VS Saxton Hale - Christian Brutal Sniper or should I say Christian Brutal Saxton
242 replies, posted
I've been thinking this for a couple of days now, need to write it down, this only really applies to no control points but can work with control points too probably.
When you're the last say, 3-5 people, and you're fighting Saxton, what's the one thing on your mind that stops you from giving it your all? If you're me, then it's probably the knowledge that if I jump down from my high ground and engage Saxton directly, he's just going to rage at me and score an easy kill on me and whoever is around me.
When I'm the last person, unless I can't be bothered, I go out of my way to keep my distance from Saxton while chipping away at his health. Because I know if I move in and fight him like a man, he's going to rage and I can't do anything about it.
Thinking about the way in which this knowledge influences my behaviour in game, I've come to the conclusion that changing the mechanics of how rage works for the last 5 people or so makes a lot of sense.
What I propose is that when there are only 5 people left, the way in which rage works should be sort of reversed. That is when you're within a certain range of Saxton, his rage will have no effect on you, but moving out of that range will cause his rage to have an effect of you. In essence you will be forced to combat him directly in a non-cheap fashion in order to not get stunned.
People who take an active effort to chase him down when he runs and come down from their high ground/kite points are inversely, rewarded instead of punished. No longer will that scout running away doing minor damage over time be doing the smart thing, staying and fighting will be the new running and kiting.
If that scout runs away, you stop, you wait until he's just out of range and then you rage, he has a chance to break the line of sight and hide (the rage stun will last longer to account for the distance headstart they get).
If you've ever been the last guy and you're not running away, but instead holding your ground bravely while letting Saxton try and take it from you, then you know how annoying and "ungamey" rage can be, he super jumps up to you and before you can retaliate in any way, he's raged and you're dead. There's just really no way to combat that. Rage still takes effect on Sentries regardless of where they are in the map with these changes, but the engy at least has a chance to fight back.
Additional mechanics involve attacking Saxton to temporarily increase the range at which his rage doesn't work (with a limit of course), so the more you fight the bigger the ground you've got to work with is.
Well they released a new update for Saxton, he now has loads of new voice lines.
92.48.112.10:27015
[QUOTE=lionheart1066;27706776]Well they released a new update for Saxton, he now has loads of new voice lines.
92.48.112.10:27015[/QUOTE]
And is mute as fuck when you use any voice commands!
89.145.94.47:27025
[QUOTE=EDDY TT;27706832]And is mute as fuck when you use any voice commands!
89.145.94.47:27025[/QUOTE]
Thats because its meant to be saxton, not a soldier in disguise.
Aww, I always enjoyed hearing sol-- Uh, Saxton, compliment my shooting when I blasted him away.
[QUOTE=lionheart1066;27706902]Thats because its meant to be saxton, not a soldier in disguise.[/QUOTE]
Doesn't sound right though now, unless he feels like making lines to replace those ones. :v:
[QUOTE=EDDY TT;27707789]Doesn't sound right though now, unless he feels like making lines to replace those ones. :v:[/QUOTE]
And then there will be some random bug that replaces ALL soldier lines with Saxton Hale's lines.
[QUOTE=Skunky;27707820]And then there will be some random bug that replaces ALL soldier lines with Saxton Hale's lines.[/QUOTE]
Genius.
The update made the super jump kind of shitty now.
It's easier to get a jump going and you get much much more horizontal distance, but you get about half the height you would normally get now. Now while this sounds better and in practice for Saxton can make his job easier, I feel that it's a push too far in the direction of making Saxton more powerful, I think he's too overpowered now, allow me to explain why.
The only way to ensure that you don't die really easily when you're any class other than scout, is to take the high ground, to have it so that even when Saxton rages while killing everyone, that you've lowered your chances of being chased down and hit for an instant death.
Making sure you're on a high point is common sense basically, before this change, to rob you off your position Saxton either had to navigate his way around to find an access point to your high point, charge and then perform a super jump that didn't give him much momentum, or perform and midair super jump from a more awkward position. What this meant was that you not only had the option to repel him with a midair shot from your weapon, but after repelling him you were essentially giving yourself a grace period in which he'd either have to set up another awkward super jump, change position and charge an easy super jump or run back around to an entry point.
Now, when he super jumps, on low platforms there is a very short window with which you can try to stop him from taking your height advantage from you and killing you. Combined with the extra directional momentum he gets he usually lands directly on the platform you're on without even being in the air momentarily, you can't fight back too if you aren't a class that can bounce him up into the air again.
On high platforms, like on top of the containers in Granary, from a straight up super jump he lands directly onto the platform, once again if you're not a Soldier, Pyro or Demo, you're probably not going to be able to knock him off which means if you're on that high point, you're liable to die outright without a real chance to fight back.
The best part about the old super jump, is that despite being a great advantage for Saxton, it left him vulnerable for a short period during the jump, that window a player could exploit to punish Saxton for not subverting the player's awareness of him. Even more so if Saxton didn't airstrafe he was just a plain easy target, I think it worked quite well, Saxton usually always won out in the end but everyone had a reasonable chance to fight back.
Now the super jump gives him way too much mobility and takes away multiple windows of vulnerability (spies backstabbing him when he foolishly crouches to charge without checking his back, being forced into a harder to maneuver travel path) that were previously there and worked well.
As someone who plays a bit of every class and Saxton most of my turns, that's what I think.
[b]tl;dr super jump is snappier and in general more useful for Saxton but removes a lot of windows of vulnerability that gave you a chance to prevail against Saxton and as a result Saxton is a bit overpowered now[/b]
Just went on the SLAG server, and noticed the hi-five taunt command.
Fucking awesome.
TBNGC server got temporarily hacked because someone turned cheats on. :v:
[QUOTE=Keychain;27710326]TBNGC server got temporarily hacked because someone turned cheats on. :v:[/QUOTE]
The dedicated box was a resell as it turns out. So it wasn't because of cheats.
Oh I see.
But who was the guy who kicked everyone then?
[QUOTE=Spirit_Breaker;27715009]But who was the guy who kicked everyone then?[/QUOTE]
Not a clue, only thing I know that they kicked everyone at first with the reason "Go to =EGO="
TBNGC is back up again it would seem:
92.48.112.10:27015
Yes but it lags now whenever the server gets to 25 or more players.
Srcds only goes up to 70fps and yet the processor usage is still at 1%
[QUOTE=lionheart1066;27770136]Yes but it lags now whenever the server gets to 25 or more players.
Srcds only goes up to 70fps and yet the processor usage is still at 1%[/QUOTE]
Set player limit to 24?
24 Players ftw. 32 players are a bit too much.
[QUOTE=Skunky;27771444]24 Players ftw. 32 players are a bit too much.[/QUOTE]
64 players.
Love how no one uses that metamod extension to over-ride tf2's hardcoded 32 player limit.
[QUOTE=Riutet;27771376]Set player limit to 24?[/QUOTE]
I managed to find away around it, I got the fps boosted to something like 300-500fps.
[QUOTE=EDDY TT;27773077]64 players.
Love how no one uses that metamod extension to over-ride tf2's hardcoded 32 player limit.[/QUOTE]
I'd need to give the server something like 2000fps for it to handle that. 32-bit is unstable when it hits 700fps.
[QUOTE=lionheart1066;27773119]
I'd need to give the server something like 2000fps for it to handle that. 32-bit is unstable when it hits 700fps.[/QUOTE]
1700fps solid running off a 64bit linux build is really the only way it will work successfully with that metamod extension.
Someone tried it on a 64bit windows server when it was first released and it almost imploded on its self.
[QUOTE=EDDY TT;27773077]64 players.
Love how no one uses that metamod extension to over-ride tf2's hardcoded 32 player limit.[/QUOTE]
damn, that actually sounds epic, on a REALLY big map. Do want.
[QUOTE=Skunky;27773555]damn, that actually sounds epic, on a REALLY big map. Do want.[/QUOTE]
64 player dustbowl.
IT WAS LIVING HELL, but a great proof of concept.
The recent change to the super jump is pretty nice, Saxton has a lot more mobility now, but you get way too much forward momentum from midair super jumping, can literally clear an entire map in one jump, I feel it's just way too much distance to get from a single jump.
[QUOTE=EDDY TT;27773636]64 player dustbowl.
IT WAS LIVING HELL, but a great proof of concept.[/QUOTE]
How in the holy... I can't even imagine this.
In fact, I'd rather not.
If it were possible to not only play 64 dustbowl, but to play it with little to no lag. It'd be amazing.
[QUOTE=HyperTails;27790291]How in the holy... I can't even imagine this.
In fact, I'd rather not.[/QUOTE]
HL2.exe found a problem...
[QUOTE=Keychain;27790336]If it were possible to not only play 64 dustbowl, but to play it with little to no lag. It'd be amazing.[/QUOTE]
It was actually pretty smooth server side.
The biggest issue was local framerate.
Everyone was getting raped by the particle system. :v:
[editline]1st February 2011[/editline]
[QUOTE=Skunky;27790697]HL2.exe found a problem...[/QUOTE]
And this.
Appears TBNGC's server has moved once more to 85.234.148.55:27055
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