Saxton Hell Forums

Server Discussion => Freak Fortress Hell => Topic started by: BoBoBo-Bo Bo-BoBoBo on May 18, 2015, 07:24:04 pm

Title: Fix Being able to kill hales before rounds start
Post by: BoBoBo-Bo Bo-BoBoBo on May 18, 2015, 07:24:04 pm
like the title says, we got a few people abusing this on lets say 2fort desk v8 killing hale before the round even starts cough cough turret cough cough
and how this happens is, the player have to flare jump all the way where hale spawns and goomba the player, which each goomba will kill the player then add to their damage after the 10 seconds of pre-round is up the damage of the goombas in total will be subtracted from the hale with no rage giving what so ever. I find this abusive because one u can end a round in just 2 goombas and 2 its just really annoying trying to conga away from the pyros
Title: Re: Fix Being able to kill hales before rounds start
Post by: Marryth on May 23, 2015, 02:10:58 pm
This.  With a bit of practice flare-jumping, it's really bothersome for bosses, and even if you force yourself to red before the round starts, it's pretty much free damage.
Title: Re: Fix Being able to kill hales before rounds start
Post by: BoBoBo-Bo Bo-BoBoBo on May 23, 2015, 03:34:29 pm
This.  With a bit of practice flare-jumping, it's really bothersome for bosses, and even if you force yourself to red before the round starts, it's pretty much free damage.
even if u do that, there's a slight chance they will airblast up right when it goes at 0:01 seconds to land when the round starts
Title: Re: Fix Being able to kill hales before rounds start
Post by: VoiDeD on May 23, 2015, 08:35:50 pm
Okay I've deployed a code fix that might fix this, let me know.
Title: Re: Fix Being able to kill hales before rounds start
Post by: BoBoBo-Bo Bo-BoBoBo on July 14, 2015, 06:05:38 pm
And its back, and takes away hales total hp
Title: Re: Fix Being able to kill hales before rounds start
Post by: SHADoW NiNE TR3S on August 16, 2015, 12:51:27 pm
rip ff2 hell, forgotten stepchild of SH.