Foam Fortress Pro - A guide for new players
If you've read the rules for Foam Fortress Pro(FFP), you're probably going to be confused. There's a lot to take in, and with all the restrictions and odd rules, you're likely to be overwhelmed. If you're new to nerf, you probably don't have the right equipment either and yet you need pretty specific things to play well. This guide is intended to help you get a grasp on the basic concepts of how to play and what to get.
FFP was never really designed to be played by those completely new to nerf, so if you're just starting out with nerf, you might just want to play casually at first or check out FFP's easier counterpart, Foam Fortress Lite.
Classes
The first thing you're going to notice that's different about FFP is the class system. As a new player, you're going to want to try things out and that's easiest to do as a medic. It needs the least amount of specific equipment and it's easy to learn. If you can acquire some pocket howlers though, you're better off being a soldier as it'll give you a more complete feel as to how the game operates.
No matter what you choose, try to avoid playing your first game if you're very undergeared. It's going to give you a terrible impression and it'll be completely unrepresentative of what the game is meant to be like. Come back and try again later or perhaps borrow some equipment.
Other Equipment
Most new players forget a few very important pieces of equipment when first starting:-
1) A pouch or bag to hold ammunition, be it grenades, rockets and stefans.
2) A sling to be able to put your gun onto your back.
3) A holster to place your sidearm.
4) Sufficient ammunition.
Of course it's possible to play without these things, but just because it's possible doesn't make it a good idea. Sometimes, appropriate clothes with large pockets are good enough to do the job. A lot of FFP has to do with capturing flags, and without a sling, your ability to carry one while running will be hampered. Slings also allow you to throw grenades better and aim with your sidearms only.
None of these things will cost you very much. You can fashion them yourself or buy from online sites. It's good to be prepared. A good rule of thumb for stefans is about 300 darts. For grenades, you'll want about five times the maximum number your chosen class can carry, as you'll leave the rest by your spawn point when you want to restock. A demolitionist will need about 10 rockets throughout the course of a game.
None of the above may be glorious to acquire but it is necessary if you want to play to a decent standard.
Goals
At its core, there are two alternate victory paths to FFP. Eliminate all the players on the opposing team, or score a point by running a flag. Most games aren't going to be about complete annihilation of one team nor will it be about a standoff with nobody dying until one person runs the flag. The trick to good play is to tell when the right time is to either run the flag, assist the flag runner or defend. If you concentrate on one thing only, you're going to drag your team down as you're oblivious to what's going on half the time. Don't lose sight of the big picture, which is the flag in this case.
You can choose from the outset whether you'd like to play aggressively or defensively but don't let your setup rule over your playstyle over the entire course of the game. FFP is very free flowing and if you're standing still a lot of the time, you're probably doing something very wrong.
General Tips
1) Look around you all the time, don't just worry about your flag or be too aggressive. If you thought your team was around you and you charge ahead, don't be shocked to discover you're suddenly all alone.
2) Don't spend too much time dodging shots when you can fire back too. While your opponent's dodging shots, it'll also reduce their accuracy alot.
3) Don't forget about the demolitionist running towards your spawn point. There's a reason they're doing it and it may be worth sacrificing yourself to stop it from happening.
4) If you hear a teammate screaming "Flag! Flag!", you should drop everything you're doing and energise yourself to play a lot more defensively OR aggressively. It doesn't matter how many times anyone has died, the flag is more important than anything.
5) Walk, don't run if you can. Save your energy for when it matters.
6) Watch out for the sharpshooter. With that range, they can hit you from pretty much anywhere. It may be unlikely, but even that slight possibility should be enough to keep you on your toes.
7) If you're in a hopeless situation where you're out of ammo and a demolitionist or soldier is running towards you, start moving towards a different opponent. Hopefully, they'll get you first and you won't die to a grenade or rocket.
Don't get drawn into a fight near the enemy spawn point, you'll eventually get overwhelmed and die. Remember, they can remain ghosts as long as they wish and only start firing at you when it's convenient to them.
If you've read the rules for Foam Fortress Pro(FFP), you're probably going to be confused. There's a lot to take in, and with all the restrictions and odd rules, you're likely to be overwhelmed. If you're new to nerf, you probably don't have the right equipment either and yet you need pretty specific things to play well. This guide is intended to help you get a grasp on the basic concepts of how to play and what to get.
FFP was never really designed to be played by those completely new to nerf, so if you're just starting out with nerf, you might just want to play casually at first or check out FFP's easier counterpart, Foam Fortress Lite.
Classes
The first thing you're going to notice that's different about FFP is the class system. As a new player, you're going to want to try things out and that's easiest to do as a medic. It needs the least amount of specific equipment and it's easy to learn. If you can acquire some pocket howlers though, you're better off being a soldier as it'll give you a more complete feel as to how the game operates.
No matter what you choose, try to avoid playing your first game if you're very undergeared. It's going to give you a terrible impression and it'll be completely unrepresentative of what the game is meant to be like. Come back and try again later or perhaps borrow some equipment.
Other Equipment
Most new players forget a few very important pieces of equipment when first starting:-
1) A pouch or bag to hold ammunition, be it grenades, rockets and stefans.
2) A sling to be able to put your gun onto your back.
3) A holster to place your sidearm.
4) Sufficient ammunition.
Of course it's possible to play without these things, but just because it's possible doesn't make it a good idea. Sometimes, appropriate clothes with large pockets are good enough to do the job. A lot of FFP has to do with capturing flags, and without a sling, your ability to carry one while running will be hampered. Slings also allow you to throw grenades better and aim with your sidearms only.
None of these things will cost you very much. You can fashion them yourself or buy from online sites. It's good to be prepared. A good rule of thumb for stefans is about 300 darts. For grenades, you'll want about five times the maximum number your chosen class can carry, as you'll leave the rest by your spawn point when you want to restock. A demolitionist will need about 10 rockets throughout the course of a game.
None of the above may be glorious to acquire but it is necessary if you want to play to a decent standard.
Goals
At its core, there are two alternate victory paths to FFP. Eliminate all the players on the opposing team, or score a point by running a flag. Most games aren't going to be about complete annihilation of one team nor will it be about a standoff with nobody dying until one person runs the flag. The trick to good play is to tell when the right time is to either run the flag, assist the flag runner or defend. If you concentrate on one thing only, you're going to drag your team down as you're oblivious to what's going on half the time. Don't lose sight of the big picture, which is the flag in this case.
You can choose from the outset whether you'd like to play aggressively or defensively but don't let your setup rule over your playstyle over the entire course of the game. FFP is very free flowing and if you're standing still a lot of the time, you're probably doing something very wrong.
General Tips
1) Look around you all the time, don't just worry about your flag or be too aggressive. If you thought your team was around you and you charge ahead, don't be shocked to discover you're suddenly all alone.
2) Don't spend too much time dodging shots when you can fire back too. While your opponent's dodging shots, it'll also reduce their accuracy alot.
3) Don't forget about the demolitionist running towards your spawn point. There's a reason they're doing it and it may be worth sacrificing yourself to stop it from happening.
4) If you hear a teammate screaming "Flag! Flag!", you should drop everything you're doing and energise yourself to play a lot more defensively OR aggressively. It doesn't matter how many times anyone has died, the flag is more important than anything.
5) Walk, don't run if you can. Save your energy for when it matters.
6) Watch out for the sharpshooter. With that range, they can hit you from pretty much anywhere. It may be unlikely, but even that slight possibility should be enough to keep you on your toes.
7) If you're in a hopeless situation where you're out of ammo and a demolitionist or soldier is running towards you, start moving towards a different opponent. Hopefully, they'll get you first and you won't die to a grenade or rocket.
Don't get drawn into a fight near the enemy spawn point, you'll eventually get overwhelmed and die. Remember, they can remain ghosts as long as they wish and only start firing at you when it's convenient to them.