• VS Saxton Hale - Christian Brutal Sniper or should I say Christian Brutal Saxton
    242 replies, posted
Okay how about this, most people hate how during the last minute or so when caps are disabled, that there's a couple of people just sitting about doing nothing while Saxton looks for them, or scouts kiting Saxton without fighting back. So why not introduce something like a health drain effect that activates when there's only 1 minute left? Your health slowly ticks down, gradually slowing down the closer you are to death, so your health drains faster when you're at full health but when you're close to death it goes slower to give you a greater chance to replenish it, or if you were at low health anyway, a fighting chance. There are a couple of ways to get health back, through having an engineer still alive and using his dispenser, health drops, having a medic still alive to heal you (medics are exempt from this mechanic since they aren't really a combat class), but the main way and intended outcome of this mechanic, is by attacking Saxton. He'll have a permanent Mad Milk effect on him, so to stay alive outside of the traditional methods you have to keep on him, attacking him constantly to replenish your health by damaging him, you can't just run away as scout, you have to fight, you can't just hide as spy, you have to fight (Dead Ringer spies get immunity from damage for obvious reasons, they can't hide and taking damage fucks up their watch). Add it as a something that can be enabled and disabled by the guy running the server in case it ends up being unpopular or it just sucks. [editline]13th January 2011[/editline] Also any word on whether being able to keep your uber active while using other weapons as medic is a bug or not? I'm actually really liking it, makes me want to go medic more often, gives you a fighting chance when you're a medic without a heal target too, but it's too easy to abuse in locations where you're forced to crouch because you can stay uber forever using the ubersaw on a trapped Hale.
[QUOTE=Riutet;27387527]Okay how about this, most people hate how during the last minute or so when caps are disabled, that there's a couple of people just sitting about doing nothing while Saxton looks for them, or scouts kiting Saxton without fighting back. So why not introduce something like a health drain effect that activates when there's only 1 minute left? Your health slowly ticks down, gradually slowing down the closer you are to death, so your health drains faster when you're at full health but when you're close to death it goes slower to give you a greater chance to replenish it, or if you were at low health anyway, a fighting chance. There are a couple of ways to get health back, through having an engineer still alive and using his dispenser, health drops, having a medic still alive to heal you (medics are exempt from this mechanic since they aren't really a combat class), but the main way and intended outcome of this mechanic, is by attacking Saxton. He'll have a permanent Mad Milk effect on him, so to stay alive outside of the traditional methods you have to keep on him, attacking him constantly to replenish your health by damaging him, you can't just run away as scout, you have to fight, you can't just hide as spy, you have to fight (Dead Ringer spies get immunity from damage for obvious reasons, they can't hide and taking damage fucks up their watch). Add it as a something that can be enabled and disabled by the guy running the server in case it ends up being unpopular or it just sucks. [editline]13th January 2011[/editline] Also any word on whether being able to keep your uber active while using other weapons as medic is a bug or not? I'm actually really liking it, makes me want to go medic more often, gives you a fighting chance when you're a medic without a heal target too, but it's too easy to abuse in locations where you're forced to crouch because you can stay uber forever using the ubersaw on a trapped Hale.[/QUOTE] Or just enable control points, hale sits on them which forces the other players out or vice versa. That's why they are enabled on UK2. It stops matches dragging on, and adds to the entertainment of the risk of getting hale off that point.
[QUOTE=EDDY TT;27388577]Or just enable control points, hale sits on them which forces the other players out or vice versa. That's why they are enabled on UK2.[/QUOTE] thing is, when a scout is left and hale is capping the point the scout can't really do much other than watch and shoot from a distance. unless hale has <1000 hp left he won't move to chase the scout(from what I have seen anyway)
[QUOTE=oldage;27388606]thing is, when a scout is left and hale is capping the point the scout can't really do much other than watch and shoot from a distance. unless hale has <1000 hp left he won't move to chase the scout(from what I have seen anyway)[/QUOTE] Most players I've seen when that happens do tend to chase down the scout. If they don't they get a shitstorm of abuse next round. :v:
[QUOTE=EDDY TT;27388674]Most players I've seen when that happens do tend to chase down the scout. If they don't they get a shitstorm of abuse next round. :v:[/QUOTE] Had a friend say enabling control points would be a better solution, but the thing is that it's only a good solution if you happen to be a class that has reasonable knockback abilities, which is about 3 classes or 4 if you include the FaN scout. If you're any other class, that's it, you're not knocking Saxton off the point, he's won and he's only going to give you a fighting chance out of courtesy. You say that most players chase down the last guy, doesn't that invalidate the point of having the control point enabled if players just use it to get people to leave their kite point and then chase them down fruitlessly, just going straight for the scout would have the same effect. I think having a mechanic in place to force players to attack Saxton, and to have Saxton be the only objective is the way to go, not that I'm saying take away the option of having control points, obviously a lot of people enjoy playing with control points enabled. What I'm saying is that I'd like to see a mechanic in place that creates a crescendo event for servers that run without the control point enabled, a variable that can be turned off if the server owner wishes, or vice versa. If you take note, you'll find that there are quite a few no control point servers, not as many as servers running with control points enabled, but a significant number, it's a popular setting despite the problems that arise from the game mode not really having any measures in place to account for the lack of a control point, people obviously like having Saxton as the only objective, I would like to see something that caters to this audience, turning on control points is a suitable solution, but not a desired outcome.
My way of locking the control point and adding a round timer seems to be more enjoyable than having everyone pay more attention to capping the point than Saxton. Some people have started to copy that idea as i've seen some people set that up with the in-game cvars like I have used. I have suggested a feature that would force hale to head straight into the flight of battle rather than trying to hide, for every hit he will recieve he will gain a light speed increase for about a second, if he fails to hit someone within a certain time limit, he will start to loose health. If there is less than 5 players less that feature will be disabled and a reward one will be put inplace in stead, with this he can see cloaked spies slightly and will have his speed increased so that he will be faster than a scout.
[QUOTE=EDDY TT;27388577]Or just enable control points, hale sits on them which forces the other players out or vice versa. That's why they are enabled on UK2. It stops matches dragging on, and adds to the entertainment of the risk of getting hale off that point.[/QUOTE] the one issue with that is it sometimes bugs out and the cap point enables very early in the round and the entire team bundles on it, the saxton will have no chance as the point caps so fast even one Pyro air blasting him away will give them enough time to capture. And yes that is on FPUK2 where the Pyro air blasts are set to 80 so he only gets 3 shots. Granted it isn't very common but it definitely not rare.
Air blast from a pyro should not have as strong as an effect as it does on hale at the moment. It should only do that if he jumps at the same time as the pyro reflecting. It really pisses off Hale and I see it a bit dumb.
oh boy [url]http://www.randomfortress.ru/forum/index.php?/topic/63-new-voice-clips-for-saxton-hale/page__view__getnewpost?[/url]
[QUOTE=veevee;27391892]oh boy [url]http://www.randomfortress.ru/forum/index.php?/topic/63-new-voice-clips-for-saxton-hale/page__view__getnewpost?[/url][/QUOTE] Awesome. Really, that guy should get hired as Saxton's VA. I'll be honest, I can't imagine him with any other voice after hearing it with that guy's.
Same, Key. Nobody can match the way he yells "SAXTON HALE!"
Action Packed [b]ISH[/b]
READ ON AS I c
I'd like to point out a bug that occured to me today. After the first round was over on arena_nucleus, for some reason I got to keep all the special attributes Hale has. So, I had my health buffed, speed boosted and my health was shown with those numbers. At first I ignored this as just visual bug, until I got it again as Soldier. People obviously started calling me a hacker. I was lucky enough not to get banned from there by giving my explanation. This seems to happen whenever someone's turn as Hale is interruped for set up time running out. This is also pretty damn irritating, because you don't get to have an entire round as Hale. This has to be fixed asap before other people get thrown out of server for wrong reasons. So, if you see someone running very fast as Demo/ Soldier/ Heavy, don't ban them because you suspect them of cheating. Just tell them to rejoin the server to red rid of that bug.
Wow, I started playing this a few days ago on FPUK 2. It's great fun, but timezones mean I get on at 1am and leave at 6am.
saxton hale sounds british you guys
[QUOTE=thisguy123;27368163]Perhaps add some kind of new "special" to mix things up a bit. This special can go invisible and has to rely on stealth and sneak tactics to be effective, perhaps this could be the spy variant of hale.[/QUOTE] [img]http://static.reelmovienews.com/images/gallery/angry-predator_372x336.jpg[/img]
[QUOTE=NeoDement;27406136]saxton hale sounds british you guys[/QUOTE] Britium does that to you.
[QUOTE=thisguy123;27368163]Perhaps add some kind of new "special" to mix things up a bit. This special can go invisible and has to rely on stealth and sneak tactics to be effective, perhaps this could be the spy variant of hale.[/QUOTE] [media]http://www.youtube.com/watch?v=swGhjoY76RM[/media]
I say we replace CBS with Old Nick from the Australian Christmas update.
OR Weasel Cake.
[QUOTE=veevee;27407434][media]http://www.youtube.com/watch?v=swGhjoY76RM[/media][/QUOTE] Yeah basically that, but as apart of Versus Saxton Hale mode, I wouldn't play TF2 The Hidden mod by itself but I'd love it as part of a bigger mod. My only problem with The Hidden mod is that it has the same problem the original Hidden Mod had, having a nigh-fully invisible enemy is really confusing and at times there's really no way to combat him, just gotta hope you're not the first one to be taken out so you can fire when your buddy suddenly goes down.
[QUOTE=Riutet;27410152]Yeah basically that, but as apart of Versus Saxton Hale mode, I wouldn't play TF2 The Hidden mod by itself but I'd love it as part of a bigger mod. My only problem with The Hidden mod is that it has the same problem the original Hidden Mod had, having a nigh-fully invisible enemy is really confusing and at times there's really no way to combat him, just gotta hope you're not the first one to be taken out so you can fire when your buddy suddenly goes down.[/QUOTE] Which is why he would have a long cloak but not unlimited. And a YER that still allows for manual disguising.
Flame Retardant suit is retarded. It's a good idea but I just hate it really. I'm so used to being set on fire.
[QUOTE=thisguy123;27411765]Which is why he would have a long cloak but not unlimited.[/QUOTE] I don't object to that. A permanent cloak that he must drop, but dropping takes time and makes a lot of noise, to attack is fine too.
New server in the us? Yessss!!!
[QUOTE=Mico27;27416310]New server in the us? Yessss!!![/QUOTE] only temporary, though :smug: [editline]14th January 2011[/editline] i hope
[QUOTE=Mico27;27416310]New server in the us? Yessss!!![/QUOTE] Yeah but it crashes, alot... This mod wasn't designed for Window servers as it seems.
I have a saxton server up, but as said above it is on Windows. So, it does crash... jaycee.game-host.org:27016
[QUOTE=Jessecar96;27418452]I have a saxton server up, but as said above it is on Windows. So, it does crash... jaycee.game-host.org:27016[/QUOTE] Why the hell do you always have to use a domain name. Can't you just post the ip like every other normal server host? [editline]15th January 2011[/editline] Oh and vsh_ maps don't seem to be affected by this crash thing that occures. I suspect its within the way it manages the team swaps.
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