Saxton Hell Forums

Server Discussion => Freak Fortress Hell => Topic started by: VoiDeD on February 23, 2013, 07:01:04 pm

Title: Boss Rotation
Post by: VoiDeD on February 23, 2013, 07:01:04 pm
This thread will be used for tracking the rotation of bosses on the FF2 server. Additionally, nerf/buff and other boss suggestions should be posted here too.

Currently the server is running 7 character sets, with the following bosses:

Set 1:
Quote
Franky
Evil Homer
Abstract Spy
Slimer
Hysteria MEdic
Mario
Sonic
Seeman & Seeldier Duo
Saxton Hale
Michael Myers
Vagineer
Ghost
Nnnngh Sniper
Skelescout
Darth Vader
Bot Scout
Daft Punk Duo
Weasel Cake
CBS
Painis Cupcake
Travis Touchdown
Link
Ghostbuster + Slimer
The Rock
Soupcock Porkpie
Hidden
Sanic

Set 2:
Quote
Sonic.exe
Blutarch Mann
Rayman
Weeping Angel
Kirby
Piss Cakehole
Wankers
Meet The Pyro
Skeleton Usher
Thi Barret
Gingerbread Man
MeeM Swarm
Radigan Conagher
Manny
Conker
Redmond Mann
Hatsune Miku
Gaben
Femsniper
War Machine
Demopan
Maximillian
Werewolf
Goofy
Luigi
Merasmus

Set 3:
Quote
Skeleton King
Gangplank
Arnold
Baseball Vince
Vampire
Pink Panther
Kratos
Evil Pumpkin
Heisenberg
SCP 106
Tails
Grim Reaper
Evil Clown
Ninjaspy
Ghost Rider
Bonkboy
Freddy Fazbear
Banjo
Old Nick
Volibear
Cave Johnson
MeeM
Vagineer & Painis Cupcake Duo
Candyman
Duke Nukem
Bowser

Set 4:
Quote
Mad Htter
Spyper
Servant Grunt
Cuddly Heavy
Scream
The Invisible Man
Dr. Who
Bugs Bunny
Happy Mask Salesman
Sandmen
Gumby
Mario & Luigi Duo
Alien Queen
Tron Medic
Kermit
Donkey Kong
Willy Wonka
Spongebob
Garfield
Doomguy
Wolf o' Donnell
Human Sentry Buster
Bot Soldier
Sexually Challenged Spy
Witch
Dr. Octagonapus

Set 5:
Quote
Zer0
Mega Man X7
Dalek
The Fly
Viewtiful Joe
SCP 173
Waffle Ice Cream Soldier
Abes Oddysee
Skelly Tony
Wheatley
Rappy
Phoenix
Jason Voorhees
Rage Sniper
Femspy
Blutarch & Redmond Duo
Wall-E
Bionic Commando
Popeye
Staregineer
Crash Bandicoot
Dic Soupcan
Robbie Rabbit
Joker
Bart Simpson
Cyclops

Set 6:
Quote
Gentlespy
Zombie
Chainsaw Billy
Monoculus
Ass Pancakes
Naruto
demon
Grinch
Bob The Builder
Master Yi
Predator
Femspy & Gentlespy Duo
Herobrine
Metal Mecha Bowser
Femscout
Chucky
Gentlemen
The Mask
Pacman
Mummy
Serious Sam
Team Killer
Jeff The Killer
Alien
Bad Ass Engineer
Starfox

Set 7:
Quote
Gangnam Heavy
Demo Samedi
F2P Demoman & F2P Soldier Duo
Ghostbuster
Karl Ruprecht Kroenen
Robo Mario
The Blitzkrieg
Santa Claus
Bill
Administrator
Femsniper & CBS Duo
HHH, Jr.
Captain Falcon
Goomba Soldier
Sonic & Tails Duo
Woody
Heavy Weapon Spy
Ash Williams
The Rocket
Warhammer 40k
Title: Re: Boss Rotation
Post by: VoiDeD on February 23, 2013, 07:04:15 pm
Alright so since Valve has recently fixed the server crashing issue that has been preventing us from running lots of bosses, I've went on a spree installing a ton of new bosses.

Please use this thread to discuss any issues (anything OP, UP, etc) with our current bosses, or to suggest new ones.

When suggesting new bosses, please provide enough info for us to get them (download links, etc). We won't act on ideas and requests, as we don't have any content creators within our group.
Title: Re: Boss Rotation
Post by: VoiDeD on February 23, 2013, 07:09:42 pm
Also another note about the new bosses.

!ff2boss/!haleboss will be a little wonky for a while until I rework how it works with character sets. If you select a boss as your preferred choice in one character set, it'll select a different (or possibly random) boss when the server is running a different character set for a map.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 23, 2013, 07:14:49 pm
omg voidy i just shitted my pants from the list crash bandicoot sponge bob holly crap man thats alot
Title: Re: Boss Rotation
Post by: Turkle on February 23, 2013, 07:15:06 pm
Code: [Select]
Bonk boy's soda popper does a ton of damage.
Some bosses do more damage than others.
Menus are set for other bosses on some bosses.
Music for some bosses makes no sense.
SPONGEBOB HAS WEIRD ARMS!
No place to easily see how to use skill.
Darth Vader is called Dark Vader, blame the Russians.
Darth Vader is the worst boss ever imagined.
Rage and stun on some bosses have ridiculous length.
Why does Bugs Bunny not say "What's up, doc?" on tele?
Sanic's intro music overlaps his normal music.

The new bosses need some work, post everything you can find.
Title: Re: Boss Rotation
Post by: crab on February 23, 2013, 07:17:43 pm
Really interesting, I should probably play here more often.

Also, what does Darth do that makes him "the worst boss?"
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 23, 2013, 07:18:17 pm
Code: [Select]
Bonk boy's soda popper does a ton of damage.
Some bosses do more damage than others.
Menus are set for other bosses on some bosses.
Music for some bosses makes no sense.
SPONGEBOB HAS WEIRD ARMS!
No place to easily see how to use skill.
Darth Vader is called Dark Vader, blame the Russians.
Darth Vader is the worst boss ever imagined.
Rage and stun on some bosses have ridiculous length.
Why does Bugs Bunny not say "What's up, doc?" on tele?
Sanic's intro music overlaps his normal music.

The new bosses need some work, post everything you can find.
have you ever see bugs bunny he says whats up doc to people so yea thats why
Title: Re: Boss Rotation
Post by: crab on February 23, 2013, 07:19:15 pm
what he's asking is why DOESN'T he say it
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 23, 2013, 07:20:23 pm
oh bug and magik
Title: Re: Boss Rotation
Post by: Ghost PGD on February 23, 2013, 07:33:41 pm
Can I has CBS and Gentle Spy duo? :D
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 23, 2013, 07:35:39 pm
there needs to be a hhhjr and zombie duo and gentel men and sandman
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 23, 2013, 07:37:14 pm
i dont get this if there is joker hale then why not batman
Title: Re: Boss Rotation
Post by: Turkle on February 23, 2013, 07:39:48 pm
Please don't just spam the thread with boss recommendations. If you want a boss link all the info we need to add it.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 23, 2013, 08:02:13 pm
pink panther needs to be fixed with rage
when you are in third person and you get raged you are scared then you go to firstperson if you have thirdperson on
Title: Re: Boss Rotation
Post by: Turkle on February 23, 2013, 08:08:41 pm
I need to remove double jump on scout bosses, it makes jumping extremely easy.
Title: Re: Boss Rotation
Post by: Turkle on February 23, 2013, 08:53:36 pm
Meet the Pyro has missing uber textures
Title: Re: Boss Rotation
Post by: Cube on February 23, 2013, 09:03:51 pm
I just came
Title: Re: Boss Rotation
Post by: DrJack Posts Ponies C: on February 24, 2013, 12:22:15 am
Slimer and The Invisible Man's themes have nothing to do with them, the only way you can relate Slimer's bgm to him is because the singer quotes the Ghostbusters theme.

Here are their CURRENT bgm's
SLIMER: http://puu.sh/27qMI (http://puu.sh/27qMI)
INVISIBLE MAN: http://puu.sh/27qUF (http://puu.sh/27qUF) idontevenwutweretheythinking

You'd also have to change the intro's for the bosses since they're just the beginning of the bgm's.

Here are what I think you should change the bgm's into
SLIMER: http://puu.sh/27riq (http://puu.sh/27riq) out of the whole Ghostbusters soundtrack (about 8 songs) I find this to be the most suiting for Slimer
INVISIBLE MAN: http://puu.sh/27rmM (http://puu.sh/27rmM)

As for the intro's, I've come up with these
SLIMER: http://puu.sh/27rz9 (http://puu.sh/27rz9) That's all I could come up with for Slimer :u
INVISIBLE MAN: http://puu.sh/27rAI (http://puu.sh/27rAI)



Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 24, 2013, 10:53:24 am
can you fix some of the hales music you can barely hear them at all
Title: Re: Boss Rotation
Post by: Turkle on February 24, 2013, 12:37:16 pm
I've been fixing sounds when I can, expect to redownload sounds on occasion.

I just now fixed popeye's intro, invisible man's intro and theme, and slimer's intro and theme. Please tell me if they're too quiet or just don't fix well.

Also, Kermit's theme doesn't start looping before the song finishes now.
Title: Re: Boss Rotation
Post by: Turkle on February 24, 2013, 03:37:11 pm
I just attempted to make all the scout bosses do the same damage, have no double jump, and attack at the same speed as the other Hales.

As usual, tell me if something went wrong. The change will go into effect sometime today or tomorrow.
Title: Re: Boss Rotation
Post by: Sakuya on February 25, 2013, 12:32:04 pm
Merasmus rage and Tails rage are way too powerfull
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 25, 2013, 01:02:27 pm
merasmus rage does i think 5 or 6 damage when you are set on  fire
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 25, 2013, 02:50:31 pm
my friend was the invisble man and in his info it says he has cloak but when he right clicks he says it doesnt work it says that but it doesnt work can that be fixed
Title: Re: Boss Rotation
Post by: Sakuya on February 25, 2013, 07:23:56 pm
my friend was the invisble man and in his info it says he has cloak but when he right clicks he says it doesnt work it says that but it doesnt work can that be fixed

Per second right? Also the explosion makes a lot of damage too I think
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 25, 2013, 08:51:20 pm
Per second right? Also the explosion makes a lot of damage too I think
no the cloak on invible man is a lie the info is not right and yes explosion makes a lot of damage
Title: Re: Boss Rotation
Post by: Sakuya on February 25, 2013, 08:55:19 pm
I meant to quote this post. After burn is like 5-6 damage per second plus the explosion damage.
merasmus rage does i think 5 or 6 damage when you are set on  fire

I dunno about inivisible man.
Title: Re: Boss Rotation
Post by: Turkle on February 25, 2013, 10:17:09 pm
I thought the cloak was just his barely visible nature. I'll look through the cfg's again and see if he was actually suppose to get an invisi-watch.

Invisible Man is currently playable, but he is a tad underpowered.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 26, 2013, 07:59:13 am
yeah i thought about that two if the info says he gets a invisible watch then why does it no work
anyway he's just like spyper but he has more hp or the same i never played him
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 26, 2013, 02:46:38 pm
can you move the random vote for set of hales to four
just because ever time its set 3 people just spam the random like they all spam f1
Title: Re: Boss Rotation
Post by: Miaumon on February 26, 2013, 03:21:31 pm
Kirby music is being changed to http://www.youtube.com/watch?v=yZrgeGt9sGw# (http://www.youtube.com/watch?v=yZrgeGt9sGw#)
Title: Re: Boss Rotation
Post by: Punishment_Fatal on February 26, 2013, 05:58:07 pm
Kirby music is being changed to [url]http://www.youtube.com/watch?v=yZrgeGt9sGw#[/url] ([url]http://www.youtube.com/watch?v=yZrgeGt9sGw#[/url])

Wonderful music to hear when getting your face smashed in by a pink blob.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 26, 2013, 06:44:44 pm
can tails get a nerf he his rage is op 5 skills that sends bolts to people but htey kill in one hit somethimes can he get it to be uses once per rage not have five skill powers
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 26, 2013, 08:44:28 pm
can the austronaut get added to set 3 because if in the vsh of theses server why not in the ff2
Title: Re: Boss Rotation
Post by: Punishment_Fatal on February 26, 2013, 10:32:28 pm
Would it be possible to cancel out a certain set when changing maps? I've noticed that people sometimes choose the same sets throughout maps. If you can somehow block picking a set if they're using the set (Ex. No Set 3 option on a map that has Set 3 on it), it would be very helpful. Thanks for your consideration.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 27, 2013, 02:19:19 pm
Would it be possible to cancel out a certain set when changing maps? I've noticed that people sometimes choose the same sets throughout maps. If you can somehow block picking a set if they're using the set (Ex. No Set 3 option on a map that has Set 3 on it), it would be very helpful. Thanks for your consideration.
yea thers this one person trying to lie and tell people when we are on set 3 its two and to choose set 3 but we are really on set 3 so yeah i do want to have if you are on a set that it should be blocked so people dont pick it again with the few bosses in it
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 27, 2013, 08:34:38 pm
i am getting real mad joining the server every map change it always set 3 can you guys aleast remove the random opiton and block the curret set in use so you dont play as the same hales in 6 times a row
Title: Re: Boss Rotation
Post by: VoiDeD on February 27, 2013, 09:04:17 pm
i am getting real mad joining the server every map change it always set 3 can you guys aleast remove the random opiton and block the curret set in use so you dont play as the same hales in 6 times a row

I don't understand the complaint. Set 3 has 27 bosses, which is already around the same amount of bosses we used to run before we introduced sets.

This next bit might be a little difficult to follow, but here's some math:

We're gonna assume rounds take around 7 minutes. Each map runs for 30 minutes. Given that, you can expect 4-5 boss rounds per map on average. We can add 3-4 rounds for bad players/afks. So we're sitting at a generous 9 rounds per map which means 9 different bosses. That's only about 1/3 of Set 3.

I can't see how you'd be getting the same bosses over and over, sans donators choosing their preferred ones.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 27, 2013, 09:06:14 pm
ever time i join the server its on set 3 with pacman and i hate the hales on there it get spammed to much just have it so if you are a set that it cant be choosen again and you got to fix random not choosing random set
Title: Re: Boss Rotation
Post by: VoiDeD on February 27, 2013, 09:14:52 pm
and you got to fix random not choosing random set

Choosing random has no issues.

ever time i join the server its on set 3 with pacman and i hate the hales on there it get spammed to much

Opinions (http://en.wikipedia.org/wiki/Opinion). If everyone on the server is voting for Set 3, there must be a reason for that.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 27, 2013, 09:18:03 pm
last time random was used we were on set 3 and it went to set 3 again
Title: Re: Boss Rotation
Post by: VoiDeD on February 27, 2013, 09:19:16 pm
last time random was used we were on set 3 and it went to set 3 again

I think perhaps you need to look up the definition of randomness.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 27, 2013, 09:20:38 pm
then random was choosen again then set 3 was up for the next five maps
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 27, 2013, 09:24:03 pm
wait when i reread set 3 how come woody doesnt come up but it says he is in set 3
and is it possible to get more sets then the 3 we have now if we find more bosses
Title: Re: Boss Rotation
Post by: Gordon Freeman on February 27, 2013, 09:24:33 pm
A suggestion perhaps instead of just choosing a set the sets can rotate like 1, 2, 3, 1, 2, 3, with every map rotation starting at 1 and going to 3 then back to 1 etc Just seing if this may help were all bosses have a chance to be played.
Title: Re: Boss Rotation
Post by: Punishment_Fatal on February 27, 2013, 09:25:25 pm
I think perhaps you need to look up the definition of randomness.
So is my suggestion of blocking a certain set for the map currently played on standing? (Ex. Set 2 map can't vote Set 2 for a next map.)
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 27, 2013, 09:26:33 pm
So is my suggestion of blocking a certain set for the map currently played on standing? (Ex. Set 2 map can't vote Set 2 for a next map.)
thats what would make it better instead of playing the same set over again
Title: Re: Boss Rotation
Post by: DrJack Posts Ponies C: on February 27, 2013, 09:30:25 pm
I dislike the idea of not being able to play a set until after the map, especially since everyone seems to despise set 1 (which is funny because just about every boss in that set was already on the server before the update)
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 27, 2013, 09:31:48 pm
if you did random for five maps and was on set 3 it will go back to set 3 it is bugged and never works
Title: Re: Boss Rotation
Post by: DrJack Posts Ponies C: on February 27, 2013, 09:35:38 pm
if you did random for five maps and was on set 3 it will go back to set 3 it is bugged and never works
You've mentioned this several times already, could it be that set 3 being picked a lot is just a COINCIDENCE of the fact that voting RANDOM isRANDOM.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 27, 2013, 09:37:10 pm
it has been tested and doesnt work zekou says you need ten sets of hales to do this random thing
Title: Re: Boss Rotation
Post by: Bubby on February 28, 2013, 06:23:21 am
it has been tested and doesnt work zekou says you need ten sets of hales to do this random thing
http://en.wikipedia.org/wiki/Randomness (http://en.wikipedia.org/wiki/Randomness) Read the first line, Randomness means different things in various fields. Commonly, it means lack of pattern or predictability in events.
Title: Re: Boss Rotation
Post by: Sakuya on February 28, 2013, 09:08:58 am
Random works. last night we voted kakariko+random. Set 1 was chosen 
If you don't like 3 then just deal with it
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 28, 2013, 02:37:10 pm
set 3 sucks the most besides for sanic thats it we just need more sets for the random to not go to set 3 all the time then go to the others rarly
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 28, 2013, 02:50:15 pm
http://cloud.steampowered.com/ugc/902115758576133233/FA8542FFBDFC03F66BB22CD0E6F6D64CFACFF606/ (http://cloud.steampowered.com/ugc/902115758576133233/FA8542FFBDFC03F66BB22CD0E6F6D64CFACFF606/)
so info is a lie then or he doesnt have one
Title: Re: Boss Rotation
Post by: Miaumon on February 28, 2013, 03:26:44 pm
Made sounds for the gingerbread-man
Will go live sometime tonight after testing
Title: Re: Boss Rotation
Post by: Miaumon on February 28, 2013, 03:29:08 pm
In the actual config he is not given an invis watch, might look into it.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 28, 2013, 03:30:10 pm
ok
Title: Re: Boss Rotation
Post by: Punishment_Fatal on March 01, 2013, 09:34:06 am
I have an idea for the boss rotation. I heard it yesterday on the FF2 server. Instead of voting on a set, why not make an automatic set chooser? Instead of having chosen sets, we could have the sets go in a rotation where all the sets can have their time to shine. Example would be kakariko would have Set #1, next map dunger has Set #3, then castle siege has Set #2, etc.
Title: Re: Boss Rotation
Post by: Luvedragon on March 01, 2013, 01:52:49 pm
Give it some time, people are just excited over having new bosses. People like shiny new things; once they aren't so new, I'm sure people will start to not care as much on which set is used.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 01, 2013, 02:31:09 pm
i just hate set 3 for having te most overplayed alot
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 01, 2013, 05:23:19 pm
can goomba soldier when he kills be lowered it hurts your ears
Title: Re: Boss Rotation
Post by: VoiDeD on March 01, 2013, 05:24:23 pm
Added the following bosses (to Set 3):

Herobrine
Hysteria Medic
War Machine
Servant Grunt
Skelescout

I've also fixed Woody, he was listed as present in Set 3 but wasn't loading on the server.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 01, 2013, 05:25:09 pm
Added the following bosses (to Set 3):

Herobrine
Hysteria Medic
War Machine
Servant Grunt
Skelescout

I've also fixed Woody, he was listed as present in Set 3 but wasn't loading on the server.
thanks voidy
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 01, 2013, 11:29:39 pm
wait we need johnny bravo now in set 3
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 02, 2013, 02:57:02 pm
we need johnny bravo for hale and if there is a bobobo hale if not just a demo with the whip and a yellow demos fro and the glasses of wonder,hk hale,kool aid guy, gak thing hale, by my one friend he wants some pony hales,panis cupcake jr,and i think batman thats it all should be in one set
Title: Re: Boss Rotation
Post by: Punishment_Fatal on March 02, 2013, 03:42:14 pm
we need johnny bravo for hale and if there is a bobobo hale if not just a demo with the whip and a yellow demos fro and the glasses of wonder,hk hale,kool aid guy, gak thing hale, by my one friend he wants some pony hales,panis cupcake jr,and i think batman thats it all should be in one set
I don't know about the pony Hales. Didn't Voidy say that it might be...weird on the server? I could be mistaken, and I most likely am, so please correct me if I'm wrong.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 02, 2013, 03:43:43 pm
yea i didnt say anything about them people told me to list some hales and i put them in
Title: Re: Boss Rotation
Post by: Punishment_Fatal on March 02, 2013, 03:48:06 pm
Also, I've had an idea for making a Batman Hale. I've just never gotten around it.
Title: Re: Boss Rotation
Post by: VoiDeD on March 02, 2013, 08:25:10 pm
yea i didnt say anything about them people told me to list some hales and i put them in

When suggesting new bosses, please provide enough info for us to get them (download links, etc). We won't act on ideas and requests, as we don't have any content creators within our group.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 02, 2013, 08:44:30 pm
http://forums.alliedmods.net/showpost.php?p=1703026&postcount=708 (http://forums.alliedmods.net/showpost.php?p=1703026&postcount=708)
badass enigneer
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 02, 2013, 08:51:42 pm
i cant find johnny bravo hale any one know a website to find it
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 02, 2013, 09:06:53 pm
http://forums.alliedmods.net/attachment.php?attachmentid=102237&d=1334540121 (http://forums.alliedmods.net/attachment.php?attachmentid=102237&d=1334540121)
just another boss
http://forums.alliedmods.net/showthread.php?t=199900 (http://forums.alliedmods.net/showthread.php?t=199900)
also i found a fix for heavy weapons spy
http://www.mediafire.com/?nq8cqqjeq813lrs (http://www.mediafire.com/?nq8cqqjeq813lrs)
blu Nnnnghh
http://forums.alliedmods.net/showthread.php?t=209095 (http://forums.alliedmods.net/showthread.php?t=209095)
homer simpson
http://forums.alliedmods.net/showthread.php?t=199934 (http://forums.alliedmods.net/showthread.php?t=199934)
i know you will say no to this one
http://forums.alliedmods.net/showthread.php?t=196779 (http://forums.alliedmods.net/showthread.php?t=196779)
umm thats all i could find
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 03, 2013, 12:01:36 am
we got scout damage nerfed why not spy hales
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 03, 2013, 01:05:29 am
so war machine on set 3 needs a nerf
posom why does it get it when you start off and why do you need it
Title: Re: Boss Rotation
Post by: VoiDeD on March 03, 2013, 05:05:07 pm
Added the following bosses to Set 3:

Bad Ass Engineer
Soupcock Porkpie
Wankers
Title: Re: Boss Rotation
Post by: Punishment_Fatal on March 03, 2013, 05:10:25 pm
Added the following bosses to Set 3:

Bad Ass Engineer
Soupcock Porkpie
Wankers
I'M SOUPCOCK PORKPIE! I'M GOING TO GLUE YOU!
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 03, 2013, 06:54:32 pm
why do when you do duo your the duo partner not the other hale like to say panis and you are vag but you picked the duo
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 03, 2013, 08:26:11 pm
on set 2 for the zombie hale why is his tele 3 seconds after use and when its not 100% you super jump
Title: Re: Boss Rotation
Post by: Punishment_Fatal on March 03, 2013, 08:29:51 pm
Why is it when you pick the duo bosses, you become the duo partner? For example, if you picked the Painis Cupcake & Vagineer duo and you become Vagineer.
On the Zombie Hale in Set #2, why is his teleporter usable 3 seconds after use? Also, when you try to use teleport, it's a super jump at 100% instead of a teleport. Why is that?
Fixed it for you.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 03, 2013, 08:50:44 pm
ok
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 05, 2013, 03:59:49 pm
(http://cloud-2.steampowered.com/ugc/902115875460572958/76D1F5185DD344E6FDFD12DF7BA9DEF2C7BC6ED8/)
how i put a model in for soldier and this is what panis looks like
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 05, 2013, 10:04:38 pm
Fixed it for you.
you have the one wrong i said when its not 100% he jumps he is a tele hale
Title: Re: Boss Rotation
Post by: Punishment_Fatal on March 05, 2013, 11:39:18 pm
you have the one wrong i said when its not 100% he jumps he is a tele hale
Fixed it again.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 06, 2013, 08:02:05 am
K
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 09, 2013, 02:32:22 pm
who ever made the zombie hale in set 2 made a mistake
he gets tele that recharges at 3 seconds after the first use but if you charge it to be under the 100% charge he super jumps
so is there a way so he just can just have super jump instead of tele
Title: Re: Boss Rotation
Post by: Gordon Freeman on March 15, 2013, 04:35:38 pm
Could we possibly get rid of random? it seems to be spammed continuously on the servers. I'm no trying to complain its just that random is chosen so much I get to hardly ever see the other sets of bosses.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 15, 2013, 07:50:30 pm
and can we like reduce the damage on spy hales since they do 356 on hit or something up near 350
Title: Re: Boss Rotation
Post by: Lunacy on March 16, 2013, 05:25:40 am
and can we like reduce the damage on spy hales since they do 356 on hit or something up near 350
I think the math is (40 x 3.1) x 3.1   ||   (124)x3.1 = 384 damage   scout bats were about 317   (receiving the damage bonus twice)
I guess if you could manage pulling off a -47% damage pentalty on all knife weapons that'd even it out to about 202 or 203
Title: Re: Boss Rotation
Post by: Sakuya on March 16, 2013, 09:39:28 am
That's a lot of damage.
Title: Re: Boss Rotation
Post by: Miaumon on March 16, 2013, 09:57:29 am
Gingerbread Man
Title: Re: Boss Rotation
Post by: VoiDeD on March 16, 2013, 01:32:58 pm
Added Maximillian to set 3.
Title: Re: Boss Rotation
Post by: Lunacy on March 16, 2013, 09:26:20 pm
Starting to think Wheatley might need to be removed again, seems all people do with him is sentry-camp and the round just goes on forever.  Also hitbox again
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 16, 2013, 10:33:32 pm
nope
i played as him and i just make the sentry a decoy
just to mess with them i put it on the control point
Title: Re: Boss Rotation
Post by: Punishment_Fatal on March 16, 2013, 11:02:23 pm
nope
i played as him and i just make the sentry a decoy
just to mess with them i put it on the control point
It would possibly work better if the sentry destroyed after a certain amount of time and that he can't regain metal except through rage. That would prevent camping and being able to restore sentries.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 17, 2013, 11:01:45 am
no he does not regain metal on rage you have to pick it up from ammo packs
Title: Re: Boss Rotation
Post by: Punishment_Fatal on March 17, 2013, 11:31:27 am
no he does not regain metal on rage you have to pick it up from ammo packs
Which is what I'm saying. Maybe on rage he gains metal, but he can't pick it up from ammo packs.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 17, 2013, 12:01:49 pm
just leave it so he pick up ammo
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 18, 2013, 03:51:42 pm
(http://cloud-2.steampowered.com/ugc/866088413228382236/6248E893D4B7431370B179FAEA1C2AC3133347CA/)
works
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 22, 2013, 04:19:59 pm
is it me or hales with guns need to have ammo nerf mainly shotgun hales since you get 4 rounds it should be two rounds of ammo so just 2 shots
Title: Re: Boss Rotation
Post by: Lunacy on March 22, 2013, 07:14:36 pm
I feel the hales with guns shouldn't do extra damage at a distance, that just isn't balanced.  Anything more than 202 (at point blank) is too strong. (ie revolvers that 1hit damn near anyone from across the map)
Any specific reason some revolvers and shotguns get 800% damage bonus other than to be just OP?
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 22, 2013, 09:59:50 pm
since hales with shot guns in the other sets have bleed on hit now it just needs to have 202 on hit
besides spyper he needs a buff with his gun
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 23, 2013, 03:15:07 pm
https://forums.alliedmods.net/showthread.php?t=199772
https://forums.alliedmods.net/showthread.php?t=196841
and cant you guys just take the astronaut files from vsh and move them to ff2 since i cant find the link for him
Title: Re: Boss Rotation
Post by: Gordon Freeman on March 23, 2013, 09:08:28 pm
Some bosses I found could be fun.
https://forums.alliedmods.net/showthread.php?t=210643&highlight=Boss
https://forums.alliedmods.net/showthread.php?t=198201&highlight=%5BBOSS%5D
https://forums.alliedmods.net/showthread.php?t=196791&highlight=%5BBOSS%5D
Title: Re: Boss Rotation
Post by: VoiDeD on March 23, 2013, 10:47:42 pm
Added the following bosses:

Set 1: Kratos, Bot Scout
Set 2: Bionic Commando
Set 3: Bot Soldier, Cyclops, Weasel Cake
Title: Re: Boss Rotation
Post by: Gordon Freeman on March 24, 2013, 06:04:31 pm
Different boss besides freddy, don't know if he crashes or not.
https://forums.alliedmods.net/showthread.php?t=201673&highlight=Boss (https://forums.alliedmods.net/showthread.php?t=201673&highlight=Boss)
Title: Re: Boss Rotation
Post by: VoiDeD on March 24, 2013, 06:05:53 pm
The model for that boss causes client crashes.
Title: Re: Boss Rotation
Post by: Gordon Freeman on March 24, 2013, 06:17:56 pm
Will this boss work?
https://forums.alliedmods.net/showthread.php?t=201673&highlight=Boss
Title: Re: Boss Rotation
Post by: VoiDeD on March 24, 2013, 06:20:07 pm
There's no download.
Title: Re: Boss Rotation
Post by: Sakuya on March 27, 2013, 10:51:28 am
Radigan and Alien
SOOO, is Radigan's brass beast supposed to insta-kill spies when they are cloacked after using the dedringer?
Same thing with the alien, if he lets you bleeding, 1 second is enough to insta-kill deadringer'd spies

Lightning bosses: Is there a way to decrease the damage dealt by it? Bosses are able to spam it every once they adquire rage and that makes it so unbalanced since 2 lightnings are enough to kill every class around
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 27, 2013, 07:57:10 pm
yea i really hate hales with bleed effect on hit and also why do i get mantread stomps if you land on hale at an angle then from ontop of him
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 27, 2013, 07:59:07 pm
(http://cloud-2.steampowered.com/ugc/867215320842524696/6B1D158DDCF0DE7BDA296AE843934A7EDF7A7135/)
what kind of hale you think this one is
Title: Re: Boss Rotation
Post by: Lester Roquefort on March 27, 2013, 08:00:36 pm
I don't even know what it is in the first place... besides a rainbow dash bot.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 28, 2013, 11:35:59 am
I don't even know what it is in the first place... besides a rainbow dash bot.
yes but its r-dash 5000
Title: Re: Boss Rotation
Post by: Miaumon on March 29, 2013, 11:51:46 am
plz no
Title: Re: Boss Rotation
Post by: Viper on March 29, 2013, 12:47:00 pm
No pony related bosses. Ever. Please.
Title: Re: Boss Rotation
Post by: Sakuya on March 29, 2013, 02:56:23 pm
Spy bosses still make tons of damage, fix pls and no to pony bosses
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 29, 2013, 05:19:41 pm
if i put a screenshot of my model for tf2 and no download link you think i want it in the ff2 server
Title: Re: Boss Rotation
Post by: shezeu on March 29, 2013, 05:24:03 pm
Then why post it in the boss rotation thread? Why not post it in the off topic thread? :|
Title: Re: Boss Rotation
Post by: Lunacy on March 29, 2013, 09:34:41 pm
how many Furry bosses are there? :P
Title: Re: Boss Rotation
Post by: Miaumon on March 30, 2013, 02:21:05 am
Removed stats from melee of Arnold, Alien, and alien queen
Removed fire on hit from War Machine and Kratos
Fixed spy damage
Change Radigan's minigun to do .2 damage increase. Please let us know if this is still OP.
Changed wheatley sentry to a minisentry.
Title: Re: Boss Rotation
Post by: Lunacy on March 30, 2013, 11:21:48 am
Wouldn't mind if more bosses took extra damage while their guns were active, would punish those who constantly gun people with rage.
Title: Re: Boss Rotation
Post by: Miaumon on March 30, 2013, 12:42:52 pm
>the higher damage he takes could mean he rages sooner.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on April 04, 2013, 12:08:28 pm
Candy man has the summon with all heavies but sometimes people who are dead will spawn as floating miniguns on red team
Title: ff2 updates 4-4-2013
Post by: Miaumon on April 04, 2013, 10:38:28 pm
>Changed captain falcons weapon from fists to shovel
>Changed "Candy Man" rage to spawn as class chosen (This should hopefully fix the "Heavy glitch" since I could not recreate the problem)
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on April 05, 2013, 10:27:57 am
can we just have ghost buster spencer theme for slimer since they are both from ghostbuster and thats all i got
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on April 05, 2013, 10:34:27 am
so what is this thing that when spy is last he has giant footsteps because thats just a useful thing since i hate spies,i got another one if scout is last it loses the double jump and the hale gets a speed boost to catch scout
Title: Re: Boss Rotation
Post by: DrJack Posts Ponies C: on April 05, 2013, 05:40:17 pm
i got another one if scout is last it loses the double jump and the hale gets a speed boost to catch scout
Not only take away something vital about the class but also make the Hale faster? Its not like scout is so useless that you need to cripple the class so much just for being the last one alive, at that point he might as well not even be a playable class.
Title: Re: Boss Rotation
Post by: Turkle on April 05, 2013, 05:49:40 pm
In case we forgot to post this, we made Spongebob do the normal scout damage for a boss and admin now summons 3 instead of 5 players.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on April 07, 2013, 08:59:06 am
or we could just have a outline of the person so hale can see them. I like the scout one better since scout will just double jump away and stuff so thats why i said take away the double jump
Title: Re: Boss Rotation
Post by: VoiDeD on April 07, 2013, 05:25:53 pm
Added the following bosses:

Set 1: Travis Touchdown
Set 2: Jeff The Killer, Wall-E
Set 3: Robbie Rabbit
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on April 08, 2013, 04:55:33 pm
i forgot about sponge bob the whole time and how come hales with the specail who lock people in place skill does not work for the most of the times. Also i said that war machine has the posom from start is there a way to nerf that weapon since hale can get ulimited ammo with it and it does a crit shot of a shotgun up close and far away like 108 damage
Title: Re: Boss Rotation
Post by: Miaumon on April 08, 2013, 11:20:49 pm
>Changed war machine pomson to do around 40 damage, takes 3X longer to reload
Title: Re: Boss Rotation
Post by: Gordon Freeman on April 13, 2013, 09:13:53 am
Could we perhaps add the astronaut to FF2? I was just wanting to see him on there and seing how all the vanilla saxton servers bosses are on FF2 could it be possible to add astronaut to it?
Title: Re: Boss Rotation
Post by: LEON35 on April 13, 2013, 12:56:47 pm
Could we perhaps add the astronaut to FF2? I was just wanting to see him on there and seing how all the vanilla saxton servers bosses are on FF2 could it be possible to add astronaut to it?

+1
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on April 13, 2013, 03:20:20 pm
Could we perhaps add the astronaut to FF2? I was just wanting to see him on there and seing how all the vanilla saxton servers bosses are on FF2 could it be possible to add astronaut to it?
i asked this so many times to add him to the list
Title: Re: Boss Rotation
Post by: Gordon Freeman on April 13, 2013, 08:49:49 pm
Class: Heavy
Big Daddy
Abilities: Has the ability to charge and perhaps a drug effect? Idk you guys can probably come up with something better for him.
Model/Skin: http://www.garrysmod (http://www.garrysmod)...a=view&id=22652
Super jump: Normal
Title: Re: Boss Rotation
Post by: Punishment_Fatal on April 13, 2013, 09:07:07 pm
Class: Heavy
Big Daddy
Abilities: has the ability to charge and perhaps a drug effect? idk you guys can probably come up with something better for him.
Model/Skin: [url]http://www.garrysmod[/url] ([url]http://www.garrysmod[/url])...a=view&id=22652

The link's broken.
Title: Re: Boss Rotation
Post by: Gordon Freeman on April 13, 2013, 09:08:16 pm
http://tf2.gamebanana.com/skins/118572 (http://tf2.gamebanana.com/skins/118572)
The snowman
Teleport on rage and gains a detonator?
Super Jump: normal
The reason I suggest abilities is because its just models no abilities with them.

Leonidas
http://tf2.gamebanana.com/skins/87338 (http://tf2.gamebanana.com/skins/87338)
Universal stun rage and slight speed boost on rage?
Super jump: Normal
Title: Re: Boss Rotation
Post by: Gordon Freeman on April 13, 2013, 09:09:33 pm
Heres a link fix for the Big Daddy Boss
http://www.garrysmod.org/downloads/?a=view&id=22652 (http://www.garrysmod.org/downloads/?a=view&id=22652)
Sorry about that.
Title: Re: Boss Rotation
Post by: Punishment_Fatal on April 13, 2013, 09:35:29 pm
Class: Heavy
Big Daddy
Abilities: Has the ability to charge and perhaps a drug effect? Idk you guys can probably come up with something better for him.
Model/Skin: [url]http://www.garrysmod[/url] ([url]http://www.garrysmod[/url])...a=view&id=22652
Super jump: Normal

I don't necessarily get how drugs would fit, but chain lightning would fit because of the Electro Shock plasmid.
Title: Re: Boss Rotation
Post by: mongolian-bbq on April 13, 2013, 10:22:12 pm
I second (or third) the big daddy idea, and the intro noise could be 1:51-2:00 in this video
http://www.youtube.com/watch?v=xCKkElSkogE (http://www.youtube.com/watch?v=xCKkElSkogE)
Title: Re: Boss Rotation
Post by: shezeu on April 14, 2013, 11:01:39 am
I second (or third) the big daddy idea, and the intro noise could be 1:51-2:00 in this video
[url]http://www.youtube.com/watch?v=xCKkElSkogE[/url] ([url]http://www.youtube.com/watch?v=xCKkElSkogE[/url])


I fourth this, and maybe one of the sounds from this vid
http://www.youtube.com/watch?v=dmmOXN9pDxI (http://www.youtube.com/watch?v=dmmOXN9pDxI)
Title: Re: Boss Rotation
Post by: Punishment_Fatal on April 14, 2013, 11:51:17 am
I fourth this, and maybe one of the sounds from this vid
[url]http://www.youtube.com/watch?v=dmmOXN9pDxI[/url] ([url]http://www.youtube.com/watch?v=dmmOXN9pDxI[/url])

He reminds me so much of Pyro :P
Title: Re: Boss Rotation
Post by: VoiDeD on April 14, 2013, 04:59:02 pm
Added Weeping Angel to set 3.

Could we perhaps add the astronaut to FF2? I was just wanting to see him on there and seing how all the vanilla saxton servers bosses are on FF2 could it be possible to add astronaut to it?

That's slated for Some Day™. It'll be a hefty time investment to convert all the boss logic for FF2.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on April 16, 2013, 07:26:22 pm
i crashed teh server with banjo towertop pit shit ton of rage.
that need fix
Title: Re: Boss Rotation
Post by: Miaumon on April 16, 2013, 07:52:50 pm
That is just ff2
It's a feature
Title: Re: Boss Rotation
Post by: Lunacy on April 17, 2013, 02:45:45 am
Yknow all those guns with like 800% damage bonus... why 800%, is it SUPPOSED to 1hit everything from across the map?  (still goin on about these guns since its annoying to be picked off from across the map with nothing you can do about it, or die to a gun in the event you would survive a melee hit)
is preferable if the guns only did around 202 damage at point-blank (ie no additional damage boost besides the automatic VSH bonus of x3.1)
The crit on headshot on some of the guns is fair game though, skill to 1hit instead of just knicking them to 1hit.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on April 17, 2013, 02:42:53 pm
so with guns did doctor who gun get nerfed or he can still pick up ammo since its way unfair
Title: Re: Boss Rotation
Post by: VoiDeD on April 17, 2013, 05:45:37 pm
Please point out specific bosses that still have overpowered crap. Turtle and Mia are generally in charge of nerfing bosses, and it'll make their jobs easier if they knew exactly which ones needed nerfs.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on April 17, 2013, 07:06:44 pm
is doctor who nerf because he needs a huge nerf also i think any hale that has shotgun since it can be sniped across the map
duke, serious sam, slimer,ghost final combat soldier is fine
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on April 17, 2013, 07:24:40 pm
Dr who needs a nerf got shot across the map with a body shot and it killed me
Title: Re: Boss Rotation
Post by: Turkle on April 17, 2013, 10:21:52 pm
Please point out specific bosses that still have overpowered crap. Turtle and Mia are generally in charge of nerfing bosses, and it'll make their jobs easier if they knew exactly which ones needed nerfs.

This especially. Please tell us the boss and the specific perk that needs to be changed if you want something done quickly. If we're alerted of an issue we can change a boss within a few minutes.

Dr. Who should do less than 200 damage to players. His pistol is only really intended to blow up buildings and do a minimal amount of damage to players.

Also, with the bosses that have a pistol that does 800 damage per shot, the makers of the bosses intended for them to have 3 shots that are insta-kill. The knock-back that players experience as a boss is intended to make it balanced, but often times boss makers give the bosses too much ammo or break an attribute. Please tell us if a boss has more than 3 shots or is able to do something it shouldn't.

Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on April 18, 2013, 02:32:20 pm
spyper is the only hale with 5 shots since he needs the ammo to pick off people but doctor who had the bug with ammo pick up
also one thing how come in the saxtonhale servers the mantread stats on hale works fine but in freak fortress it does not
Title: Re: Boss Rotation
Post by: VoiDeD on April 18, 2013, 03:14:30 pm
Added the following bosses:

Set 1: The Mummy
Set 2: Abe
Title: Re: Boss Rotation
Post by: Lunacy on April 23, 2013, 08:10:47 am
also one thing how come in the saxtonhale servers the mantread stats on hale works fine but in freak fortress it does not
What I think it is because for some reason the FF2 script has bosses take 0 falling damage (in vsh a Hale can die from falling damage if he has low enough health)
0 x 3 = 0
Title: Re: Boss Rotation
Post by: Miaumon on April 23, 2013, 04:49:01 pm
^This actually makes sense...
Title: Re: Boss Rotation
Post by: red_comet_tyson on April 25, 2013, 10:22:29 pm
could we have watermelons?
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on April 29, 2013, 06:35:53 pm
http://www.tfmaps.com/details.php?file=560
if only we could make this into a hale
Title: boss suggestions...
Post by: HugPhoenix on May 04, 2013, 11:09:46 am
007 from Goldeneye-
Golden gun on rage, disables melee
Slapper for melee

Gordon freeman-
Armor on rage
crowbar melee

Half-life 1 endboss (jr?)-
tentacle(?) melee
extended melee range on rage
Instead of a super jump, you aim at 1 enemy and warp them to you.
Also to make up for no superjump, give extended view of enemies or x-ray detection of enemies.

Thanks for reading!
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on May 04, 2013, 04:37:43 pm
you know that we can not add hales with out a link to download
Title: Re: Boss Rotation
Post by: Lunacy on May 05, 2013, 11:41:22 am
Skeleton has some kind of damage bonus that shouldn't be there. :/ (set 3) he 1hits everything that should take 2 hits, besides demos with shields
Title: Re: Boss Rotation
Post by: Miaumon on May 05, 2013, 04:56:51 pm
Skeleton has some kind of damage bonus that shouldn't be there. :/ (set 3) he 1hits everything that should take 2 hits, besides demos with shields

Fixed
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on May 06, 2013, 02:41:44 pm
robot scout melee is not nerfed it still double jumps with starting bat
Title: Re: Boss Rotation
Post by: Lunacy on May 07, 2013, 08:47:08 am
robot scout melee is not nerfed it still double jumps with starting bat
What is it the 1 only scout boss that still has its double jump?  I think that would be fine, as long as he still does around 202 damage.
Title: Re: Boss Rotation
Post by: Gordon Freeman on May 08, 2013, 04:14:40 pm
Some bosses I found while lookin around on modders.
http://forums.alliedmods.net/showthread.php?t=213562
Title: Re: Boss Rotation
Post by: VoiDeD on May 08, 2013, 08:05:21 pm
That author has a habit of incorrectly distributing his boss content, so I'm hesitant to add it. Mostly because he ships different versions of his bosses with the same file names.
Title: Re: Boss Rotation
Post by: Gordon Freeman on May 10, 2013, 03:44:38 pm
i have seen these bosses on other servers, unless the issue is diff then that, it would seem that they work fine.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on May 10, 2013, 07:00:30 pm
hey can garfield rage stun radis be increased
Title: Re: Boss Rotation
Post by: Gordon Freeman on May 11, 2013, 03:12:40 pm
Would it be possible to increase the mummy bosses speed to gabens at least? the guy is so slow all he can do is just rage to kill people.
Title: Re: Boss Rotation
Post by: VoiDeD on May 11, 2013, 04:31:04 pm
Would it be possible to increase the mummy bosses speed to gabens at least? the guy is so slow all he can do is just rage to kill people.

That's the mechanics of that boss. It moves slow but it allows you to use teleport often.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on May 13, 2013, 01:19:22 pm
how come the final combat rocket guy rocket laucher takes away shields
Title: Re: Boss Rotation
Post by: Gordon Freeman on May 13, 2013, 07:12:37 pm
https://forums.alliedmods.net/showthread.php?t=206666&highlight=FF2+Boss
A bunch of bosses to see the download links just click the show button below each boss.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on May 14, 2013, 12:15:29 pm
rocket's shotgun gets a 6 rounds in shotgun
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on May 26, 2013, 01:03:15 pm
With invisble man being under power i went to the screen shot i took of the stats for the hale, he gets a gun on rage
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on May 29, 2013, 06:49:31 pm
http://www.youtube.com/watch?v=vGZdqgmM2FQ
should be candy mans theme since it is the rage song
Title: Re: Boss Rotation
Post by: hammer777 on June 02, 2013, 06:13:03 pm
Just thought id bring up something cause i noticed it. Seems that set three hasnt been getting alot of votes cause alot of people dont like some of the bosses and their play styles. Just thought id bring it up.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on June 02, 2013, 06:18:51 pm
still why does the rocket shotgun still have six rounds in it( reporting it since one post said to report hales with more than a full clip)
Title: Re: Boss Rotation
Post by: Lunacy on June 10, 2013, 02:53:05 pm
The Rocket's shotgun doesn't 1hitkill from all the way across the map, unless the fire dot is powerful enough to do it.
His rocket launcher also does connect a 'hit' on demo shields it just doesn't do damage like a rocket jumper, except you don't rocket jump.

Also I think Abe (set 2?) might still be doing 321 damage with his scout weapon.
Title: Re: Boss Rotation
Post by: Lunacy on June 11, 2013, 01:45:51 pm
Wondering if we could boost the booties and peg leg for demo with either 10 more health (so he can survive a hit without eyelander/shield) or give it +20% melee damage bonus for all those demoknights who run booties.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on June 11, 2013, 06:48:09 pm
That would make demoknights op
Title: Re: Boss Rotation
Post by: VoiDeD on June 18, 2013, 05:18:51 pm
In order to spice things up, I've given the boss sets a shuffling, and I've spread the bosses among more boss sets, in order to decrease how much content needs to be downloaded for new players.

The set listings are available on the first page of this thread (http://forums.saxtonhell.com/index.php?topic=608.msg5330#msg5330).

I also plan on adding some new bosses in the future.
Title: Re: Boss Rotation
Post by: Miaumon on June 18, 2013, 09:25:27 pm
Set one god mode
Title: Re: Boss Rotation
Post by: Lunacy on June 22, 2013, 01:12:55 pm
Feel like Dr Octagonapus is bit OP with the chain lighting spam insta-killing everyone around him. :/ just making a note of that
Title: Re: Boss Rotation
Post by: Gordon Freeman on June 22, 2013, 03:39:50 pm
Would it be possible to bring back the random choice for FF2? seing how we have more sets I think the random choice would work a lot better.
Title: Re: Boss Rotation
Post by: Lunacy on June 24, 2013, 03:43:28 pm
Is HeroBrine supposed to summon ALL the dead players every 5 seconds?  Last I checked he was supposed to insta-summon on kill on the spot, not summon-spam like Administrator on roids...
by 'insta-summon on kill on the spot' I mean, if he killed a heavy, the heavy would die and become blue at the same location, but would never respawn after dying again. (probably was spawnpoint anyways but i dunno)
Title: Re: Boss Rotation
Post by: Miaumon on June 24, 2013, 08:22:58 pm
We can't really have them change in the same location, they would have to go to a spawn point.
I looked at the code for him but cant really find anything that controls any of those numbers at this time.
We will look further into this but if we cannot find a solution we will just end up removing him from rotation.

Was his rage always like this?
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on June 25, 2013, 07:14:30 am
this hale was made for spawning dead stuff, I seen him on other ff2 and he does the same stuff like on our ff2 besides having different music
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 03, 2013, 10:20:21 am
i got bored and went in the ff2 sound files, when will serious sam theme work and panis cupcakes too( serious sam came to me since i beat serious sam 2 today)
Title: Re: Boss Rotation
Post by: VoiDeD on July 03, 2013, 11:56:10 am
Are you saying the theme music for serious sam and painis isn't currently working?
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 03, 2013, 12:13:49 pm
ever since mvm came out it had ff2 down and serious sam theme never played then and panis theme had never played for me, when it came serious sam theme didnt play panis i dont even know what messed that one
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 03, 2013, 12:21:03 pm
also can it be possible to have duke and sam in a duo i seen it on another ff2
Title: Re: Boss Rotation
Post by: Cube on July 03, 2013, 12:23:19 pm
2 hales with guns? no thanks
Title: Re: Boss Rotation
Post by: VoiDeD on July 03, 2013, 12:42:12 pm
ever since mvm came out it had ff2 down and serious sam theme never played then and panis theme had never played for me, when it came serious sam theme didnt play panis i dont even know what messed that one

wat
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 03, 2013, 12:48:13 pm
wat
k let me pit in step form
1. when mvm came out our servers went down with ff2 being the longest one down
2. sam theme was working before the update
3. when it came back up his theme didnt work
4. panis i dont even know wat happen to his theme not working
5. i miss his theme when he is picked
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 03, 2013, 12:50:48 pm
2 hales with guns? no thanks
u rather hav gentle spy and fem spy with guns like mario and luigi with flares fine then nub u are not a man if u dont want to go against duke and sam
Title: Re: Boss Rotation
Post by: Lunacy on July 05, 2013, 01:31:49 pm
Would be preferred if the guns didn't have the 800% damage bonus, that is completely unnecessary.  The guns can do up to and over 200 damage without having a retarded extra bonus
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 05, 2013, 01:36:47 pm
the damage boost is weird and a full shot to the face by a crit by a shotgun round is 180 with no boost, if only we could get headshots with shotguns in ff2
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 05, 2013, 02:24:34 pm
Is HeroBrine supposed to summon ALL the dead players every 5 seconds?  Last I checked he was supposed to insta-summon on kill on the spot, not summon-spam like Administrator on roids...
by 'insta-summon on kill on the spot' I mean, if he killed a heavy, the heavy would die and become blue at the same location, but would never respawn after dying again. (probably was spawnpoint anyways but i dunno)
herobrian can do this but it only summons two people on a super jump is not real op at all its two people just leave it we needa hale that is a challege for our ff2
Title: Re: Boss Rotation
Post by: Lunacy on July 05, 2013, 09:22:37 pm
So I noticed that a cloak watch spy who gets a backstab is completely visible during cloak with speed boost when he gets a backstab, any way to resolve this?
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 06, 2013, 07:31:13 am
voidy added this for ff2 since its in vsh
Title: Re: Boss Rotation
Post by: VoiDeD on July 06, 2013, 07:53:09 am
So I noticed that a cloak watch spy who gets a backstab is completely visible during cloak with speed boost when he gets a backstab, any way to resolve this?

Completely visible how? The only thing that should be visible when cloaking with the speed boost is the whip effect trail following the spy.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 06, 2013, 09:13:04 am
u cant see the whip speed if set on low graphics n dx8 in my view
Title: Re: Boss Rotation
Post by: Lunacy on July 06, 2013, 11:40:12 am
Completely visible how? The only thing that should be visible when cloaking with the speed boost is the whip effect trail following the spy.
exactly, they know where you are because of it, which defeats the purpose of being cloaked.
Title: Re: Boss Rotation
Post by: VoiDeD on July 06, 2013, 12:07:00 pm
exactly, they know where you are because of it, which defeats the purpose of being cloaked.

It's somewhat by design. If you're one of the last-ish players, it's designed to help hale find you (similar to the loud footsteps of the deadringer). Ideally you'd want to get your quick backstab in while in a hectic battle to hide your whip trail.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 06, 2013, 04:29:13 pm
beacon or player highlighted?
Title: Re: Boss Rotation
Post by: VoiDeD on July 14, 2013, 09:13:02 pm
Added the following bosses:

Set 1: Nnngh Sniper
Set 2: SCP 173
Set 3: Piss Cakehole
Set 5: MeeM
Set 6: Evil Homer
Title: Re: Boss Rotation
Post by: Gordon Freeman on July 14, 2013, 09:21:32 pm
Alright new bosses :D thanks voided.
Also. MEEM.
Title: Re: Boss Rotation
Post by: VoiDeD on July 14, 2013, 09:25:25 pm
k let me pit in step form
1. when mvm came out our servers went down with ff2 being the longest one down
2. sam theme was working before the update
3. when it came back up his theme didnt work
4. panis i dont even know wat happen to his theme not working
5. i miss his theme when he is picked

Serious Sam's music is working fine for me. Someone will have to confirm this issue, because I can't reproduce it in a quick cursory test.

As for Painis cupcake, he's never had theme music.
Title: Re: Boss Rotation
Post by: Lunacy on July 15, 2013, 12:04:35 am
Does Piss Cakehole do over 300 damage or is that when he's under 50%? got 1hitkilled as overhealed soldier with 300 health...
Title: Re: Boss Rotation
Post by: VoiDeD on July 15, 2013, 01:24:58 am
Does Piss Cakehole do over 300 damage or is that when he's under 50%? got 1hitkilled as overhealed soldier with 300 health...

I only gave them a cursory test to make sure the bosses functioned, so I'm not sure about how much damage they do.

If they end up doing more than normal, let me know and I'll tweak it.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 17, 2013, 08:16:00 pm
scp is op his music is cool as shit
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 18, 2013, 02:40:07 pm
anyone notice that the weapon effects like bleed on the three run blade is working
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 18, 2013, 07:26:13 pm
can we buff scp by giving him 100 blink teles n get a theme in for him like
http://www.mediafire.com/download/n5vvcrn80c0uc8w/scp_theme.rar
and i found this music file in my panis cupcake folder
http://www.mediafire.com/download/wsjhhvxc4e1hp1q/painiscupcake_theme.mp3
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 18, 2013, 08:14:22 pm
Not sure where i got panis music from but i have it, Scp-173 theme is from brian server verison
Title: Re: Boss Rotation
Post by: VoiDeD on July 18, 2013, 08:51:05 pm
Actually it turns out painis has theme music, but it wasn't being played in the boss config. I've corrected this now.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 18, 2013, 08:55:20 pm
can u add the scp theme i put in because that song goes well with him
Title: Re: Boss Rotation
Post by: VoiDeD on July 18, 2013, 09:02:18 pm
SCP 173 already has theme music.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 18, 2013, 09:27:25 pm
oh
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 26, 2013, 08:54:06 pm
i dont like scp theme we have so i replaced it with the one i have

Voidy can u fix hystian medic rage theres a file in teh matirals file and it is a close up of the medic and when we get raged it never shows up,and can spyper get a little speed boost so he can go faster and increase the rage stun for spyper too since his rage is like a 3 second stun and should last longer since he really needs it

i forgot about mermumas rage doing ten fire damage to u even if u have a restitance to fire and to any class

The edit button exists for a reason, please use it. -Windy
Title: Re: Boss Rotation
Post by: Lunacy on August 01, 2013, 09:43:06 am
Is the baby face's blaster supposed to be regular or did it get unpatched?  I just see anoying trolling cleaver scouts delaying the rounds with it :T
Title: Re: Boss Rotation
Post by: Propane on August 03, 2013, 06:42:41 pm
I'm sure plenty of people will agree with at least some of these, so here I go. I want to discuss current bosses that need to be nerfed and buffed (mostly nerfed).

NERF:
Set 1
Cave Johnson - Grenades are very powerful in comparison to his SH counterpart. They instant kill anything and afterburn can kill heavies
Dr. Octagonpus - Chainlighting should be nerfed to tails'
Pacman*
Bonk Boy - Overall just extremely cheap. He doesn't deserve the soda popper he gets when he rages. It's just OP
Kirby*
Woody - Saxton Hale with global rage

Set 2
Dr. Who - If he couldn't collect ammo for his diamondback, he'd be more balanced.
Fox - Rage shouldn't be global if he becomes ubercharged.
Bart - Saxton Hale with global rage
Conker*
Rayman*
Franky - Rage gives stun, chain lighting, AND a shotgun?

Set 3
Donkey Kong - The yellow screen that pops up when he rages lasts too long. It blocks your view COMPLETELY.
Weeping Angel - Tele and rage builds too quickly.
Darth Vader - Chain lighting, uber, and detonator with rage. One should be removed
Sonic - Chainlighting should be nerfed to Tails'
Wankers*

Set 4
HEROBRINE - Unarguably most OP hale of all time. Summons 2 dead people with each SJ. He's so fun I'd be okay with him staying the same. Still, OP as fuck

Set 5
Skelescout* and can kill heavies in one hit
MeeM - Can kill heavies in one hit

Set 6
Rage Sniper - Can kill heavies in one hit and collect ammo for his rockets.
Dic Soupcan*
Abe - Rage is global AND he's fast. Nerf one of the two

*DRUGS RAGE. EVERYONE hates these rages and they simply last too damn long. I think they should be removed all together, or nerf other aspects of these hales.

BUFF:
Set 1
Radigan - Rage is underpowered. Takes extra damage when brass beast is deployed
Wall-E - Weak shortcircuit, slow, and a huge hitbox

Set 4
Cuddly Heavy - No stun at all with rage

I may be wrong on some, but I've asked others and together this list was made. Hopefully we'll see some action.



Title: Re: Boss Rotation
Post by: VoiDeD on August 03, 2013, 07:57:58 pm
Cave Johnson - Grenades are very powerful in comparison to his SH counterpart. They instant kill anything and afterburn can kill heavies


You guys.. (http://forums.saxtonhell.com/index.php?topic=931.0)
Title: Re: Boss Rotation
Post by: Propane on August 03, 2013, 08:15:40 pm
You guys.. ([url]http://forums.saxtonhell.com/index.php?topic=931.0[/url])


He's still OP no matter other versions of him
Title: Re: Boss Rotation
Post by: VoiDeD on August 03, 2013, 08:21:17 pm
He's still OP no matter other versions of him

The point of that thread was to buff him, no one was complaining that he was OP before that thread.
Title: Re: Boss Rotation
Post by: LEON35 on August 03, 2013, 10:19:56 pm
I'm sure plenty of people will agree with at least some of these, so here I go. I want to discuss current bosses that need to be nerfed and buffed (mostly nerfed).

NERF:
Set 1
Cave Johnson - Grenades are very powerful in comparison to his SH counterpart. They instant kill anything and afterburn can kill heavies
Dr. Octagonpus - Chainlighting should be nerfed to tails'
Pacman*
Bonk Boy - Overall just extremely cheap. He doesn't deserve the soda popper he gets when he rages. It's just OP
Kirby*
Woody - Saxton Hale with global rage

Set 2
Dr. Who - If he couldn't collect ammo for his diamondback, he'd be more balanced.
Fox - Rage shouldn't be global if he becomes ubercharged.
Bart - Saxton Hale with global rage
Conker*
Rayman*
Franky - Rage gives stun, chain lighting, AND a shotgun?

Set 3
Donkey Kong - The yellow screen that pops up when he rages lasts too long. It blocks your view COMPLETELY.
Weeping Angel - Tele and rage builds too quickly.
Darth Vader - Chain lighting, uber, and detonator with rage. One should be removed
Sonic - Chainlighting should be nerfed to Tails'
Wankers*

Set 4
HEROBRINE - Unarguably most OP hale of all time. Summons 2 dead people with each SJ. He's so fun I'd be okay with him staying the same. Still, OP as fuck

Set 5
Skelescout* and can kill heavies in one hit
MeeM - Can kill heavies in one hit

Set 6
Rage Sniper - Can kill heavies in one hit and collect ammo for his rockets.
Dic Soupcan*
Abe - Rage is global AND he's fast. Nerf one of the two

*DRUGS RAGE. EVERYONE hates these rages and they simply last too damn long. I think they should be removed all together, or nerf other aspects of these hales.

BUFF:
Set 1
Radigan - Rage is underpowered. Takes extra damage when brass beast is deployed
Wall-E - Weak shortcircuit, slow, and a huge hitbox

Set 4
Cuddly Heavy - No stun at all with rage

I may be wrong on some, but I've asked others and together this list was made. Hopefully we'll see some action.

The global ones are fine; the farther you are, the less chance you have of dying, but I agree with the rest, imo.
Title: Re: Boss Rotation
Post by: Lunacy on August 04, 2013, 02:06:05 am
He's still OP no matter other versions of him

practice dodging pills

Stuffs ([url]http://forums.saxtonhell.com/index.php?topic=608.msg9008#msg9008[/url])

  Yea all the 'drugs' rage bosses, the effect simply lasts much too long and many of them cause complete loss of control (unable to turn, sometimes moves automatically) and would be simply fixed if it was shortened to the duration of the main stun.
  I don't mind some of the global rages, as long as they aren't getting all the other stuff.  I mean if they get a long lasting global stun AND ubercharge, that's just redundant.
  I was surprised to see that Herobrine also got a damn huntsman, you aren't safe from him no matter what.
  I'm still going on about all the gun hales having a 8-9x damage bonus on their guns (usually revolver and shotguns) that can kill just about anyone from across the map with simple meat shots. (ie 3 damage pellet from the shotgun can 1-hit-kill half the classes)  It'll only be balanced if they do around 200 at point blank.
  Not a fan of being 1hitkilled by chain lightnings either.
----
  Radigan is fine, but the extra damage taken should be on other gun bosses as well to compensate their damage.  Radigan's minigun makes him take more damage and the minigun barely does any damage except at close range, it's to punish bosses who are trying to kill people at a distance instead of using melee.  He's not underpowered, he's just punishing.  He can be played exactly the same way as Saxton Hale, so calling him underpowered or needing a buff means Saxton does too.
  Wall-E is sort of fine I suppose, is meh for me.  Short Circuit doesn't need to be powerful, it's not his only form of attack, it's just funny to see people try.  Hitbox is the same as heavy or soldier, not sure which.
  Cuddly Heavy is unique without the rage, and has ranged attacks with no penalties.  He is just a bit more difficult to play as because you can't be a noob and stun everyone.
  Weeping Angel and SCP are another unique set, who basically teleport to everyone to win, it's their playstyle.  I just want SCP to have a selfstun so it gives people a slight chance when they get teleported to(into?), instead of being instantly taken out of the game like Gentlemen does.
Title: Re: Boss Rotation
Post by: Propane on August 04, 2013, 12:53:32 pm
practice dodging pills
What about the huge engineer nests? It only takes 2-3 pills to destory 3 engineers and ALL of their buildings. Is that OP or simply the engineer's fault for bulding together on a boss like Cave?
Title: Re: Boss Rotation
Post by: Propane on August 04, 2013, 01:00:32 pm
Oh yeah guys, remember. I don't know if this was intentional, but I highly doubt that. The drugs effects from bosses who have that rage will still affect those who are even ubercharged, wasting the uber because you can't aim at all. If anything gets fixed from my rant, let it be that.
Title: Re: Boss Rotation
Post by: VoiDeD on August 04, 2013, 04:14:09 pm
Oh yeah guys, remember. I don't know if this was intentional, but I highly doubt that. The drugs effects from bosses who have that rage will still affect those who are even ubercharged, wasting the uber because you can't aim at all. If anything gets fixed from my rant, let it be that.

That definitely sounds like something worth changing. I'll be looking into this and other boss changes if I can find some time inbetween TI3 matches.

I'm still going on about all the gun hales having a 8-9x damage bonus on their guns (usually revolver and shotguns) that can kill just about anyone from across the map with simple meat shots. (ie 3 damage pellet from the shotgun can 1-hit-kill half the classes)  It'll only be balanced if they do around 200 at point blank.

And you'll probably continue going on about it until you actually inform us of which bosses still have unbalanced weapons.
Title: Re: Boss Rotation
Post by: Lunacy on August 05, 2013, 01:27:52 am
What about the huge engineer nests? It only takes 2-3 pills to destory 3 engineers and ALL of their buildings. Is that OP or simply the engineer's fault for bulding together on a boss like Cave?
Usually why I never play engi if I know it's going to be Cave Johnson (ie any sounds or speeches the bosses make before the round starts)

And you'll probably continue going on about it until you actually inform us of which bosses still have unbalanced weapons.
I'll see if I can make a list of all the +800% gun hales then.  So far I only remember gentlespy, femspy, (doctor who's infinite ammo), Duke Nukem, (maybe Ghost, dont remember his gun), (possibly bob the builder's pistol, dunno), Serious Sam, (forget if Joker gets a 800% revolver or not), (did Slimer get crossmap-killing shotgun too??also not sure), Chucky
And maybe Merasmus doesn't need to ubercharge if he's going to make everything around him burst into flames anyways.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 05, 2013, 11:33:42 am
add the stupid lemons in for his nades i want to kill people with lemons and this is what has been going on when i was gone for the weekend
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 06, 2013, 04:38:04 pm
so the skeleton hale has two bone saws and the damage is high i had four heads full hp and i died in a hit
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 08, 2013, 09:09:17 am
please nerf scp he is the most op hale out of all the hales we have
even more op then herobrian
Title: Re: Boss Rotation
Post by: Lunacy on August 08, 2013, 12:34:47 pm
please nerf scp he is the most op hale out of all the hales we have
even more op then herobrian
I'd agree with at least 1 or 2 second stun after a teleport so the person teleported to has at least a chance to do SOMETHING.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 08, 2013, 12:47:59 pm
no make him fucking have damage pently or less hp cause he should really have 10k hp tops
Title: Re: Boss Rotation
Post by: Propane on August 08, 2013, 01:40:12 pm
I think SCP is fine. If he is goomba'd/backstabbed each time with a teleport, SCP loses. We rarely see him lose because there's always someone who doesn't know how SCP works and shoots him.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 08, 2013, 02:02:30 pm
scp is still op if u goomba him he needs less hp n less damage
Title: Re: Boss Rotation
Post by: Propane on August 08, 2013, 02:10:01 pm
I have to disagree. Only thing I see that may make a few people happy is a slight stun when he teles, but I think he's fine as is. He'd be UP with less health
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 08, 2013, 03:01:34 pm
i seen him on other servers when maxed out he had 10k hp since he just tele spam and shit,
also the abe hale is not even nerfed at all yet still double jumps with attack speed fast and one hit kills demokngiths and heavies not overhealed
Title: Re: Boss Rotation
Post by: Lunacy on August 08, 2013, 03:43:21 pm
i seen him on other servers when maxed out he had 10k hp since he just tele spam and shit,
also the abe hale is not even nerfed at all yet still double jumps with attack speed fast and one hit kills demokngiths and heavies not overhealed
We can definitely tell that English was your best subject.
But ya gotta make sure all those scout and spy bosses do proper damage. :P  Theres just very few who might not be doing 202 for some reason.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 08, 2013, 03:53:45 pm
We can definitely tell that English was your best subject.
But ya gotta make sure all those scout and spy bosses do proper damage. :P  Theres just very few who might not be doing 202 for some reason.
i had a d in english
Title: Nerf pacmans and kirbys rage duration
Post by: ridiculed on August 08, 2013, 05:32:38 pm
It's a 30 second LSD and you can't turn, it's terribly overpowered. IF you nerfed Banjos LSD then why not pacmans and Kirbys?
Title: Re: Nerf pacmans and kirbys rage duration
Post by: BoBoBo-Bo Bo-BoBoBo on August 08, 2013, 05:34:10 pm
u be tripping with the drugs to op please nerf
Title: Re: Nerf pacmans and kirbys rage duration
Post by: Lunacy on August 08, 2013, 07:29:20 pm
IF you nerfed Banjos LSD then why not pacmans and Kirbys?
I think its that anyone who can fix them needs to know exactly which bosses do the drugs cuz they don't feel like sifting through all the bosses to see what each one of them do.
Title: Re: Nerf pacmans and kirbys rage duration
Post by: VoiDeD on August 09, 2013, 02:13:19 am
I think its that anyone who can fix them needs to know exactly which bosses do the drugs cuz they don't feel like sifting through all the bosses to see what each one of them do.

Exactly this. I don't play on FF2 enough to be familiar with all the bosses we run, but I'll definitely be taking some time to skim all over the recent posts in the boss rotation thread and other theads to tweak bosses to nerf/buff (mostly nerf) them where needed.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 09, 2013, 09:50:30 am
PAnis can be goomba stomped going into second life to kill him
Title: Re: Boss Rotation
Post by: VoiDeD on August 09, 2013, 12:12:33 pm
The big list of changes:


I have also changed it so that ubering or being ubered will prevent visual effect and delirium rages from affecting you.
Title: Re: Boss Rotation
Post by: Lunacy on August 09, 2013, 02:38:42 pm
Danke, I'll see how well the gun hales play next time I'm on.
Title: Re: Boss Rotation
Post by: ridiculed on August 09, 2013, 02:49:49 pm
While we have this going on, I want to suggest giving pyro flamethrower minicrits.

You're at a high death risk if you try to burn a hale and in the end it does very little damage, even with crits. Every other class has a much higher DPS than a regular damage flamethrower. It seems the only people who pyro do it for goombas.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 09, 2013, 02:52:31 pm
what about battalions and getting fail damage battalions should have less fall damage since its annoying u have 13 hp fall from a foot drop dead die with full rage gg
Title: Re: Boss Rotation
Post by: Lunacy on August 09, 2013, 04:28:34 pm
what about battalions and getting fail damage battalions should have less fall damage since its annoying u have 13 hp fall from a foot drop dead die with full rage gg
you gotta makes sure you don't fly anywhere that takes falling damage if you can help it :/

While we have this going on, I want to suggest giving pyro flamethrower minicrits.

You're at a high death risk if you try to burn a hale and in the end it does very little damage, even with crits. Every other class has a much higher DPS than a regular damage flamethrower. It seems the only people who pyro do it for goombas.
I never play pyro for these reasons, they're limited to support and airblasts (and goombas lol)  I still want Phlogistinator to give +50 health so they can take a hit on their own without overheal since they have already sacrificed their only means of survival. :P
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 09, 2013, 07:12:47 pm
voidy please add 50% restitance from push force like on the mantreads for battalions
Title: Re: Boss Rotation
Post by: ridiculed on August 09, 2013, 08:24:39 pm
Cave confirmed for doing even more damage than before

1500 a hit lol.
Title: Re: Boss Rotation
Post by: Lunacy on August 09, 2013, 08:35:03 pm
Cave confirmed for doing even more damage than before

1500 a hit lol.
Direct hit from a lemon or one that was on the ground?  Cuz I heard being hit by a floor lemon will usually 1hit regardless of being hit before.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 09, 2013, 09:36:23 pm
voidy keep that shit its funny it should do that to buildings instead
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 10, 2013, 10:48:08 am
voidy can u fix bleed hales they do 12 bleed damage and its so stupid,also meem does 367 dmage
Title: Re: Boss Rotation
Post by: Lunacy on August 10, 2013, 11:22:41 am
Some gun hales I've missed

The Fly


(modifying post later when i find more)
Title: Re: Boss Rotation
Post by: Propane on August 10, 2013, 12:29:51 pm
While we have this going on, I want to suggest giving pyro flamethrower minicrits.

You're at a high death risk if you try to burn a hale and in the end it does very little damage, even with crits. Every other class has a much higher DPS than a regular damage flamethrower. It seems the only people who pyro do it for goombas.

All of my yes. His point is valid - The only successful Pyros I see are only the goomba stompers.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 10, 2013, 12:31:49 pm
Meem is not nerfed yet and gun hales do the same damage as meem melee aka 358
Title: Re: Boss Rotation
Post by: Lunacy on August 10, 2013, 12:44:48 pm
Meem is not nerfed yet and gun hales do the same damage as meem melee aka 358

The guns(revolvers) are about 55, x3.1 for hale mode damage which 170, and now instead of 800% bonus its 100%, so its about 340-360 up close. (down from 1500)
~22 x 3.1 = 68 x 2 = about 136 from max distance (down from 190)

voidy can u fix bleed hales they do 12 bleed damage and its so stupid,also meem does 367 dmage
Yea most dots other than cave johnson's afterburn seem to do the regular 3.1x more damage as well (4x3) most bosses might need -75% afterburn or bleed effect
Title: Re: Boss Rotation
Post by: ridiculed on August 10, 2013, 05:21:49 pm
Merasmus still 1 hits

Also, apparently Bonk Boys super jump doesn't work?
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 10, 2013, 06:39:21 pm
i know hales who need to fix and im not reporting them since a people dont like me and b since it will fuck up another hale like bonk boy
Title: Re: Boss Rotation
Post by: VoiDeD on August 10, 2013, 11:02:46 pm
Fixes:

Title: Re: Boss Rotation
Post by: Propane on August 11, 2013, 04:34:59 pm
I was playing as Phoenix Wright yesterday, and I noticed he now does over 300 damage per hit (not backstabs). I one shotted heavies and overhealed soldiers. Don't think that was intended.
Title: Re: Boss Rotation
Post by: Gordon Freeman on August 12, 2013, 01:27:46 pm
https://forums.alliedmods.net/showthread.php?t=198745
an updated version for herobrine that can nerf the summon time for him.
Title: Re: Boss Rotation
Post by: Gordon Freeman on August 12, 2013, 01:41:03 pm
Some other boss suggestions
https://forums.alliedmods.net/showthread.php?t=199598
https://forums.alliedmods.net/showthread.php?t=198721
Title: Re: Boss Rotation
Post by: Lunacy on August 12, 2013, 04:37:33 pm
https://forums.alliedmods.net/showthread.php?t=198745
an updated version for herobrine that can nerf the summon time for him.
Yeshhhh Du it

Also
Some other boss suggestions
https://forums.alliedmods.net/showthread.php?t=199598
https://forums.alliedmods.net/showthread.php?t=198721
We already have a skelescout
And the Trio would be interesting since we don't have any trios yet, but I fear chain rages might be an issue.  Looks like they also gain grenades, scattergun, and revolvers.  Hopefully they aren't too powerful of weapons for the bosses.
Title: Re: Boss Rotation
Post by: VoiDeD on August 17, 2013, 01:53:55 pm
The Herobrine posted there is exactly the same one we're running.

However I had a peek through the code that handles summoning and saw some awful looking bugs, so I've fixed them now and Herobrine should actually have his 120 second delay between summons.

Side note: I die inside a little more every time I'm forced to touch the FF2 plugin code. It is the most awful code that someone had the misfortune of creating.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 17, 2013, 04:41:27 pm
Side note: I die inside a little more every time I'm forced to touch the FF2 plugin code. It is the most awful code that someone had the misfortune of creating.
so this is why vsh gets most of the plugins and stuff before ff2
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 17, 2013, 07:36:06 pm
also i really want to report this cause it was very annoying. can bleed hale have less bleed on them cause they do like 12 bleed damage per second and it is really really stupid and is not needed for like franky get shot from shotgun u die from the pellet or die from the bleed damage that does 12 damage its real stupid how they get a gun and will do bleed to u at the same time,also i forgot why does franky still have 50 restiance to melee on his fist
Title: Re: Boss Rotation
Post by: Lunacy on August 17, 2013, 07:39:03 pm
also i really want to report this cause it was very annoying. can bleed hale have less bleed on them cause they do like 12 bleed damage per second and it is really really stupid and is not needed for like franky get shot from shotgun u die from the pellet or die from the bleed damage that does 12 damage its real stupid how they get a gun and will do bleed to u at the same time,also i forgot why does franky still have 50 restiance to melee on his fist
If the bleed stays hopefully we can reduce his main damage to compensate (ie regular hit for about 140 damage instead of 200 and then let bleed go on normally) and not sure whats with the melee resistance, its like saying "Screw you, Demoknight"
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on August 17, 2013, 07:41:45 pm
slime ghost has the bleed on hit i think on his melee and shotgun franky has bleed on his shotgun and im not sure if he has bleed on fist too which i think is real retarded if he as it cause that is just op with bleed damage
Title: Re: Boss Rotation
Post by: VoiDeD on September 02, 2013, 05:52:37 pm
Couple boss changes:

Title: Re: Boss Rotation
Post by: Lunacy on September 02, 2013, 07:18:51 pm
It would be fun if Doctor Who changed his skin when he lost one of his extra lives.  I mean the extra lives don't even do anything.
Title: Re: Boss Rotation
Post by: Propane on September 04, 2013, 12:18:11 am
Here's a post regarding Wheatley.

-His hitbox is horrible. Even sentries have trouble actually hitting him.
-He has a PDA to build a mini sentries, but has not been working for quite some time now. Was he nerfed, or is he broken? If he is broken, I'd suggest fixing his building capabilities and nerfing/removing his stun, as they are OP together.
Title: Re: Boss Rotation
Post by: Propane on September 04, 2013, 12:25:17 am
Doctor Who can still collect ammo for his diamondback. This starts after his second rage. He cannot pick up ammo from his first rage.
Title: Re: Boss Rotation
Post by: VoiDeD on September 04, 2013, 03:11:54 am
-His hitbox is horrible. Even sentries have trouble actually hitting him.
Not much can be done about this one, that's how the model was compiled (unless someone feels like taking up the challenge of recompiling it).

-He has a PDA to build a mini sentries, but has not been working for quite some time now. Was he nerfed, or is he broken? If he is broken, I'd suggest fixing his building capabilities and nerfing/removing his stun, as they are OP together.
Definitely broken, but I think I know why. It should be fixed now.

Doctor Who can still collect ammo for his diamondback. This starts after his second rage. He cannot pick up ammo from his first rage.
That's one heck of a bug. I've made some changes to how ammo pickup works. Let me know if that fixed it next time someone plays him.
Title: Re: Boss Rotation
Post by: VoiDeD on September 05, 2013, 01:06:14 am
Changes:

Fixed Abe (Abes Oddysee) doing way too much damage with his primary weapon.
Title: Re: Boss Rotation
Post by: Propane on September 05, 2013, 05:52:37 pm
That's one heck of a bug. I've made some changes to how ammo pickup works. Let me know if that fixed it next time someone plays him.

It's fixed. He's been tested a few times.
Title: Re: Boss Rotation
Post by: VoiDeD on October 11, 2013, 10:40:00 pm
Changes:


For the complete list of which bosses are in which set, check the OP of this thread (http://forums.saxtonhell.com/index.php?topic=608.0).
Title: Re: Boss Rotation
Post by: Gordon Freeman on October 19, 2013, 10:33:45 am
Enjoying the new bosses on FF2, but the boss doom guy's rage is broken or something. His rage will go up but immediately goes back down to zero as soon as your stopped being hurt, I don't know if this is part of him or its just broken just wanted to see if hes supposed to do that.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on October 20, 2013, 02:59:57 pm
doom guy doesnt have rage he only get pick ups
Title: Re: Boss Rotation
Post by: VoiDeD on November 03, 2013, 12:45:39 am
Changes:
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on November 03, 2013, 05:47:16 pm
think this skin is to late but eh
http://tf2.gamebanana.com/skins/129954
Title: Re: Boss Rotation
Post by: VoiDeD on November 03, 2013, 07:06:12 pm
Changes:
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on November 16, 2013, 09:14:42 pm
is it me or does dark link have low hp cause i thought of it and cause i joined a ff2 server with him in it and he has low hp but i thought shouldn't he have atleast have 2 lifes like panis cupcake and bonk boy.
Title: Re: Boss Rotation
Post by: VoiDeD on November 17, 2013, 01:18:04 am
Changes:
Title: Re: Boss Rotation
Post by: VoiDeD on December 10, 2013, 11:56:41 pm
Changes:
Title: Re: Boss Rotation
Post by: VoiDeD on December 14, 2013, 05:49:47 pm
Changes:
Title: Re: Boss Rotation
Post by: VoiDeD on December 22, 2013, 03:07:14 am
Changes:
Title: Re: Boss Rotation
Post by: Turret on December 31, 2013, 11:18:50 am
MeeM Swarm uses the queue points of all 9 bosses rather than just the first one. Also, MeeM Swarm should not be made playable with 9 people or less because it broke the round when it did happen. (There was 1 person hale, Weapons with crits didn't have crits, I was using the kritzkreig?,Hale couldn't attack, Everyone lost their queue points,etc.)
Title: Re: Boss Rotation
Post by: VoiDeD on December 31, 2013, 01:47:01 pm
MeeM Swarm uses the queue points of all 9 bosses rather than just the first one.

Do you mean that the queue points of all 9 players are reset to 0?
Title: Re: Boss Rotation
Post by: Turret on December 31, 2013, 02:24:54 pm
I'm almost certain that is what happened yes.
Title: Re: Boss Rotation
Post by: VoiDeD on December 31, 2013, 04:34:36 pm
Okay well after trudging through the awful FF2 code, I've added some checks to prevent bosses with many companions being picked if there aren't enough players.

As for queue point resetting, I'm still not sure how it can reset the points of any companions, as the plugin only resets them for the main boss. :S
Title: Re: Boss Rotation
Post by: VoiDeD on January 08, 2014, 03:13:19 pm
Okay I think I've finally discovered the bit of code that was resetting the queue points of companions. It should no longer do that.
Title: Re: Boss Rotation
Post by: Sakuya on January 09, 2014, 02:10:54 pm
evil pumpkin bleed is way too much
Title: Re: Boss Rotation
Post by: Sakuya on January 10, 2014, 06:39:17 pm
I noticed that mario/luigi's flaregun does like 12 damage afterburn isn't that a little too much?
Title: Re: Boss Rotation
Post by: Sakuya on January 11, 2014, 03:22:52 pm
demo saturday's teleportation needs a nerf
Title: Re: Boss Rotation
Post by: Sakuya on January 11, 2014, 03:36:42 pm
Meem swarm, they all do more than 202 damage. fix please
Title: Re: Boss Rotation
Post by: Sakuya on January 11, 2014, 03:40:29 pm
Meet the pyro afterburn is OP
Title: Re: Boss Rotation
Post by: VoiDeD on January 11, 2014, 08:02:13 pm
Changes:

Meet the pyro afterburn is OP
Which part, the fireaxe or the flamethrower?

Meem swarm, they all do more than 202 damage. fix please
As far as I could see, only the scout and spy meems are doing more damage than they should be.

I noticed that mario/luigi's flaregun does like 12 damage afterburn isn't that a little too much?
I could argue that it's the payoff for actually hitting someone with a flare.
Title: Re: Boss Rotation
Post by: Sakuya on January 11, 2014, 09:01:08 pm
Changes:
  • Reduced the damage of the Spy and Scout MeeM swam bosses.
  • Reduced bleed duration for the Evil Pumpkin's fists.
  • Increase the amount of time inbetween teleport attempts for Demo Samedi.
Which part, the fireaxe or the flamethrower?
As far as I could see, only the scout and spy meems are doing more damage than they should be.
I could argue that it's the payoff for actually hitting someone with a flare.

Flamthrower's, If it could get a little less damage dealt would be very nice

Hmm, for the mario and luigi's flaregun well you are right, they really need it

By the way, spyper still looks and feels kinda underpowered, not sure if giving him uber while he teleports for a small amount of time would be helpful for him, otherwise thanks for the changes sir voidy
Title: Re: Boss Rotation
Post by: Lunacy on January 15, 2014, 05:27:31 pm
The Mask  has 800% bonus on his revolver instead of 100
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on January 15, 2014, 07:43:34 pm
Flamthrower's, If it could get a little less damage dealt would be very nice

Hmm, for the mario and luigi's flaregun well you are right, they really need it

By the way, spyper still looks and feels kinda underpowered, not sure if giving him uber while he teleports for a small amount of time would be helpful for him, otherwise thanks for the changes sir voidy
spyper should also have longer cloak and take 25% less damage or just make sure he gets uber on tele cause he is kinda really the most underpower class if u cant play as him,which i love to play as him to just be a dick with his stuff,and besides luve saw me do spyper with no cloak at all. give me medal i went pro spyper
Title: Re: Boss Rotation
Post by: Lunacy on January 19, 2014, 11:51:05 am
noticed the entire MeeM swarm is capable of capping, and the cap point is often available from the start when the population is low
Title: Re: Boss Rotation
Post by: Luvedragon on January 20, 2014, 12:12:36 am
So, Dark Link seems to have a problem with the crossbow he gets from rage. If you have auto-reload on, and have the crossbow out, you will charge as the weapon tries to reload. Kinda makes it hard to play when you're randomly charging. Not sure if this is fixable or just something a player will have to remember to turn off autoreload or something.
Title: Re: Boss Rotation
Post by: VoiDeD on January 22, 2014, 10:09:36 pm
Changes:

noticed the entire MeeM swarm is capable of capping, and the cap point is often available from the start when the population is low
Not sure what can be easily done about this.
Title: Re: Boss Rotation
Post by: Sakuya on January 25, 2014, 11:36:43 am
Demo samedi spawns red people when he rages, not sure if that's a feature of the new version, Will try to see if he is OP or needs a buff since I did not get a chance to play against him, curse telmex and carlos slim

Also spyper looks pretty decent now :D
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on January 25, 2014, 04:01:15 pm
can we reduce the rage stun on mummy and weeping angel its last like 10 seconds
Title: Re: Boss Rotation
Post by: Punishment_Fatal on January 25, 2014, 04:06:31 pm
Not sure what can be easily done about this.
I have an idea. If there is a way to modify each MeeM's weapon, you can make every MeeM besides the actual MeeM Medic have a -1 cap rate (-2 for the Scout if applicable).
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on January 25, 2014, 04:09:14 pm
can we reduce the rage stun on mummy and weeping angel its last like 10 seconds
and i forgot can we also reduce the rage gaint by 200 or something cause it is spammable and no one can ever move
Title: Re: Boss Rotation
Post by: Sakuya on January 25, 2014, 09:14:03 pm
Can Mentlegen get some stun after teleport? his rage is OP enough to get the entire team down

BTW demo samedi gets 4 lives with full HP,when he rages he spawns minions as giant ERRORS and also revives a few reds
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on January 25, 2014, 10:19:29 pm
can we nerf merusmas his rage fire does 20 damage when lit on fire
Title: Re: Boss Rotation
Post by: VoiDeD on January 26, 2014, 04:51:42 am
I have an idea. If there is a way to modify each MeeM's weapon, you can make every MeeM besides the actual MeeM Medic have a -1 cap rate (-2 for the Scout if applicable).

The problem with this solution is that only the medic MeeM would be able to cap. If that MeeM dies.. RIP.

BTW demo samedi gets 4 lives with full HP
I'm convinced these people who make these boss configs don't even give a shit about balance:

Quote from: https://forums.alliedmods.net/showthread.php?p=2085108#post2085108
Small note from author: please don't change the heath, abilities or rage of this boss it is balanced so it not unfair to the Red team.

Changes:
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on January 26, 2014, 08:50:50 am
noooooo i loved the error minions it was best part about hale, and can we do something bout hales that make u bleed on hit it does 12 damage per second and i had like 200 hp got hit by shotgun lost 10 hp then my health went down to 48 hp in 5 seconds which is very very op
Title: Re: Boss Rotation
Post by: Lunacy on January 26, 2014, 12:45:12 pm
noooooo i loved the error minions it was best part about hale, and can we do something bout hales that make u bleed on hit it does 12 damage per second and i had like 200 hp got hit by shotgun lost 10 hp then my health went down to 48 hp in 5 seconds which is very very op
pretty much either reduce their damage on hit or reduce bleed by 75% (wouldn't mind if they did 180 or 190 damage instead of 202 to make up for bleeds)
Voidy can't really do anything unless he knows exactly which bosses have an OP stat.  I believe there are at least 2 bosses that have bleed stats on their melee?
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on January 26, 2014, 12:51:17 pm
franky and anorld but franky shotgun causes bleed too
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on January 30, 2014, 09:22:37 pm
found some new hales
https://forums.alliedmods.net/showthread.php?t=234349
https://forums.alliedmods.net/showthread.php?t=233572
Title: Tron Med
Post by: Lunacy on February 01, 2014, 01:42:25 am
Does everybody have to download something for tron med every time it's that hale group
what is it anyways
Title: Re: Tron Med
Post by: Cube on February 01, 2014, 07:51:52 am
Does everybody have to download something for tron med every time it's that hale group
what is it anyways

This is true of demo samedi too
Title: Re: Boss Rotation
Post by: Cube on February 01, 2014, 07:53:16 am
Similarly, Demo Samedi seems to have been changed? I noticed he has 3 lives now, he gets no clip on loss of life, and he can summon. However, there is a gltich for the summoning. When he summons, he spawns about 3 blue and everyone on the red team comes back to life.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 01, 2014, 10:38:14 am
Similarly, Demo Samedi seems to have been changed? I noticed he has 3 lives now, he gets no clip on loss of life, and he can summon. However, there is a gltich for the summoning. When he summons, he spawns about 3 blue and everyone on the red team comes back to life.
its due to he only spawns scout which 2 can be on blue or red at a time
Title: Re: Tron Med
Post by: VoiDeD on February 01, 2014, 06:08:24 pm
Does everybody have to download something for tron med every time it's that hale group
what is it anyways

Turns out one of the files on our FastDL was corrupt. I've fixed that now.

This is true of demo samedi too

I can't reproduce this. Are you sure it's having difficulty downloading some file for demo samedi?
Title: Re: Tron Med
Post by: Cube on February 01, 2014, 08:06:12 pm
I can't reproduce this. Are you sure it's having difficulty downloading some file for demo samedi?

It isnt a problem, it just downloads something for demosamedi everytime the set is picked.
Like I said before, there are problems with the hale  though.

Similarly, Demo Samedi seems to have been changed? I noticed he has 3 lives now, he gets no clip on loss of life, and he can summon. However, there is a gltich for the summoning. When he summons, he spawns about 3 blue and everyone on the red team comes back to life.
Title: Re: Boss Rotation
Post by: Sakuya on February 02, 2014, 12:39:00 pm
Can the happy mask salesman get some stun when teleporting? or some melee delay. The insta kill teleport is just too much
Title: Re: Boss Rotation
Post by: Cube on February 02, 2014, 12:46:11 pm
Is there any reasons that some hales take reduced damage?
ghost, happy mask salesman, slimer, etc.
Title: Re: Boss Rotation
Post by: VoiDeD on February 03, 2014, 03:38:11 am
It isnt a problem, it just downloads something for demosamedi everytime the set is picked.
That's a problem.

When he summons, he spawns about 3 blue and everyone on the red team comes back to life.
That's odd to say the least. I made some tweaks, I don't see how he's managing to respawn the entire team.

Is there any reasons that some hales take reduced damage?
ghost, happy mask salesman, slimer, etc.
The damage reduction that I'm seeing in their configs is for fire damage. Everything else should still do the same amount of damage, except for melee (which is increased damage).
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 03, 2014, 06:51:33 am
Some hales take more melee damage have it reduce to 50% like franky
Title: Re: Boss Rotation
Post by: Lunacy on February 03, 2014, 01:12:11 pm
I see that stat it's like "+-50% melee damage taken" or something so demoknights only do like 98 damage a hit.

Also is there a specific reason Dark Link has like around 50% the health of a regular hale?  in a full server he has around 12000ish health, then Bonk Boy comes up and he has 12000ish x2.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 03, 2014, 01:12:43 pm
anyone does 98 damage
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 03, 2014, 05:14:43 pm
i also forgot mecha bowers has 4 rockets that are like bionic commando
Title: Re: Boss Rotation
Post by: VoiDeD on February 03, 2014, 05:48:05 pm
I see that stat it's like "+-50% melee damage taken" or something so demoknights only do like 98 damage a hit.
Okay I see what's happening, it's inverted so it's a reduction rather than a boost.

Changes:
Title: Re: Boss Rotation
Post by: Sakuya on February 03, 2014, 07:49:23 pm
Remove saanic's double jump
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 04, 2014, 05:09:06 pm
can we give robo scout some stun on his rage cause its pretty fucking annoying with pyros just airblasting u
Title: Re: Boss Rotation
Post by: Lunacy on February 04, 2014, 06:29:43 pm
can we give robo scout some stun on his rage cause its pretty fucking annoying with pyros just airblasting u
Double Jump is his strength so he can just save the airjump for when the pyros run out.
Title: Re: Boss Rotation
Post by: Sakuya on February 04, 2014, 07:47:58 pm
Double Jump is his strength so he can just save the airjump for when the pyros run out.

Wait, does he have double jump? fucking hell double jump is OP better give him stun on rage
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 04, 2014, 08:59:03 pm
He doesnt have double jump until he rages and pyros can just keep u in a corner airblasting and a sniper can just huntsman taunt you so u cant even move and still cant do shit which this hale needs stun on rage so it doesnt have to deal with pyros being dicks with airblasting
Title: Re: Boss Rotation
Post by: VoiDeD on February 04, 2014, 10:05:24 pm
He's a scout, mang. Scouts double jump.
Title: Re: Boss Rotation
Post by: Lunacy on February 05, 2014, 01:38:12 am
Hey Bo, remember on towertop when that pyro locked you in a corner until a sniper taunt-locked you and you just suicided :P
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 05, 2014, 08:20:21 am
fucking bg but still voidy he cant double jump until rage and when i got rage was when the sniper taunt stunned me
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 06, 2014, 01:56:43 pm
can we reduce hte stun of mummmy and weeping angels rage no need for it to be 8 seconds should be around 6 seconds
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 06, 2014, 03:56:56 pm
Voidy can we really reduce the rockets that mecha bowers gets he should get 4 rockets on rage it should be 1 like bionic commando
Title: Re: Boss Rotation
Post by: Lunacy on February 07, 2014, 04:33:49 pm
can we reduce hte stun of mummmy and weeping angels rage no need for it to be 8 seconds should be around 6 seconds
We all know it's rediculousl long and spammable because of their slowness.
ALSO there have been reported clipping issues of players getting stuck inside of Mummy, usually when they try to goomba they get stuck in the head and cannot goomba or escape.
Voidy can we really reduce the rockets that mecha bowers gets he should get 4 rockets on rage it should be 1 like bionic commando
4 rockets that 1hitkill from 3x the radius of normal rockets is a bit overkill, 1 per rage would be just fine.
Title: Re: Boss Rotation
Post by: PHANTOM1 on February 08, 2014, 01:13:51 am
nm
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 08, 2014, 08:14:23 am
Mummy if u spec is bigger then other hales
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 08, 2014, 09:50:59 am
War machine has pomson that shouldn't be needed  he gets uber on rage and should be remove cause why need it uber is good with stun
Title: Re: Boss Rotation
Post by: Lunacy on February 08, 2014, 10:14:17 am
War machine has pomson that shouldn't be needed  he gets uber on rage and should be remove cause why need it uber is good with stun
what
aliens get lazor weps
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 08, 2014, 11:29:21 am
Its pointless he shouldnt have the gun its still spam able even though we needed it. He gets uber  with stun and entracled shit it should be removed
Title: Re: Boss Rotation
Post by: Sakuya on February 08, 2014, 03:25:11 pm
War machine would be cool if we take 2 seconds of his uber duration and give his pomson a little more damage
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 09, 2014, 03:24:50 pm
when we type in next map can we see the set that is choosen at same time so it can be easy to see after u come in after vote
Title: Re: Boss Rotation
Post by: Lunacy on February 09, 2014, 06:25:28 pm
when we type in next map can we see the set that is choosen at same time so it can be easy to see after u come in after vote
remember what happened last time? People only ever voted for their favorite sets and some rarely ever got picked.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 09, 2014, 08:15:28 pm
no wat i mean is when u type in nextmap it should show map and next set thats all im asking
Title: Re: Boss Rotation
Post by: VoiDeD on February 09, 2014, 08:52:31 pm
I was under the impression it should already be doing that.
Title: Re: Boss Rotation
Post by: Lunacy on February 10, 2014, 05:15:38 am
Think he means like
Quote
"Lunacy: nextmap"
vsh_west (Set 1)
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 10, 2014, 09:49:54 am
while it just showing the map
Title: Re: Boss Rotation
Post by: VoiDeD on February 10, 2014, 03:14:30 pm
Yea, really. The plugin has code to do exactly that. I guess it's bugged then, cause it should be showing the set that's selected when you type "nextmap".
Title: Re: Boss Rotation
Post by: Cube on February 10, 2014, 03:54:13 pm
it should be showing the set that's selected when you type "nextmap".

it does. even before the map is picked.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 10, 2014, 04:42:19 pm
before map is picked it changes then
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 12, 2014, 05:04:24 pm
dark link is hard to get the super jump to work without charging voidy u should change it to mouse 3 for charge
Title: Re: Boss Rotation
Post by: Lunacy on February 12, 2014, 07:39:53 pm
Happy Mask Salesman has 50% fire resistance not sure if that is intended pyros are poop anyways
Title: Re: Boss Rotation
Post by: Sakuya on February 13, 2014, 06:43:58 pm
Happy Mask Salesman has 50% fire resistance not sure if that is intended pyros are poop anyways

He also needs some stun when teleport. way too OP
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 13, 2014, 06:50:36 pm
Hey voidy if u can, resize the mummy hale he is bigger then everything in thirdperson and in firstperson view he is atleast 1.5x bigger
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 14, 2014, 10:00:04 am
so doom guy can collect ammo please nerf
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 14, 2014, 12:24:48 pm
so dark varder lighting strike is very op it one shots everything
Title: Re: Boss Rotation
Post by: Lunacy on February 20, 2014, 12:04:24 pm
Bosses appear to be taking small ammounts of falling damage when they fall even when they're at full health now.
Also Abe the Mudokin has double jumps, being a scout and all.
Title: Re: Boss Rotation
Post by: VoiDeD on February 20, 2014, 06:41:29 pm
Bosses appear to be taking small ammounts of falling damage when they fall even when they're at full health now.

That's required for mantread stomping to actually work.
Title: Re: Boss Rotation
Post by: Lunacy on February 22, 2014, 12:25:52 pm
Evil Pumpkin's summons don't die when the boss dies so they can hide and drag out the round.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 22, 2014, 01:01:01 pm
He also has melee damage restitance
Title: Re: Boss Rotation
Post by: Lunacy on February 24, 2014, 04:46:53 pm
Can we extend the cap time on Trainsawlasers its WAY too short.
Title: Re: Boss Rotation
Post by: Cube on February 25, 2014, 08:30:37 pm
Can we extend the cap time on Trainsawlasers its WAY too short.

The only fun thing about the map. Stop ruining my life mom
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 25, 2014, 08:45:25 pm
Can we extend the cap time on Trainsawlasers its WAY too short.
what are u the fun police
Title: Re: Boss Rotation
Post by: Lunacy on February 27, 2014, 05:54:50 pm
Is it possible to give WallE some more knockback resistance, he gets tossed around like crazy from shit like SMG and Pistols.
Pretty much, if pistol could fire infinitely, then Walle, while taking all hits, would not be able to move faster than the knockback he takes from a single pistol.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 27, 2014, 06:10:02 pm
Is it possible to give WallE some more knockback resistance, he gets tossed around like crazy from shit like SMG and Pistols.
if u jump its ur promblem walle is good but u just suck as him

            ∧__∧
             ( ͡° ͜ʖ ͡°)
            ⊂  つ
             (つ ノ
              (ノ
     \      ☆
             |     ☆
          (⌒ ⌒ヽ   /
    \  (´⌒  ⌒  ⌒ヾ   /
      (’⌒ ; ⌒   ::⌒  )
     (´     )     ::: ) /
  ☆─ (´⌒;:    ::⌒`) :;  )
     (⌒::   ::     ::⌒ )
    / (    ゝ  ヾ 丶  ソ ─
Title: Re: Boss Rotation
Post by: LEON35 on February 27, 2014, 06:54:03 pm
Is it possible to give WallE some more knockback resistance, he gets tossed around like crazy from shit like SMG and Pistols.
I get tossed around lik shit
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 01, 2014, 01:08:35 am
https://forums.alliedmods.net/showthread.php?t=235700 oh god
Title: Re: Boss Rotation
Post by: Lunacy on March 01, 2014, 08:55:31 am
[url]https://forums.alliedmods.net/showthread.php?t=235700[/url] ([url]https://forums.alliedmods.net/showthread.php?t=235700[/url]) oh god

http://youtu.be/8cY67PQFOVE (http://youtu.be/8cY67PQFOVE)

du it and tweak it so it's perfect for everyone!
Title: Re: Boss Rotation
Post by: LEON35 on March 01, 2014, 10:41:33 am
[url]http://youtu.be/8cY67PQFOVE[/url] ([url]http://youtu.be/8cY67PQFOVE[/url])

du it and tweak it so it's perfect for everyone!


pls add
Title: Re: Boss Rotation
Post by: Lunacy on March 02, 2014, 07:52:16 pm
Can we extend the cap time on Trainsawlasers its WAY too short.
nosrsly
capping is all anyone does on this map
its just there to troll
cuz it caps in like 5 seconds
no one even has time to type "don't cap" before it caps
Title: Re: Boss Rotation
Post by: PHANTOM1 on March 03, 2014, 10:30:58 pm
[url]http://youtu.be/8cY67PQFOVE[/url] ([url]http://youtu.be/8cY67PQFOVE[/url])

du it and tweak it so it's perfect for everyone!


it's...beautiful..
Title: Re: Boss Rotation
Post by: Punishment_Fatal on March 03, 2014, 10:35:27 pm
[url]http://youtu.be/8cY67PQFOVE[/url] ([url]http://youtu.be/8cY67PQFOVE[/url])

du it and tweak it so it's perfect for everyone!

Stats: Gabe Newell's

On rage: No knockback, ubered for a limited time, and gains a temporary speedboost.
Title: Re: Boss Rotation
Post by: Lunacy on March 12, 2014, 05:31:35 pm
Is Darth Vader's lightning supposed to 1hitkill? just wipes out like 5 people garenteed.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 15, 2014, 11:08:28 am
can meet the pyro have on both of his weapons can not pick up ammo when active and not just on the phlog
Title: Re: Boss Rotation
Post by: VoiDeD on March 17, 2014, 09:40:32 pm
Changes:

For the complete list of which bosses are in which set, check the OP of this thread (http://forums.saxtonhell.com/index.php?topic=608.0).
Title: Re: Boss Rotation
Post by: Lunacy on March 18, 2014, 07:29:11 pm
The Rock appears to have no rage or crouch/M2 ability.
Not sure if that's intended but he seems to take regular knockback and can't reach anybody higher than what a heavy can reach.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 20, 2014, 08:43:50 pm
Buff/nerf hales: rock has no jump or rage and crits on hit
heisenberg collects ammo
baseball vince has less hp then every other hale and life lose is 20 seconds long
baseball vince gets sandman old soda popper
Title: Re: Boss Rotation
Post by: Lunacy on March 22, 2014, 06:33:18 pm
since The Rock's main ability is to never receive pushback force from anything
its gonna need a lot more than 100% (cuz mantreads are 75% and you see how effective that is)
its essentially only half
maybe we can test at maybe 1000% cuz this boss is just a pushover right now, literally
Title: Re: Boss Rotation
Post by: VoiDeD on March 22, 2014, 06:41:43 pm
I'm curious what to do about the lack of a jump/teleport for The Rock as well. Should we just add a brave jump? Or go with something a little more interesting like either an on-rage teleport or normal teleport or something.

I understand the original creator decided it didn't need an ability like a jump, but that just doesn't make much sense in a game where vertical mobility is key.
Title: Re: Boss Rotation
Post by: Lunacy on March 22, 2014, 07:14:23 pm
The only problems would be classes that can get to high up places.
I mean you could probably try to add a super jump but put a really high cooldown on it like 10 or 15 seconds instead of 3-5.
He still needs more pushback force resist though, 100% reduce isn't enough if is designed without a rage (cuz its only 1/2 supposedly) and thats basically the only strength for the boss.  The whole idea is you shouldn't be able to stop the rock, but he's quite stoppable as of right now.

He's new so we can experiment.

I think right now, on a full server.  The Rock just gets bounced around so much, and since he has no rage or teleport, no one needs to be afraid to get close because they have knockback and escape potential, and the boss just gets overwhelmed, especially from perched snipers and anything on a ledge too large to jump onto.
(Wouldn't mind adding the winger's bonus jump height if he doesn't get super jump, that would be funny.)
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 23, 2014, 03:39:09 pm
thinking bout it now can we put back ammo collection on doom guy he seems underpower due to not getting weapons that much
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 25, 2014, 06:05:34 pm
buff/nerfs: buff ash and the rocket both need stun on rage
rocket's rocket should not remove demoman shield on hit
slimer doesnt need a shotgun on rage he can do with rage stun adn entacted bullshit
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on March 28, 2014, 03:28:21 pm
To lazy to edit. Can we make cave do the thing in vsh when he hits a Demo but instead put it on merasumes when he rages cause that is bull shit that his rage removes shield and do 15 afterburn
Title: Re: Boss Rotation
Post by: VoiDeD on April 04, 2014, 02:34:18 pm
Changes:

To lazy to edit. Can we make cave do the thing in vsh when he hits a Demo but instead put it on merasumes when he rages cause that is bull shit that his rage removes shield and do 15 afterburn

The shield being broken is actually what prevents you from dying. Otherwise you'll take the 20 damage and then the afterburn ticks.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on April 06, 2014, 10:15:45 pm
forgot to note this for a while but the hysetia medic has a rage pop up image that should come up for when he rags but it nevr shows, but the file is in download matreials models players and medic named lol
Title: Re: Boss Rotation
Post by: VoiDeD on July 17, 2014, 09:52:37 pm
Changes:


The new list of boss sets is available on the first post of this thread.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 17, 2014, 10:29:12 pm
No shrek I'm sad
Title: Re: Boss Rotation
Post by: PHANTOM1 on July 28, 2014, 01:13:52 am

  • F2P Soldier & Demoman Duo


I assuming the F2P duo is basically the See Duo reskinned.
Title: Re: Boss Rotation
Post by: Marryth on July 28, 2014, 01:15:54 am
F2P Duo is actually different in comparison to Seeman and Seeldier.

Instead of summon and explosion, they have lives, get uber upon loss of life, and guns upon rage if I remember correctly.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 28, 2014, 09:47:30 am
And die if goomba going to next life like panis
Title: Re: Boss Rotation
Post by: Marryth on July 28, 2014, 10:54:22 am
Yea, and dead by goomba going into next life.  So if he's low, goomba, fgts
Title: Re: Boss Rotation
Post by: Sakuya on August 03, 2014, 03:46:50 pm
Can we get this http://www.youtube.com/watch?v=fLswa5g08Y0 (http://www.youtube.com/watch?v=fLswa5g08Y0) as Dic soupcan theme? Or is it too annoying?
Title: Re: Boss Rotation
Post by: Punishment_Fatal on August 03, 2014, 03:59:20 pm
Can we get this [url]http://www.youtube.com/watch?v=fLswa5g08Y0[/url] ([url]http://www.youtube.com/watch?v=fLswa5g08Y0[/url]) as Dic soupcan theme? Or is it too annoying?

I know for a fact that he already plays this with his rage, so I don't think it's the best idea to overlap the two.
Title: Re: Boss Rotation
Post by: Sakuya on August 03, 2014, 10:40:02 pm
I know that, but its kinda boring that it only plays when he rages
Title: Re: Boss Rotation
Post by: Lunacy on September 01, 2014, 11:59:52 pm
Manny still has 800% on his revolver.
Title: Re: Boss Rotation
Post by: Sakuya on September 11, 2014, 09:12:33 pm
Is there a way to fix or remove skeleton king?
http://www.mediafire.com/download/x1i8c8pd2vujcdl/glitch.dem (http://www.mediafire.com/download/x1i8c8pd2vujcdl/glitch.dem)
Its so glitchy. I've seen him getting stuck in cayro pyramid when the round starts too
Title: Re: Boss Rotation
Post by: VoiDeD on September 18, 2014, 07:16:53 pm
Changes:

For the complete list of which bosses are in which set, check the OP of this thread (http://forums.saxtonhell.com/index.php?topic=608.0).
Title: Re: Boss Rotation
Post by: Sakuya on September 18, 2014, 07:46:37 pm
confirmed, Voidy likes hatsuno miko and naruto, also he is a weeb
Title: Re: Boss Rotation
Post by: PHANTOM1 on September 20, 2014, 03:21:57 am
  • Femsniper (Set 2)
Wow somebody actually made a Femsniper Hale.
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on September 21, 2014, 01:51:46 am
Remember when you're the Blitzkrieg, use your weighdown (crouch + look down) to reset your gravity as when you rage, your gravity is lowered to be able to float around the map to deliver a massive rocket barrage to your enemies! Additionally, you can use your teleport skills to escape an ambush.

Hopefully by the time i release BETA 2 of him, he will have more features and abilities, including the ability to "level up" to give players a little more challenge.

If you want to tweak his weapon configurations to adjust his difficulty level, see this post (https://forums.alliedmods.net/showpost.php?p=2201864&postcount=10)

I appreciate you guys for testing my boss and adding my other bosses too!
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on September 24, 2014, 06:05:57 pm
I updated Blitzkrieg to 1.62 which adds a timer for his gravity (and death effect weapons)

Also, amount of ammo can be set for the rage (minimum 180) and death effect (minimum 360) weapons.

Rockets will deal more damage to buildings as again, this boss is designed without player/sentry stuns in mind.

http://shadow93.info/tf2/TF2%20Bosses/Blitzkrieg/Blitzkrieg_danmakumedic.7z (http://shadow93.info/tf2/TF2%20Bosses/Blitzkrieg/Blitzkrieg_danmakumedic.7z)

See main post for changes:
https://forums.alliedmods.net/showpost.php?p=2199212&postcount=1 (https://forums.alliedmods.net/showpost.php?p=2199212&postcount=1)

As always, i will need feedback as i am making adjustments for the Rocket Hell concept.
Title: Re: Boss Rotation
Post by: Cube on September 25, 2014, 08:07:28 pm
♢Femscout is a bit over powered (a lot of people have said.) It's movement speed needs a reduction is all
♢Pheonix Wright's rage should be changed back to what it was before. It's just a crash bandicoot clone with more dmg now
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on September 27, 2014, 07:20:27 pm
♢Femscout is a bit over powered (a lot of people have said.) It's movement speed needs a reduction is all

If you melee hit Femscout while she is holding the Baby Face's Blaster or the Pretty Boy's Pocket Pistol, you deal 200% additional damage to her than with a ranged weapon. Same reason why her health formula is much lower than Aya (450 vs 480).

Just reduce her speed from 800 to 400. I originally designed her as an anti-BFB scout boss hence her speed.
Title: Re: Boss Rotation
Post by: LEON35 on September 27, 2014, 07:31:43 pm
I updated Blitzkrieg to 1.62 which adds a timer for his gravity (and death effect weapons)

Also, amount of ammo can be set for the rage (minimum 180) and death effect (minimum 360) weapons.

Rockets will deal more damage to buildings as again, this boss is designed without player/sentry stuns in mind.

[url]http://shadow93.info/tf2/TF2%20Bosses/Blitzkrieg/Blitzkrieg_danmakumedic.7z[/url] ([url]http://shadow93.info/tf2/TF2%20Bosses/Blitzkrieg/Blitzkrieg_danmakumedic.7z[/url])

See main post for changes:
[url]https://forums.alliedmods.net/showpost.php?p=2199212&postcount=1[/url] ([url]https://forums.alliedmods.net/showpost.php?p=2199212&postcount=1[/url])

As always, i will need feedback as i am making adjustments for the Rocket Hell concept.
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on October 04, 2014, 12:17:34 pm
Updated to BETA 1.63 for Blitzkrieg. Merged abilities which is now 2 abilities instead of the former 4. You can get his update from my bosses thread or his main thread.

On second thought, anyone here good with rigging models? trying to find someone who is willing to rig a few models for the next few bosses i have planned.

It's funny how when they fight my human sentry buster boss, they seem to forget about his weakness. I'm sure most of you know his weakness by now  ;D
Title: Re: Boss Rotation
Post by: VoiDeD on October 04, 2014, 04:14:34 pm
Changes:
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on October 04, 2014, 09:25:06 pm
Why does fem scout get 32 ammo for scatter
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on October 05, 2014, 01:53:06 am
Why does fem scout get 32 ammo for scatter


When she rages, does she get a Baby Face's Blaster or a stock Scattergun? Will need to know in case there's some weapon restriction i don't know about (i know some servers ban the BFB).

When I tested her before releasing her update (and i just had a look at her a few mins ago to replicate this), she gets the Baby Face's Blaster with 6 bullets on-clip and 6 extra bullets for ammo:

(http://i.imgur.com/n85nXAQ.jpg)

Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on October 05, 2014, 10:09:31 pm
Oh look who came to obliterate everyone in FF2.

(http://i.imgur.com/hnZUEfL.jpg)

Yes him, Major Crits.

Feel Mann enough? Ya can't cry OP if that's the case (because the real deal in MVM is much more powerful than this).

His rocket launcher fires pure crockets (but the damage penalty is set to -97% for balance reasons). His rage is the hidden uber the bots use in MvM.

He has no melee, but his rocket launcher has infinite ammo. Also lacks super jump and cannot stun players/sentries.

His move speed is identical to his speed in MvM, so he is a slow-moving boss hence his HUGE HP formula.

He can be found in my bosses thread IF ya'll Mann enough for him!
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on October 06, 2014, 05:43:14 am
One thing about Sargent crits is pyros, cause they will just spam their airblast
Title: Re: Boss Rotation
Post by: hammer777 on October 07, 2014, 02:41:58 pm
yeah i was thnking the same thing. if you get a few pyros near a dispensor then they could just airblast him and the rockets back.
Title: Re: Boss Rotation
Post by: Lunacy on October 07, 2014, 06:34:06 pm
He's so big does he even fit through doorways?
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on October 07, 2014, 10:55:45 pm
His scaling is 1.9x the size of Soldier. Most maps that have open spawn locations he'll be fine, On some maps he'll need to crouch to fit through.

Gave Blutarch Mann an update for the single config, he gains a modified charge_salmon that summons dead players into BLU team for rage. Took away his player stun while at it.

EDIT: i released a junior version of Major Crits for use on any map
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on October 15, 2014, 10:27:12 pm
(http://i.imgur.com/fuZeivG.png)

Rest is self-explanatory.
Title: Re: Boss Rotation
Post by: Lunacy on October 15, 2014, 10:52:39 pm
([url]http://i.imgur.com/fuZeivG.png[/url])

Rest is self-explanatory.

So when he gets rage he gets uber and summons The Warrior
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on October 16, 2014, 09:07:48 am
So when he gets rage he gets uber and summons The Warrior

Oh no, he'll either get a weapon (rocket launcher, sniper rifle, SMG, pistol, grenade launcher), or a resistance shield (one of the 3 vaccinator resistances for bullet, blast & fire), or cloak.

Rage is randomized to make it less predictable (for example you would expect him to get an SMG but he gets a cloak as an example)
Is there even a model of The Warrior anyway for Source?

As usual, he can be found in my bosses thread (link is in my sig as always)
Title: Re: Boss Rotation
Post by: VoiDeD on October 16, 2014, 07:20:11 pm
Changes:

Unfortunately due to the fact that content downloading is currently broken (thanks Valve!), most of these new bosses will be invisible until Valve fixes it (probably in the next update).
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on October 20, 2014, 11:05:46 pm
Content downloading should be fine now after the October 20th patch now that Gaben got his cake back.
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on October 30, 2014, 01:10:56 pm
http://goldclaimers.site.nfoservers.com/RavensBro%20Bosses/RavensBro_2014_HalloweenBossPack.zip (http://goldclaimers.site.nfoservers.com/RavensBro%20Bosses/RavensBro_2014_HalloweenBossPack.zip)

Latest bosspack Ravensbro released has Shrek, Jack Skellington, a new Chucky, The Hulk and a new Grim Reaper.

EDIT: Someone on AM spoiled it :( Guess it's really ogre now  :-[
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on November 04, 2014, 06:48:13 am
Here is the list of broken hales:
Duo hales die if either partner dies
Demo samedi won't teleport on rage and his rage stun doesn't last the time it should last
Blitzkrieg has nothing but if any hale goes after blitzkrieg round , they get one of his rockets
Soldiers playing on blitzkrieg round get a messed up rocket
Title: Re: Boss Rotation
Post by: Punishment_Fatal on November 04, 2014, 09:12:01 am
Soldiers playing on blitzkrieg round get a messed up rocket
The rapid-fire Rocket Launcher that has less ammo? Yeah, that's normal. Every class gets some special item during his round (e.g. Medic gets a projectile shield (with no meter to indicate when it is ready)).
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on November 04, 2014, 10:56:36 am
The rapid-fire Rocket Launcher that has less ammo? Yeah, that's normal. Every class gets some special item during his round (e.g. Medic gets a projectile shield (with no meter to indicate when it is ready)).
ok then didnt know that, and outline with sniper rifles isnt working no more forgot to put that in
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on November 04, 2014, 10:07:24 pm
Blitzkrieg has nothing but if any hale goes after blitzkrieg round , they get one of his rockets

BETA 1.76 fixes this.
(the other boss updates aren't anything major for the time being, just wait till they hit v1.1).

You know i've noticed this bug with the duo/trio/swarm bosses. If one of them dies, everyone else in the multi-boss setup dies along with them. Had a round when i was Christian Brutal Sniper and the person who was Female Sniper as my companion suicided and that wasted my round as it killed the boss i was as well. Same bug sometimes causes to not kill any living clones that remain alive after the boss is defeated (eg Seeldier's clones).

Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on November 18, 2014, 03:05:18 pm
Whatever bosses i have listed as v1.1 is updated.

Also made a Female Heavy boss, melee combat is encouraged against her. shadow93_bosses subplugin updated to support FemHeavy's abilities and a few fixes here and there (get the _noengy one).

(on a side note, TFCond_RestrictToMelee doesn't seem to function anymore for some odd reason) (https://forums.alliedmods.net/showthread.php?t=251751)
Title: Re: Boss Rotation
Post by: VoiDeD on November 20, 2014, 11:19:40 pm
Changes:
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on November 21, 2014, 05:05:44 pm
(Thanks a lot for breaking this Koishi)

(http://cdn.meme.am/instances/52300034.jpg)
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on November 23, 2014, 07:18:11 am
Want to post this before this mobile WiFi bugs out, major crits Jr is weak as hell against engineers and their buildings. It took one whole clip of rockets to kill a mini sentry, thanks for seb for helping me test this out, major crits Jr doesn't crit on hit so that's broken. Cruts Jr should at least get a building damage bonus of 50% or 75% , I'm just saying cause he is well underpowered until he gets updated
Title: Re: Boss Rotation
Post by: ridiculed on November 23, 2014, 10:16:02 am
These are glitches/balancing problems I know of top of my head. I'm sorry for not posting things like the exact timing of rages and such since I don't have the info, but this is my opinion on some of the hales. If you agree on certain hales please so say so it can be changed.


MeeM Swarm
When one person on the hale team suicides then everyone dies and the round is over. There is someone who always does this.

Abstract Spy
Doesn't correctly deal 202 damage even though he swings at knife speed.

Ghost/Franky
I believe both these hales are the same, movement speed, attack speed, rage, bleed on hit, superjump cooldown. I don't know about hitbox.
The problem with these hales is that they're almost a direct upgrade of other hales. They get bat speed for their attacks which already deal 202 damage and on top of that they get bleed with it. Franky is basically Serious Sam but with bleed on hit and faster attack speed. The melee should deal like 150 with bleed or they should attack slower.

Heisenberg
see previous thread

Grim Reaper
Not really a problem, but he's literally just a mesh on a scout. Feels lazy.

Cave Johnson
Replace the pill models with lemons like on other servers. He should get reduced fire speed too, it's incredibly easy to win with him.
*EDIT* You can't see anything in first person because of the grenade launcher blocking your view completely.

Mad Hatter
Overpowered rage. Everyone gets giant for too long and he gets ubered.

Sandmen
Also not really a problem, but his hale music is annoying as shit. It's the same 7 second garble repeated over and over, I don't think anyone likes it.

Wall-E
Probably the weakest hale in game. His hitbox is literally a perfect cube. When you go heavy the damage spread doesn't even matter because every bullet hits, the hale can't even get close to a heavy because the knockback from none of the bullets missing. It takes a few seconds to get thousands of damage even far away as a heavy. He moves slow and swings at wrench speed and his rage is nothing special. Make his hitbox smaller or buff up his rage.

Femscout
On the flip side, the most powerful hale in the game. She gets as much ammo as she wants with the pistol and shotgun, her double jump goes just as high as a super and since she uses her regular jump there's a 0 cooldown. There is also more control over where you go since it's a double jump instead of a single jump. The biggest problem is how much damage the shotgun does. Even far away it takes a few bullets to kill most non overhealed classes. She has way too much stuff for a scout hitbox scout speed hale.


The Blitzkrieg
I don't know if this is a glitch, but the round after Blitz when you solider you get his rocket launcher. I don't mind it at all, was just wondering if this was intended.
*EDIT* on rage when he ubers he has a red rage. He should have a blue one.

Administrator
Should get half the cooldown time for the first summon. Takes too long.

Heavy Weapon Spy
It's really easy to tell if someone's disguised, they have the overheal shining around them. I don't think his rage stuns either. I don't ever see someone not upset being heavy weapons spy.

Freddy
Feels like his screen covering rage lasts much longer than other hales. I'll have to time it to make sure, but I think it's a bit too long.

Major Crits
See bobo's post above.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on November 23, 2014, 10:23:58 am
These are glitches/balancing problems I know of top of my head. I'm sorry for not posting things like the exact timing of rages and such since I don't have the info, but this is my opinion on some of the hales. If you agree on certain hales please so say so it can be changed.


MeeM Swarm
When one person on the hale team suicides then everyone dies and the round is over. There is someone who always does this.

Abstract Spy
Doesn't correctly deal 202 damage even though he swings at knife speed.

Ghost/Franky
I believe both these hales are the same, movement speed, attack speed, rage, bleed on hit, superjump cooldown. I don't know about hitbox.
The problem with these hales is that they're almost a direct upgrade of other hales. They get bat speed for their attacks which already deal 202 damage and on top of that they get bleed with it. Franky is basically Serious Sam but with bleed on hit and faster attack speed. The melee should deal like 150 with bleed or they should attack slower.

Heisenberg
see previous thread

Grim Reaper
Not really a problem, but he's literally just a mesh on a scout. Feels lazy.

Cave Johnson
Replace the pill models with lemons like on other servers. He should get reduced fire speed too, it's incredibly easy to win with him.

Mad Hatter
Overpowered rage. Everyone gets giant for too long and he gets ubered.

Sandmen
Also not really a problem, but his hale music is annoying as shit. It's the same 7 second garble repeated over and over, I don't think anyone likes it.

Wall-E
Probably the weakest hale in game. His hitbox is literally a perfect cube. When you go heavy the damage spread doesn't even matter because every bullet hits, the hale can't even get close to a heavy because the knockback from none of the bullets missing. It takes a few seconds to get thousands of damage even far away as a heavy. He moves slow and swings at wrench speed and his rage is nothing special. Make his hitbox smaller or buff up his rage.

Femscout
On the flip side, the most powerful hale in the game. She gets as much ammo as she wants with the pistol and shotgun, her double jump goes just as high as a super and since she uses her regular jump there's a 0 cooldown. There is also more control over where you go since it's a double jump instead of a single jump. The biggest problem is how much damage the shotgun does. Even far away it takes a few bullets to kill most non overhealed classes. She has way too much stuff for a scout hitbox scout speed hale.


The Blitzkrieg
I don't know if this is a glitch, but the round after Blitz when you solider you get his rocket launcher. I don't mind it at all, was just wondering if this was intended.

Administrator
Should get half the cooldown time for the first summon. Takes too long.

Heavy Weapon Spy
It's really easy to tell if someone's disguised, they have the overheal shining around them. I don't think his rage stuns either. I don't ever see someone not upset being heavy weapons spy.

Freddy
Feels like his screen covering rage lasts much longer than other hales. I'll have to time it to make sure, but I think it's a bit too long.

Major Crits
See bobo's post above.
ridi, duo hales got fixed with if one dies the rest dies
Title: Re: Boss Rotation
Post by: ridiculed on November 23, 2014, 10:25:57 am
ridi, duo hales got fixed with if one dies the rest dies

oh okay, good.
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on November 23, 2014, 11:13:49 am
The soldier weapon switch bug (after Blitzkrieg rounds) has since been fixed.

Blitzkrieg's RED uber is intentional, its not a bug.

(and Voidy promised me bread if i didn't break anything else, i have done nothing but teleport bread for 3 days and im out of bread to teleport. I wonder if teleporting stuff other than bread would break something.)
Title: Re: Boss Rotation
Post by: ridiculed on November 23, 2014, 01:48:34 pm
Quick glitch that should be fixed

When you're taunting when a drug hales like Weasel Cake rages, you keep the weird FOV after the rage ends. It only reverts when he rages again. I don't know if it's all drug hales.

*EDIT AFTER NEW UPDATE* Still occurs. Can confirm same with abstract spy's rage, so I'm going to assume all hales that share that rage have the glitch.
Title: Re: Boss Rotation
Post by: VoiDeD on November 23, 2014, 06:16:35 pm
Changes:

Ran out of time to get more fixes in for the moment. I'll get back to looking at the rest of the issues you guys reported when I get back from seeing Interstellar.
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on November 23, 2014, 07:30:58 pm
Changes:
  • Temporarily made Cave Johnson's grenade launcher invisible so that players can see in first person. Not sure why this is happening just yet.

Why not change his player class to Demoman, considering his player class on the VSH version is Demoman after all...

Code: [Select]
"name" "Cave Johnson"
"class" "4" // Demoman class for viewmodel reasons (gets rid of the infamous grenade launcher covering the whole screen issue)
"model" "models\freak_fortress_2\cavejohnson\cavejohnson.mdl"

Title: Re: Boss Rotation
Post by: Cube on November 23, 2014, 09:13:47 pm
Why do some bosses take a buttload of time to be able to super jump at the begging of the round? Their cooldown starts at like 60 seconds or so on a lot of hales.

----

Cooper -- Humour 75%.

TARS: 75%. Self destruct sequence in T minus 10 9 8...

Cooper: Let's make it 65℅.
Title: Re: Boss Rotation
Post by: ridiculed on November 23, 2014, 09:16:14 pm
Problem with the new hale Tank, when you rage apparently you get a weapon but it doesn't reload (According to Luve after testing 3 times) and all damage is multiplied by 30-40 times. 1 revolver shot did 1322 damage, etc. Basically, when you rage you're pretty much dead from a few bullets of anything.
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on November 23, 2014, 09:17:41 pm
Problem with the new hale Tank, when you rage apparently you get a weapon but it doesn't reload (According to Luve after testing 3 times) and all damage is multiplied by 30-40 times. 1 revolver shot did 1322 damage, etc. Basically, when you rage you're pretty much dead from a few bullets of anything.

Apparently, its supposed to be a slow loading rocket launcher that when fired kills everything in existence, or in other words, you're supposed to stop the tank from reaching full rage since the rocket, once launched kills everything in existence.

Quote
10:07 PM - Cpt.Haxray: tell them there will be a updated version tomorrow.
10:07 PM - Cpt.Haxray: i need to fix the damage.
10:08 PM - Cpt.Haxray: So yeah... i need to fix hi sdamage. xD
10:08 PM - Koishi: lol
10:08 PM - Cpt.Haxray: it was still at 60s
10:08 PM - Koishi: oh
10:08 PM - Cpt.Haxray: yeah...
10:09 PM - Cpt.Haxray: xD. oops.
Title: Re: Boss Rotation
Post by: Cube on November 23, 2014, 09:54:45 pm
Some hales, such as FemSpy, when you rage and get a pistol and switch back to melee, you will lose the pistol even if it had ammo in it. Other times, you dont lose the pistol. Seems completely random, but you shouldnt be able to lose your weapon.
Title: Re: Boss Rotation
Post by: Lunacy on November 24, 2014, 06:03:25 pm
Heavy Weapons Spy is fine because if you know how to use disguise kits correctly it gives you 100% knockback resistance so no one but pyro can stop you.
Also sentries are still easily fooled.

I do agree with any statements with Wall-E.  Even a solo scout's pistol is enough to knock him back further than he can run.
Best buff would be like 80% knockback resistance if you can't change his enormous hitbox. (Seeing as how Wheatley's hitbox is still tiny as fkuc)
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on November 25, 2014, 10:02:51 am
Heavy Weapons Spy is fine as-is IMO.

Anyways, do you guys really want to see a Blitzkrieg/Bloodrider duo?
Title: Re: Boss Rotation
Post by: Cube on November 25, 2014, 06:09:04 pm
The new Trio hale is actually a Duo.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on November 25, 2014, 06:13:59 pm
The new Trio hale is actually a Duo.
the tri breaks and it can spawn all 3,2, or 1 random one
Title: Re: Boss Rotation
Post by: VoiDeD on November 25, 2014, 06:57:44 pm
Changes:


This should fix the majority of the issues I know about, but there's a couple things still left on my todolist.
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on November 26, 2014, 10:09:21 am
Here's a sneak peek of some of the changes i'm trying to do for BETA 2.
http://www.youtube.com/watch?v=GubPoo4Nm6M# (http://www.youtube.com/watch?v=GubPoo4Nm6M#)

And yes Voidy, i'm still working on getting that rare killtimer event failing to trigger bug fixed for good
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on November 27, 2014, 01:05:14 pm
chucky is op as hell now, pop up last 5 secs, can double jump, and can one shot a full hp heavy
Title: Re: Boss Rotation
Post by: VoiDeD on November 27, 2014, 04:02:50 pm
Changes:

Title: Re: Boss Rotation
Post by: ridiculed on November 27, 2014, 09:38:53 pm
Wow, you fixed everything I listed.
Turned out Freddy's rage was the same time as others and I was imagining it too.  I also forgot HWS can avoid sentries so nevermind about him.


ty voidy

oh but the FOV problem when you're taunting during drug rage is still there.
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on November 27, 2014, 11:41:04 pm
If the Astroid Robot bosses's Short circuit still isn't doing much damage, i updated their configs that now gives them a Gunslinger as a backup weapon (their default is still the Short Circuit, but they can switch to the Gunslinger at any time)

(insert sigh of relief here)

EDIT: My web host is being stupid again, here's the changes:
EDIT 2: Web host back up again.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on November 28, 2014, 08:43:21 am
Duo hale bug is back, if one dies the rest dies
Title: Re: Boss Rotation
Post by: VoiDeD on November 28, 2014, 03:28:09 pm
Bah, I ended up deploying the wrong plugin last time I claimed I fixed it. Third time is the charm here, I hope.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on November 28, 2014, 03:29:09 pm
jack still does 356 damage
Title: Re: Boss Rotation
Post by: ridiculed on November 28, 2014, 06:00:21 pm
Cave Johnson can't pick up ammo anymore.
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on November 28, 2014, 06:04:01 pm
oh the added 200% damage bonus should only apply when his HP is below 50% lol (if it's too much, just lower that attribute's value lol). It's his "pissed off" state. When his HP is above 50%, it's damage is penalized by -60% lol.

In other news, looks like Cave Johnson's endless truckload supply of lemons is late for delivery (he runs out of ammo and unable to pick up ammo). I mean only thing you'd need to do is just add 112 ; 9 on his attributes list.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on November 28, 2014, 08:08:34 pm
oh the added 200% damage bonus should only apply when his HP is below 50% lol (if it's too much, just lower that attribute's value lol). It's his "pissed off" state. When his HP is above 50%, it's damage is penalized by -60% lol.

In other news, looks like Cave Johnson's endless truckload supply of lemons is late for delivery (he runs out of ammo and unable to pick up ammo). I mean only thing you'd need to do is just add 112 ; 9 on his attributes list.
jack the skeleton is the one I mean, also no hales can get ammo
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on November 29, 2014, 02:30:55 am
jack the skeleton is the one I mean, also no hales can get ammo

OH lol xD

The bosses that rely on ammo for their weapons can always use "112 ; 9" in their attributes, simple fix.
Title: Re: Boss Rotation
Post by: VoiDeD on November 29, 2014, 02:56:59 pm
Changes:
Title: Re: Boss Rotation
Post by: VoiDeD on November 30, 2014, 03:07:22 pm
Changes:
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on December 03, 2014, 06:30:46 pm
Doomguy,spyper hidden are  under powered without ammo pick up. Doomguy isn't op for anyone who says he is, he gets no rage
Title: Re: Boss Rotation
Post by: Lunacy on December 04, 2014, 01:29:46 pm
Doomguy isn't op for anyone who says he is, he gets no rage
Did they remove his uber that also prevents all forms of knockback?
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on December 04, 2014, 02:28:16 pm
Did they remove his uber that also prevents all forms of knockback?
no, all hales can't pick up ammo which doomguy needs due to power up respawning in different locations, also beseark mode takes all his guns away and give him knock back immunity and can 1 hit anything even with uber,bonk dead ringer,battalions and shield, just like ingame
Title: Re: Boss Rotation
Post by: ridiculed on December 07, 2014, 03:06:55 pm
Chica only does 60 melee damage.

Also, why is the hit detection on team kill so bad?
Title: Re: Boss Rotation
Post by: VoiDeD on December 07, 2014, 05:23:24 pm
Also, why is the hit detection on team kill so bad?

Teammates aren't lag compensated when you attack, so you have to lead your target.
Title: Re: Boss Rotation
Post by: Sakuya on December 13, 2014, 05:28:47 pm
The administrator can almost insta summon minions if they kill themselves at the beginning of the round. Is this mean to be that way or something broke it?
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on December 13, 2014, 06:28:18 pm
The administrator can almost insta summon minions if they kill themselves at the beginning of the round. Is this mean to be that way or something broke it?
meant to be cuz voidy fixed hales having to wait a long ass time to jump when a tele hale was before and just teleported before winning the round
Title: Re: Boss Rotation
Post by: VoiDeD on December 21, 2014, 06:44:23 pm
Changes:
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on December 21, 2014, 09:22:49 pm
Voidy wasn't there a bonnie hale, cause I thought I saw one added but isn't in any sets
Edit:nvm thought I saw one before
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on December 23, 2014, 02:18:32 am
That Jack is a Spy..no wait a Demoman...i meant Soldier...no, Sniper!!!!

(http://i.imgur.com/Kt3AahI.jpg)

(the things i do when i'm bored. I've put up a few bug fixes here and there lately.)
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on January 25, 2015, 09:12:13 am
Can we buff major crits Jr by using his old script, because he is just to underpowered now, same with warden he needs a massive HP buff, weigh down, and rage stun
Title: Re: Boss Rotation
Post by: hammer777 on January 25, 2015, 11:20:55 am
Maybe give major crits jr faster rocket speed. I think that would be far for him.
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on January 25, 2015, 08:27:12 pm
The original penalty was supposed to lower the crocket damage so that it does between 50-120 damage per hit, Dunno why it was only doing 25 damage (again on testing, i was getting around 50-75 damage):

Code: [Select]
// Major Crits Junior
// Use shadow93_abilities v1.10.3

"character"
{
"name" "Major Crits Jr" // Because giant version tended to get stuck on some maps
"class" "3" // Boss is a soldier
"model" "models\bots\soldier\bot_soldier.mdl" // Soldier bot model
"ragedist" "1024.0" // Why do i even have this line lol
"maxspeed" "240" // Soldier Speed
"health_formula" "((1000+n)*n)^1.04"
"ragedamage" "5000"
"sound_block_vo" "1"
"description_en" "Major Crits Jr:\n'Mann Up, LADIES! If you can't defeat me, you sure can't defeat my giant counterpart!'\nNo Super Jump! Use your grapple hook (or wait a few seconds to use your teleport)\nWeigh-down: in midair, look down and crouch.\nRage (Hidden Ubercharge): Call for Medic to activate.\nPress slot6 key (6 key) to switch to hook, press and hold primary fire (mouse 1) to deploy."
"weapon1" // Because scouts will be scouts, so let's try to catch up to them. Will only deal 3 damage per hit.
{
"name" "tf_weapon_grapplinghook"
"index" "1152"
"show" "1"
"attributes" "241 ; 3 ; 280 ; 26 ; 547 ; 0 ; 199 ; 0 ; 712 ; 1"
}
"weapon2" // Ka-pow!
{
"name" "tf_weapon_rocketlauncher"
"index" "18"
"show" "1"
"attributes" "1 ; 0.1 ; 4 ; 7.5 ; 6 ; 0.2 ; 15 ; 1 ; 97 ; 0.4 ; 104 ; 0.4 ; 112 ; 9 ; 252 ; 0.4 ; 257 ; 0.1 ; 411 ; 5 ; 413 ; 1"
// 1: -90% Damage Penalty (to counterbalance FF2's auto 200%/210% damage bonus, to reduce the crit damage output)
// 4: +750% Clip Size (for the full 30 rocket clip)
// 6:+80% Reload Speed
// 15: No random critical hits
// 97: +60% Faster Reload Time
// 104: -60% Projectile speed
// 112: 900% ammo regen (Max ammo is 20 anyway)
// 252: -60% reduction in push force taken from damage
// 257: Extra +90% vertical airblast resistance
// 411: 5 degree random projectile deviation
// 413: Hold fire to load clip
}
"ability1"
{
"name" "charge_weightdown"
"arg0" "3"
"plugin_name" "default_abilities"
}
"ability2"
{
"name" "charge_teleport"
"arg0" "1"
"arg1" "10.0"
"arg2" "60.0"
"arg3" "teleported_flash"
"plugin_name" "default_abilities"
}
"ability3"
{
"name" "rage_hidden_uber"
"arg1" "30.0" // Duration
"plugin_name" "shadow93_abilities"
}
"ability4" // Needed to force crits
{
"name" "critboost"
"plugin_name" "shadow93_abilities"
}
"ability5" // R.I.P W+M2 Pyros
{
"name" "save_me"
"plugin_name" "shadow93_abilities"
}
// models, sounds, whatever come later
"sound_begin"
{
"1" "vo/mvm/norm/taunts/soldier_mvm_taunts06.mp3"
"2" "vo/mvm/norm/taunts/soldier_mvm_taunts07.mp3"
"3" "vo/mvm/norm/taunts/soldier_mvm_taunts15.mp3"
"4" "vo/mvm/norm/taunts/soldier_mvm_taunts16.mp3"
}
"sound_win"
{
"1" "vo/mvm/norm/taunts/soldier_mvm_taunts10.mp3"
}
"sound_death"
{
"1" "mvm/giant_soldier/giant_soldier_explode.wav"
}
"sound_kill_engineer"
{
"1" "vo/mvm/norm/soldier_mvm_dominationengineer03.mp3"
"2" "vo/mvm/norm/soldier_mvm_dominationengineer04.mp3"
"3" "vo/mvm/norm/soldier_mvm_dominationengineer05.mp3"
"4" "vo/mvm/norm/soldier_mvm_dominationengineer06.mp3"
}
"sound_kill_heavy"
{
"1" "vo/mvm/norm/soldier_mvm_dominationheavy02.mp3"
"2" "vo/mvm/norm/soldier_mvm_dominationheavy05.mp3"
"3" "vo/mvm/norm/soldier_mvm_dominationheavy06.mp3"
"4" "vo/mvm/norm/soldier_mvm_dominationheavy07.mp3"
}
"sound_kill_pyro"
{
"1" "vo/mvm/norm/soldier_mvm_dominationpyro01.mp3"
"2" "vo/mvm/norm/soldier_mvm_dominationpyro02.mp3"
"3" "vo/mvm/norm/soldier_mvm_dominationpyro03.mp3"
"4" "vo/mvm/norm/soldier_mvm_dominationpyro04.mp3"
"5" "vo/mvm/norm/soldier_mvm_dominationpyro05.mp3"
"6" "vo/mvm/norm/soldier_mvm_dominationpyro07.mp3"
"7" "vo/mvm/norm/soldier_mvm_dominationpyro08.mp3"
"8" "vo/mvm/norm/soldier_mvm_dominationpyro09.mp3"
}
"sound_kill_scout"
{
"1" "vo/mvm/norm/soldier_mvm_dominationscout03.mp3"
"2" "vo/mvm/norm/soldier_mvm_dominationscout04.mp3"
"3" "vo/mvm/norm/soldier_mvm_dominationscout05.mp3"
"4" "vo/mvm/norm/soldier_mvm_dominationscout06.mp3"
"5" "vo/mvm/norm/soldier_mvm_dominationscout07.mp3"
"6" "vo/mvm/norm/soldier_mvm_dominationscout08.mp3"
"7" "vo/mvm/norm/soldier_mvm_dominationscout09.mp3"
"8" "vo/mvm/norm/soldier_mvm_dominationscout10.mp3"
"9" "vo/mvm/norm/soldier_mvm_dominationscout11.mp3"
}
"sound_kill_soldier"
{
"1" "vo/mvm/norm/soldier_mvm_dominationsoldier02.mp3"
"2" "vo/mvm/norm/soldier_mvm_dominationsoldier03.mp3"
"3" "vo/mvm/norm/soldier_mvm_dominationsoldier04.mp3"
"4" "vo/mvm/norm/soldier_mvm_dominationsoldier05.mp3"
"5" "vo/mvm/norm/soldier_mvm_dominationsoldier06.mp3"
}
"sound_kill_demo"
{
"1" "vo/mvm/norm/soldier_mvm_dominationdemoman04.mp3"
"2" "vo/mvm/norm/soldier_mvm_dominationdemoman05.mp3"
"3" "vo/mvm/norm/soldier_mvm_dominationdemoman06.mp3"
"4" "vo/mvm/norm/soldier_mvm_m_dominationdemonmanupdate01.mp3"
"5" "vo/mvm/norm/soldier_mvm_m_dominationdemonmanupdate02.mp3"
"6" "vo/mvm/norm/soldier_mvm_m_dominationdemonmanupdate03.mp3"
"7" "vo/mvm/norm/soldier_mvm_m_dominationdemonmanupdate04.mp3"
"8" "vo/mvm/norm/soldier_mvm_m_dominationdemonmanupdate05.mp3"
}
"sound_kill_medic"
{
"1" "vo/mvm/norm/soldier_mvm_dominationmedic03.mp3"
"2" "vo/mvm/norm/soldier_mvm_dominationmedic04.mp3"
"3" "vo/mvm/norm/soldier_mvm_dominationmedic06.mp3"
"4" "vo/mvm/norm/soldier_mvm_dominationmedic07.mp3"
}
"sound_kill_sniper"
{
"1" "vo/mvm/norm/soldier_mvm_dominationsniper01.mp3"
"2" "vo/mvm/norm/soldier_mvm_dominationsniper02.mp3"
"3" "vo/mvm/norm/soldier_mvm_dominationsniper03.mp3"
"4" "vo/mvm/norm/soldier_mvm_dominationsniper04.mp3"
"5" "vo/mvm/norm/soldier_mvm_dominationsniper05.mp3"
"6" "vo/mvm/norm/soldier_mvm_dominationsniper06.mp3"
"7" "vo/mvm/norm/soldier_mvm_dominationsniper12.mp3"
"8" "vo/mvm/norm/soldier_mvm_dominationsniper13.mp3"
}
"sound_kill_spy"
{
"1" "vo/mvm/norm/soldier_mvm_dominationspy01.mp3"
"2" "vo/mvm/norm/soldier_mvm_dominationspy05.mp3"
"3" "vo/mvm/norm/soldier_mvm_dominationspy06.mp3"
"4" "vo/mvm/norm/soldier_mvm_dominationspy07.mp3"
"5" "vo/mvm/norm/soldier_mvm_dominationspy08.mp3"
}
"sound_lastman"
{
"1" "vo/mvm/norm/soldier_mvm_jeers06.mp3"
"2" "vo/mvm/norm/taunts/soldier_mvm_taunts19.mp3"
"3" "vo/mvm/norm/taunts/soldier_mvm_taunts16.mp3"
"4" "vo/mvm/norm/taunts/soldier_mvm_taunts17.mp3"
"5" "vo/mvm/norm/taunts/soldier_mvm_taunts03.mp3"
}
"sound_ability"
{
"1" "vo/mvm/norm/taunts/soldier_mvm_taunts03.mp3"
"2" "vo/mvm/norm/taunts/soldier_mvm_taunts05.mp3"
"3" "vo/mvm/norm/taunts/soldier_mvm_taunts11.mp3"
"4" "vo/mvm/norm/taunts/soldier_mvm_taunts16.mp3"
"5" "vo/mvm/norm/taunts/soldier_mvm_taunts17.mp3"
}
"sound_kspree"
{
"1" "vo/mvm/norm/soldier_mvm_laughhappy03.mp3"
}
"sound_stabbed"
{
"1" "vo/mvm/norm/soldier_mvm_painsevere01.mp3"
"2" "vo/mvm/norm/soldier_mvm_painsevere03.mp3"
"3" "vo/mvm/norm/soldier_mvm_jeers07.mp3"
"4" "vo/mvm/norm/soldier_mvm_negativevocalization05.mp3"
}
"sound_precache"
{
"1" "freak_fortress_2\majorcrits\rocketjumpwaltz.mp3"
}
"sound_bgm"
{
"path1" "freak_fortress_2\majorcrits\rocketjumpwaltz.mp3"
"time1" "266"
}
"download"
{
"1" "sound\freak_fortress_2\majorcrits\rocketjumpwaltz.mp3"
}
}

thanks a lot Cube -.-

Oh also, might want to update Blitzkrieg to BETA 2.0 since several things have changed since that build, and the infamous bug that plagued BETA 1.76 is gone.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on January 25, 2015, 08:36:59 pm
voidy i notice on other servers that mantreads are fixed, will we ever see the mantreads be used again
also i also seen when goomba stomps are made some servers made it so its the mantread kill icon with the sound effect, i would love to see mantreads be useable again so i can show my my mantreads
Title: Re: Boss Rotation
Post by: VoiDeD on January 25, 2015, 11:31:23 pm
voidy i notice on other servers that mantreads are fixed, will we ever see the mantreads be used again

Not likely. Simply because the code that the fix relies on is shoddy and prone to break in TF2 updates.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on January 26, 2015, 07:53:11 am
Rip mantreads
Title: Re: Boss Rotation
Post by: ridiculed on January 27, 2015, 09:07:04 pm
Cave Johnson one hits most classes, he doesn't deal the VSH damage which is like 110 or something.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on January 27, 2015, 09:33:36 pm
Grenade Nerf made it so, it does 403 on hit
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 01, 2015, 07:45:07 pm
can we buff the trio hale because it does like 80 damage on hit with melee which seems really useless and takes forever to kill someone, also the minions for some reason have no weapons
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on February 02, 2015, 12:29:49 am
can we buff the trio hale because it does like 80 damage on hit with melee which seems really useless and takes forever to kill someone, also the minions for some reason have no weapons

The minions were meant to have no weapons, they're designed to be a distraction. Also explains why they have a lot of HP
(there is an update i released back on Christmas Eve 2014)

Originally i wanted the minions to have a chargin targe equipped (with a fast recharge rate and complete turn control) so that they can ram players around, but with special_noanims not supporting equipping wearables...oh well.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 04, 2015, 09:43:25 am
Can we do something about the new chucky, he is smaller then other hales and  have no super jump wait time
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on February 06, 2015, 12:33:35 pm
Can we do something about the new chucky, he is smaller then other hales and  have no super jump wait time

Increasing his cooldown time would do just fine.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 06, 2015, 02:15:47 pm
Increasing his cooldown time would do just fine.
how bout we reduce his speed though, he is really fucking fast, even though he runs at scout speed, he still seems fast
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on February 10, 2015, 05:10:43 pm
Can doomguy get a buff on his item spawn time, because when i play as him it takes like 1 min for his items to spawn maybe reduce it to 30 secs. Alsoabout herobrine summons, it takes 120 secs to actually spawn 2 people and should be reduce and spawn the same number as admin, 60 secs is fine and 4 people sounds about right so his summon doesnt actually be useless as cuddle heavy. Now cuddle heavy, needs some damn rage stun and a major ass buff to this hale it just sucks no matter how good you are, you would barely win as this hale.
https://forums.alliedmods.net/showthread.php?t=246980 (https://forums.alliedmods.net/showthread.php?t=246980) Koishi has updated hales and added new ones that i would like to see, mainly the new blitzkrieg if u know wat i mean koishi
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on February 11, 2015, 09:14:43 pm
Herobrine's original config called for 2 minions every 2 minutes.
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on February 26, 2015, 06:44:16 pm
There is a critical update to Blitzkrieg, BETA 2.2.
Only mentioning critical since ya'll still have the buggy BETA 1.76, and all of those bugs associated with BETA 1.76 has long been fixed ages ago.

Files (http://shadow93.info/tf2/TF2%20Bosses/Blitzkrieg/blitzkrieg_danmakumedic.7z) | FastDL Files (http://shadow93.info/tf2/TF2%20Bosses/Blitzkrieg/blitzkrieg_danmakumedic_bz2.7z)

On a somewhat unrelated note, can Doomguy get a buff? Like maybe increase his chances for a drop whenever he makes a kill at least?
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on May 08, 2015, 05:48:03 am
The only thing that still is a pain, not being able to use ammo packs on maps(even though u can pick up fallen weapons but still the weapon packs are somewhat better)
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on May 08, 2015, 05:51:19 am
Also forgot, major crits Jr got updated to do 100 damage and not just 25
Title: Re: Boss Rotation
Post by: Marryth on May 30, 2015, 11:05:03 pm
We should totally have WiiFit Trainer as a boss.  It would get us all fired up.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on May 31, 2015, 09:15:21 am
Rather see batman and a robin duo(spandex versions)
Title: Re: Boss Rotation
Post by: Marryth on May 31, 2015, 06:05:22 pm
We can have both Wii Fit Trainer (M) and Wii Fit Trainer (F) as a duo, in skin-tight boxers and training bra.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on May 31, 2015, 09:07:07 pm
Can we completely remove cuddle heavy or do something to buff him, he just sucks
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on June 04, 2015, 09:15:13 pm
This section is actually still alive? lol

Jokes aside, what would the WiiFit trainer's rage be? or other abilities?
Title: Re: Boss Rotation
Post by: Marryth on June 04, 2015, 11:10:26 pm
This section is actually still alive? lol

Jokes aside, what would the WiiFit trainer's rage be? or other abilities?


I'd probably look at the WiiFit trainers as fitness gods.

They can super jump.
They can spike with their feet like in Smash 4 (implying really good super gravity).
I would show them to be a bit more light, but quicker than most hales.

His/her rage could be a short stun radius with the ability to hurl one fireball of great magnitude (probably using Reload) at the opposing team.  Uncertain of whether it should be reflectable or not; in smash this would be her Sun Salutation B special.

You could probably rip some of their taunt lines from Smash 4, as well as other vocal pieces for an intro, outro, backstab, rage, etc.. and for music, you could either find wii fit music or use Nonon Jakuzure's theme from Kill la Kill. <3

Whether or not you take all of this into mind or not is solely up to you; it would be awesome to see the Wii Fit trainers x3
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on June 10, 2015, 10:48:18 pm
Any chance we can get a goomba stomp counter? Ya know, for those who like keeping track on how many goombas they done to the boss.
Title: Re: Boss Rotation
Post by: Marryth on June 13, 2015, 12:48:19 pm
Any chance we can get a goomba stomp counter? Ya know, for those who like keeping track on how many goombas they done to the boss.

That would be a nice stat to keep track of. xD  I'd expect people like Mel and Kuuko to have OVER 9000 goombas.
Title: Re: Boss Rotation
Post by: BoBoBo-Bo Bo-BoBoBo on July 13, 2015, 01:56:02 pm
With the new gunmettle buff to short circuits, now it does like 120-150 damage on hit, plus we got hales that have fire on hit with short circuits which add to the damn damage, most can just spam m1 nad kill everyone without even trying;list of hales that have this, wall-e, maxlius, robot engy, and i want to say the trio boss but they need it since it only does 98 damage
Title: Re: Boss Rotation
Post by: Lunacy on July 19, 2015, 01:11:00 am
Apparently the Naruto in a Goku Outfit boss doesn't have a rage, or at least doesn't have a working Rage.  It doesn't do anything.
Title: Re: Boss Rotation
Post by: SHADoW NiNE TR3S on July 19, 2015, 03:16:21 pm
Apparently the Naruto in a Goku Outfit boss doesn't have a rage, or at least doesn't have a working Rage.  It doesn't do anything.

It was supposed to give him a powerful cleaver, but i don't even know if the subplugin it depends on was updated here to support weapons like cleavers.

Though it wouldn't surprise me if FF2 here is going to continue deteriorating like it has been for a while.