FA forcepowers
Here is a more detailed description of what the forcepowers actually do. L1 represents level 1 and so on.
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FP_DRAIN
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FP_GRIP
Force Grip is a powerful force power used by Sith and other Dark beings. It was a favorite power of Darth Vader. Grip is used to choke enemies. At higher levels, it can be used to lift enemies from the ground and move them around at your will. In order to use Grip, you must target an enemy and hold the Grip button for a certain period of time. During this time, a small red 'gripping' hand will appear on your target. If you are gripped as a saberist, your lightsaber will be shut off, leading to an easy kill. Grip can be countered with Push or Pull.
Level 1: Enemies start to choke after a while, they can still run around, and shoot while not choking.
Level 2: Enemies will start to choke after a few seconds, where they cannot move or shoot.
Level 3: Lifts enemies from the ground instantly and allows you to move them around freely. They cannot move themselves or shoot.
FP_HEAL
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FP_LEVITATION
Force Jump enables the user to leap great heights with the help of the Force.
Level 1: The user can jump higher than a normal person, and can perform acrobatics like backflips and special moves with a lightsaber. Level 1 drains your force points rapidly, so be wary if you are a Jedi or Sith and facing gunners.
Level 2: The user can jump higher than level 1. Force Point drain is also reduced, enabling you to jump around more.
Level 3: The user can jump much higher than level 2. Level 3 drains very little Force Points, allowing users to jump around for more extended periods than level 2. The user can also jump a short distance using no force points at all. With level 3 you can also grab onto walls and hold onto them, and run sideways on walls.
FP_LIGHTNING
Force Lightning is a powerful Dark Side Force power used most famously by the evil Sith Lord Darth Sidious. Lightning renders affected enemies unable to fire their weapons and rapidly depletes their health.
Level 1: Player casts a small, thin line of lightning in front of him/her. Can only electrocute an enemy standing close to the player. Shock lasts for 1 second.
Level 2: Casts an arc of lightning covering users in the line of sight, can affect multiple enemies and do damage. The Force power can be used until your Force pool runs out.
Level 3: Casts a wider arc of lightning covering the majority of the users line of sight, can affect multiple enemies and do massive damage. The Force power can be used until your Force pool runs out. If Lightning 3 is used in conjunction with Push 3 while in melee, the Sith will use Lightning Push: it will knock down any vulnerable enemies (e.g. running gunners and Jedi with low FP). Those who are affected by the knockdown are stunned for about twice as long as the normal knockdown time.
FP_PULL
With Force Pull, Jedi/Sith can steal other player's guns and knock them over.
Lower levels of Pull have shorter range, higher levels of Pull have longer range.
Level 1: 50% chance to pull a weapon from a running or jumping player's hands.
Level 2: Always pulls a weapon from a running or jumping player.
Level 3: Has the same effects as level 2, but also knocks running or jumping players over. Walking or motionless players will be pulled closer without knocking them down. Enables the use for Force Super Push with Push 3.
FP_PUSH
Force Push enables a Jedi/Sith to shove away people, projectiles and world objects from a distance with the Force.
All levels of Push will always push back rockets and grenades. Lower levels of Push have shorter range, higher levels of Push have longer range.
Level 1: With this level, users must aim exactly at their target to push it. There is no area effect. This level will always push back rockets and grenades, although the difficulty in aiming exactly at them while they're in motion is extreme. Will push running/jumping players back a bit if it hits them, although it will not knock down.
Level 2: Has an area of effect in a narrow cone, so you don't have to aim as precisely. Will push running/jumping players back a bit if it hits them, although it will not knock down.
Level 3: Has a wide area of effect arc, and will knock other players over if they are running or jumping. Walking or motionless players will also be shoved backwards, although not knocked down. Enables the use of Force Super Push with Pull 3.
FP_RAGE
Force Destruction launches a fairly large and slow-moving (pushable) projectile resembling a rocket that explodes on impact with a player or wall. Force Block will prevent Force Destruction from damaging you, but you will still be blown up into the air. You can hurt yourself while using Force Destruction, if you don't have enough FP to block the explosion.
Level 1: 80 FP per use. 80 Damage, 80 Splash Damage.
Level 2: 70 FP per use. 120 Damage, 120 Splash Damage.
Level 3: 60 FP per use. 160 Damage, 160 Splash Damage.
FP_SABER_DEFENSE
Saber Defense is an important ability for Jedi/Sith, as it allows them to block blaster fire and saber attacks.
Level 1: Force user can block gunfire and saber attacks in a small defensive arc. Characterized by low BP regeneration and high FP drains.
Level 2: Force user can block gunfire and saber attacks in a medium-sized defensive arc. BP Regeneration is increased, and FP drains are lowered.
Level 3: Force user can block gunfire and saber attacks in a large defensive arc. BP Regeneration is fast, and FP drains are low.
FP_SABER_OFFENSE
Saber Offense gives Jedi/Sith access to increasingly powerful lightsaber attacks.
Level 1: Provides the Force user with the ability to wield a lightsaber, and provides use of the Blue stance. The blue stance is weak, unable to kill most classes in a single strike. It also deals minimal BP drain.
Level 2: The Force user is now able to use the Yellow Stance. The yellow stance is very powerful and the most versatile, being able to kill most classes in a single strike and dealing moderate BP drain in duels.
Level 3: The Force user is provided access to the Red Stance, and the Blue Stance is made several times stronger. The red stance is slow, but has very high amounts of BP drain. The blue stance is tremendously more effective than the Yellow against gunner classes. Or, the Force user can choose to wield dual lightsabers or a staff lightsaber.
FP_SABERTHROW
Force Block allows for a Jedi/Sith to protect themselves against the usage of Force powers against him. However, after a certain amount of time, an enemy can use Force Focus to break through an opponent's force block, leaving a Jedi/Sith particularly vulnerable to grip and mind trick.
Level 1: Immunity against force powers if the Jedi/Sith has 100 FP.
Level 2: Immunity against force powers if the Jedi/Sith has 80 FP or more.
Level 3: Immunity against force powers if the Jedi/Sith has 50 FP or more.
FP_SEE
Without CFL_DEADLYSIGHT:
Force Sense lets Jedi/Sith see other players through walls. Force Points do not regenerate while sense is active.
Level 1: Shows enemies on radar. 40 FP cost.
Level 2: Shows enemies on radar, highlights nearby players and NPCs while active, through walls. Longer ranged than level 1. 20 FP cost.
Level 3: Shows enemies on radar, highlights nearby players and NPCs while active, through walls. Lasts longer and with greater ranged than level 2, the highlight around visible entities is colored according to if they're hostile or friendly to you. No sound is played while Seeing 3 is active after the initial activation sound. 20 FP cost. While Sight Level 3 is activated, you can dodge Disruptor shots and see the heath and armor of the player in your crosshair.
With CFL_DEADLYSIGHT:
Force Deadly Sight is an FA-Only force power that does extreme damage with extreme FP usage. Deadly Sight is like Force Sense except it does damage to whomever you see. It is long ranged, but does not distinguish between friends and enemies. Use of other force fowers is prevented while Deadly Sight is active.
Level 1: Uses Deadly Sight on a single target under your crosshair for as long as Deadly Sight is active.
Level 2: Uses Deadly Sight on any number of targets within 30 degrees of in front of you, for as long as Deadly Sight is active.
Level 3: Uses Deadly Sight on any number of targets within 120 degrees of in front of you, for as long as Deadly Sight is active.
FP_SPEED
Force Speed allows a Jedi to move faster than normal. During its use, the Lightsaber is turned off, thus removing the Jedi's primary method of defense. Force Speed can be deactivated by pressing the Use Force button a second time or by activating your lightsaber.
Level 1: Jedi can now move faster. Drains 45 FP when used and consumes 15 FP a second.
Level 2: FP drain while active is decreased. Drains 35 FP when used and consumes 10 FP a second. Along with Force Jump Level 3, allows the use of Force Speed Lunge from Single Player.
Level 3: FP drain while active is further decreased. Drains 25 FP when used and consumes 5 FP a second. A Jedi using Melee now hits faster and does more damage with his punches.
FP_TEAM_HEAL
Saber Deflect allows Jedi/Sith to deflect blaster fire with increasing accuracy.
Level 1: Incoming fire is deflected in a random direction away from both the Force user and the shooter.
Level 2: Incoming fire is deflected. Occasional shots are deflected in the direction indicated by the crosshair.
Level 3: Incoming fire is deflected. A larger number of shots are deflected in the direction indicated by the crosshair.
FP_TELEPATHY
Without CFL_FORCEBLINDING:
Mind Trick allows the user to become invisible to his enemies that are nearby excluding Super Battle Droids and Droidekas with Advanced Logic and Sith with sufficient Force points to utilize their Force Block. Mind Trick also forces sabers to be shut off. If the Jedi tries to attack in any way (excluding Force Powers), Mind Trick will be canceled and cause the Jedi to become visible.
Level 1: Costs 70 FP. Can mind trick one target for 5 seconds. Needs to be aimed directly at the target. Short range.
Level 2: Costs 70 FP. Can mind trick all enemies in the vicinity within 180 degrees in front of you for 10 seconds. Medium range.
Level 3: Costs 70 FP. Can mind trick all enemies in the vicinity within 360 degrees all around you for 15 seconds. Long range.
With CFL_FORCEBLINDING:
Force Blind is an FA-Only force power that blinds the target. It works on a single target who must be in your crosshairs and facing you. If you miss with this ability, it still drains Force Points. A target of Blinding can reduce the amount of blinding they're suffering from by using Force Seeing. Higher levels of Force Seeing result in increased ability to see while blind.
Level 1: Blinds the target for 4 seconds at the cost of 40 FP drain and a long(1.2 seconds) cooldown after use.
Level 2: Blinds the target for 4 seconds at the cost of 30 FP drain and a medium(0.8 seconds) cooldown after use.
Level 3: Blinds the target for 4 seconds at the cost of 20 FP drain and a short(0.4 seconds) cooldown after use.