Force-A-Nature

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Any outdoorsman will tell you the most frustrating part of hunting is when a deer simply FALLS DOWN when shot, and doesn't FLY BACKWARDS into the forest.
— Force-A-Nature publicity blurb
Force-A-Nature

Basic Info
Used By: Scout
Slot: Primary
Ammo Info
Loaded: 2
Carried: 32

Information

The Force-A-Nature, also known as the FaN, is the unlockable primary weapon for the Scout class, replacing the Scattergun and is unlocked after obtaining 11 of the Scout achievements. It is a double-barrelled hunting shotgun with extremely short barrels, which were cut down to increase spread. It sacrifices the reload speed and capacity of the Scattergun for maximum blasting power. Any opponent hit by a shot from the Force-A-Nature in close range will fly backwards a considerable distance. The sheer power of the recoil also causes the Scout to fly backwards for an effective 'third-jump' on top of his regular double jump ability. The Force-a-Nature, at first, appears to deal less less damage than the Scattergun, but in fact it deals more damage (0.9x damage per pellet times 1.2x amount of pellets is 1.08 times normal damage) spread over more pellets, to maximize the weapon's Knockback feature. When firing upwards, the Force-a-Nature will negate the jump and cause you to fall back down. The Force-a-Nature's firing rate is also considerably faster than the Scattergun, unloading both shells in approximately half a second. Like the standard shotgun and the Scattergun, the Force-A-Nature's first shell will fire at least one pellet straight down the crosshair before 'bullet-spread' takes effect.

Damage

  • Base: 5.4 per pellet
  • Max Ramp Up: 175% (9.45 damage per pellet)
  • Max Fall Off: 50% (2.7 damage per pellet)
  • Pellet Count: 12
  • Point Blank: ~92-113
  • Medium Range: ~11-43
  • Long Range: ~3-11
  • Mini-Crit: 7.29 per pellet
  • Critical Hit: 16.2 per pellet

Medium range is defined as the main resupply door to the opposite wall on the upper level of 2fort. Long range is defined as battlement to battlement on 2fort. Base damage is the damage done at 512 units before damage variance or bullet spread. Ramp up maxes out at 0 units. Fall off maxes out at 1024 units. Damages are approximate and determined by community testing.

Function Times

  • Attack Interval: 0.33
  • Reload: 1.64

All times are in seconds. Times are approximate and determined by community testing.

Trivia

  • Sometimes if you double jump and then fire twice, the Scout will yell one of four response rules.
  • Reloading with one round loaded will throw away that round.
  • Unused Scattergun sounds, which are labeled "double shot", have the sound effects of the Force-A-Nature. It is possible that early on when the scattergun was added, there was or were going to be a mode to use 2 barrels, similar to this weapon.

See also

External Links


Weapons
Scout
Soldier
Pyro
Demoman
Heavy
Engineer
Medic
Sniper
Spy
Primary standard Scattergun Rocket launcher Flamethrower Grenade launcher Minigun Shotgun Syringe gun Sniper rifle Revolver
unlockable Force-A-Nature Direct Hit Backburner None Natascha  ? Blutsauger Huntsman Ambassador
Secondary standard Pistol Shotgun Shotgun Sticky bomb launcher Shotgun Pistol Medigun Submachine gun Electro sapper
unlockable Bonk! Atomic Punch Buff Banner
Gunboats
Flare gun Chargin' Targe
Scottish Resistance
Sandvich  ? Kritzkrieg Jarate
Razorback
None
Melee standard Bat Shovel Fire axe Bottle Fists Wrench Bonesaw Kukri Knife
unlockable Sandman Equalizer Axtinguisher Eyelander K.G.B.  ? Übersaw None None
PDA standard None None None None None Build Tool
Demolish Tool
None None Disguise kit
Invisibility watch
unlockable None None None None None  ? None None Cloak and Dagger
Dead Ringer
Taunt various Bonk
(Sandman)
Grenade
(Equalizer)
Hadouken
(Shotgun/Flare gun)
Decapitation
(Eyelander)
Showdown
(Fists)
 ? Oktoberfest (Kritzkrieg)
Spinal Tap
(Übersaw)
Arrow
(Huntsman)
Fencing
(Knife)





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