a third of the health of other bosses, using the formula: [(460+n)×n]1.075/3

Demopan

Stout Shako for two refined!
Demopan on effective trading.
Demopan, as he appears in mode
  • The Demopan is a trader BLU Demoman looking to sell his Stout Shakos for a pair of Refined Metal. While he befriends those who accept his trades, he will unleash the full extent of his arsenal on those who decline his trades. The Demopan is created by Reddit user ichbinpwnzilla
  • First Apparition: The New Face of TF2 : tf2
  • Health formula: [(460+n)×n]1.075
  • Super Jump & Weighdown
  • Rage: The Demopan's rage fills every opponent's screen temporarily with fake trade requests, blocking their screen whilst scaring them.
    • Scare radius — 15 meters.
    • 1900 damage to activate.
  • 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.


Seeman and Seeldier

See?
Seeman asking Seeldier about all the dead bodies around
Seeman and Seeldier, as they appear in mode
  • Seeman and his "angel guard" Seeldier appear together, played by different players. They are individually weaker than the other bosses, but they make up for this by working together. The duo was created by retired YouTube user KernCore.
  • First Apparition: DEMOMAN IS BLOODY BRILLIANT
  • Health formula: [(460+n)×n]1.075/2.8 : Seeman and Seeldier each have a little more than a third of the health of another boss.
  • Super Jump & Weighdown
  • Rage (Seeman): Seeman stuns nearby players and then kills them in a large series of explosions to the tune of Grinder from the game Red Alert 2.
    • Scare/Blast radius — 13 meters.
    • 1900 damage to activate.
  • Rage (Seeldier): All players who have been previously killed are resurrected as Seeldier clones, 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
  • First Apparition: Ninja Spy's Finest Hour
  • Health formula: [(460+n)×n]1.075/3 : Ninja Spy has a third of the health of other bosses, but makes up for it with his 3 lives.
  • Super Jump & Weighdown
  • 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 damage instead of 1900.
    • Scare radius — 18 meters.
    • 2500 damage to activate.
  • 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.
  • Saxton Hale is a daring Australian who currently serves as the President and Chief Executive Officer of Mann Co. and is considered the 4th richest man in America.
  • First Apparition:Saxton Hale
  • Health formula: [(460+n)×n]1.075
  • Super Jump & Weighdown
  • Rage: Nearby Enemies are scared.
    • Scare radius — 20 meters
    • Hale has the largest scare radius of any default boss.
    • 1900 damage to activate.


Horseless Headless Horsemann Jr.
HHH Jr.
  • First Apparition: Headless Horseman
  • Health formula: [(460+n)×n]1.075
  • Teleportation & Weighdown
  • Rage: Nearby Enemies are scared
    • Scare radius — 17 meters.
    • 1900 damage to activate.
  • 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
Easter Bunny
  • First Apparition: the Easter Demo
  • Health formula: [(460+n)xn]1.075
  • Super Jump & Weighdown
  • Rage: Nearby Enemies are scared, and the Easter Bunny projects around him several explosive eggs (Loose Cannon grenades) that do the same amount of damage as a Demoman's crit grenade.
    • Scare radius — ~10 meters.
    • 1900 damage to activate.
  • The Easter Bunny is affected by Sentry Gun bullets' projection, whereas the other Hales can stand in front of them.


Vagineer
Grrrrr...!
Vagineer on everything.
Vagineer, as he appears in mode
  • Vagineers are a species of mutated Engineers with distinctly malformed faces resembling the genitals of a human female created by YouTube user J16FOX2. They contain many odd powers and abilities, such as being able to detach and regenerate their own limbs.
  • First Apparition: Engineer havin' a good time
  • Health formula: [(460+n)×n]1.075
  • Super Jump & Weighdown
  • Rage: The Vagineer is Übercharged for 10 seconds.
    • Scare radius — 10 meters.
    • 1900 damage to activate.
  • Enemies killed by the Vagineer are vaporized - the same death effect as the Cow Mangler 5000's.


Christian Brutal Sniper
It's like Christmas morning...
Christian Brutal Sniper on the hunt.
Christian Brutal Sniper, as he appears in mode
  • The Christian Brutal Sniper is a psychopathic serial killer created by YouTube user Kekas vas Normandy. His signature theme is The Millionaire's Holiday by Combustible Edison
  • First Apparition:Christian Brutal Sniper
  • Health formula: [(460+n)×n]1.075
  • Super Jump & Weighdown
  • Rage: The Sniper gets a Huntsman and 9 arrows.
    • Scare radius — ~9 meters.
    • 1900 damage to activate.


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

Gentlemen.
Gentlespy
GentleSpy
  • Gentlespy is an extremely well mannered RED Spy that shows no mercy when killing his foes. He is created by YouTube user Swaitis and his theme is The Blue Wrath by I MONSTER.
  • Health formula: [(760+n)×n]1.04
  • Teleportation & Weighdown
  • 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.
    • 2500 damage to activate.


Gabe Newell

The Heavy variant of Gabe Newell
  • This is based upon the well-known CEO of Valve Corporation, Gabe Newell, who is well known throughout the Steam community as GabeN. The boss in-game will either be a Heavy wearing a grey shirt and several cosmetics, or any class using a custom-rigged skin.
  • The music used during this boss is a playlist of music remixes using "Gaben" in the song. This includes, but is not limited to: Stop a GabeN, Faster Stronger Better Gaben, and Gabe Newell - Worth the Weight by Mastgrr,
  • Health formula: [(460+n)×n]1.04
  • Super Jump & Weighdown
  • Rage: (Valve Time {Slowdown}) Gabe Newell slows down time while melee attacks launches him to a nearby player. This is a reference to the extreme delay of many Valve products/games.


Painis Cupcake

(Intro music) I am Painis Cupcake. I will eat you.
Painis Cupcake's intro
Painis Cupcake
  • Painis Cupcake is a cannibalistic Soldier freak created by YouTube user RubberFruit.Due to his cannibalistic lifestyle, Painis Cupcake can easily toss people to a wall, chomp through almost anything, has high levels of stamina, and is extremely flexible, making him able to stand up from lying on the ground within milliseconds, and able to self-Über if wounded or furious. Despite his violent behavior, however, Painis isn't really an evil being, but rather hungry.
  • His idle theme is Puzzles in the Caves and his rage theme is Demon Resident Mine Cart, both from Donkey Kong 64.
  • Health formula: [(460+n)×n]1.075
  • Brave Jump & Weighdown
  • Rage: Uber + Stun - taunt with full rage meter
    • Scare radius — 10 meters.
    • 1900 damage to activate.
  • Enemies killed by Painis Cupcake are turned into gibs.


Piss Cakehole
I Am Piss Cakehole. Im Gonna Carve You!
Piss Cakehole
Piss Cakehole, with his weapon.
  • Piss Cakehole is a Pshycophat carver created by the User Regulus Black. He looks as a Sniper with a truly imposing figure. His attire features an increased hue and exposure change, Sharingan symbols on his shirt, back of his vest, and on his watch, he haves a Bonesaw as weapon and he "carves" his victim killing him.
  • His theme song is Potion Shop from The Legend of Zelda: Ocarina of Time, and his rage theme is Boss Battle from The Legend of Zelda: Ocarina of Time
  • Health formula: [(460+n)×n]1.075
  • Brave Jump & Weighdown
  • Rage: Uber & Stun - taunt with full rage meter
    • Scare radius — 10 meters.
    • 1900 damage to activate.



Ass Pancakes
(intro theme) I am Ass Pancakes, I am gonna bonk you!
Ass Pancakes' introduction
Ass Pancakes
  • Ass Pancakes is a jester-like BLU Scout created by YouTube user TheInvertedShadow. His actions are derived from Painis Cupcake, but will instead bonk his enemies with the "Warhammer of Zillyhoo" at an incredibly fast rate until they're dead.
  • His idle theme is the Witchyworld (Inferno) theme and his rage theme is Mr. Patch, both from Banjo-Tooie.
  • Health formula: [(460+n)×n]1.075
  • Brave Jump & Weighdown
  • Rage: Uber + Stun - taunt with full rage meter
    • Scare radius — 10 meters.
    • 1900 damage to activate.


Merasmus

Cower, fools! Merasmus is here!
Merasmus the Magician
Merasmus
  • Merasmus is a 6,000-year old wizard who formerly worked as a brewer for the Scottish Drug Company, and an employer for the RED Demoman before removing his eye after being haunted by the Bombinomicon.
  • Health formula: [(460+n)×n]1.075
  • Teleportation & Weighdown
  • Rage: Hellfire
    • Scare radius — 10 meters.
    • 1900 damage to activate.


MeeM (Medic)

MeeM
MeeM (Medic)
MeeM
  • MeeMs (pronounced with a short "E" sound) are a species of wooden cutout freaks created by YouTube user OluapPlayer. Despite being made of wood, making them very fragile and highly flammable (excluding the Pyro MeeM), and that they can be shy when alone; MeeMs are more aggressive in large groups, are exceptionally fast and agile, and are able to utilize class-related abilities and use the weapon present on their cutout.
  • The most common variant of MeeM, making up 80% of their species, is the Medic MeeM.
  • Health formula: [(460+n)×n]1.075
  • SuperJump & Weighdown
  • Rage: All players who have been previously killed are revived as a random boss.
    • Scare radius — 10 meters.
    • 1900 damage to activate.


BeepMan

Sometimes you just need a little less gun.
BeepMan
BeepMan
  • BeepMan is an Engineer wearing the Beep Man. One unique ability of this boss is that BeepMan can convert enemy Sentry Guns into his own.
  • BeepMan's theme song is Elrico & LHS - Elrico Vs. LHS.
  • Health formula: [(460+n)×n]1.075
  • Teleport & Weighdown
  • Rage: (I/O Error) Players within range will have their keypresses scrambled for a few seconds.
  • Special: (Hijack) Sacrifice 25% rage to hijack an enemy sentry.
    • Scare radius — 10 meters.
    • 1900 damage to activate.


Dic Soupcan

Dic Soupcan
  • Dic Soupcan is an extremely drunken RED Demoman who mercilessly attacks people, including those who try and help him. He is created by YouTube user metabug.
  • Dic Soupcan's theme song is Drunk as I Like from Touhou: Scarlet Weather Rhapsody.
  • Health formula: [(460+n)×n]1.075
  • Brave Jump & Weighdown
  • Rage: Delirium + Strength Powerup + Rage Mode - Dic stuns all nearby enemies and rapidly swings an Eyelander around, instantly killing all enemies once hit.
    • Scare radius — 10 meters.
    • 1900 damage to activate.


Weaselcake

Skill always beats luck, ya weasel.
Weaselcake
  • Weaselcake is a benign, deformed beta-style Sniper with his legs broken and his hands held up to his face, all of his extremities are paralyzed. Created by YouTube user Jonathan Biondi.
  • Weaselcake's theme song is Melee Island Forest from The Secret of Monkey Island.
  • Health formula: [(460+n)×n]1.075
  • Fly & Weightdown
  • No Super Jump
  • Rage: Nearby Enemies are scared for about 5 seconds. Ubercharge for 5 seconds. Instant teleportation to the random enemy. Syringe Gun with 40 bullets.
    • Scare radius - 10 meters.
    • 1900 damage to activate.


Bugs

  • In certain editions, bosses will drop the corpse of a "real" class after death.
  • In other editions, bosses with two color variants (Bosses that have skins for both RED and BLU, such as the Vagineer) drop the corpse of the other teams' skin of that boss.
  • The items Schadenfreude, Director's Vision, High Five!, and Shred Alert can be used by the bosses but lack facial animations when used.
  • 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.
  • If by the time Seeldier performs rage Seeman is dead, he will respawn with 1 hp.
  • On exceedingly rare occasions the boss will appear to have a negative amount of health.
  • If multiple players selected Seeman as their boss, then during any round, regardless if the boss(es) selected were Seeman and Seeldier, there will be at least one additional boss (of course, being Seeman) present in the round. This is shown here.
  • It's possible to stop boss effects that blind a player's screen with certain Console commands.

Trivia

  • 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.
    • Later, Powerlord took over FF2 development after RainBolt Dash began playing DOTA 2.
    • In October 2013, Powerlord stepped down and Wliu became the new maintainer of FF2.
  • All of the default bosses are based on community fads, excluding Saxton Hale, Headless Horseless Horsemann Jr, and Merasmus.

See also

External links