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Messages - HugPhoenix

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1
General Discussion / Where is everybody??
« on: July 14, 2015, 01:52:28 pm »
Seems everyone is on deathrun and machine hells, and nobody plays vsh or ff2 anymore. :(

2
Freak Fortress Hell / Re: Rabid heavy, and His engineer? (Duo boss)
« on: January 09, 2014, 11:05:06 am »
Yeah, i wasn't so sure myself about the duo. Just figured either 1 or both should be in FF lol.

3
General Discussion / Re: Username Change?
« on: January 09, 2014, 11:03:51 am »
Thanks, voidy  :)

4
Freak Fortress Hell / Rabid heavy, and His engineer? (Duo boss)
« on: January 08, 2014, 10:14:52 pm »

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General Discussion / Username Change?
« on: January 08, 2014, 10:12:47 pm »
I would like to change my username to "HugPhoenix" please.

6
Saxton Hell / Re: Hale Medic medigun suggestions
« on: May 21, 2013, 07:26:27 pm »
I wouldnt mind if just the ordinary medigun/kritzkrieg were replaced; id like to fight with the regular quick fix/vacc.

7
Saxton Hell / Hale Medic medigun suggestions
« on: May 21, 2013, 06:59:15 pm »
The medic is forced to use the custom kritzkrieg no matter what, I say we give the other mediguns a shot.

1. - Ordinary kritzkrieg -  while it would provide no extra protection, i say it should start at 40-60% ubercharge, and the boost upon charge activation removed or reduced.

2. - The quick fix - Grant the medic and his buddy a speedboost upon activation, except on the scout. ubercharge would grant even faster speed.

3. - The vaccinator - automatically resist the hale's true class, and grant 4 5-second ubercharges at 15-30% damage resistance.

8
Saxton Hell / Re: Darwins Danger Shield Buff?
« on: May 16, 2013, 07:49:04 pm »
KB was adressed, (my thread). Now, dead ringer i have an interesting idea.

remove damage reduction and have it act like regular watch.
Upon activation with full ammo: spawn a dummy CPU with your name. Either that or a stationary mirage dummy with your name upon looking at it.
Upon deactivation: deplete all cloak ammo, and do not allow regen or material pickup for 2 or 3 seconds.
As for the danger shield, i say do what youve been wanting to.

9
Saxton Hell / Re: Adressing Balance Issues in Hale
« on: May 16, 2013, 07:44:38 pm »
BEGGAR'S BAZOOKA:
It is an interesting spread weapon indeed; I think raising the rocket amount to 4 or 5 would be good.
Reloading it is the subjective part IMO; if he reloads too fast, its overpowered. Your suggestion about being able to escape with it like a rocket launcher is a good point. I think it should have the ammo expansion, and only the first rocket be INSTANT to load in, but only when rocket jumping somehow. Perhaps, while the soldier is ducking, jumping, and looking down towards his feet all simultaneously. I don't know if that's programmable, but I think it would make beggars balanced.

Another suggestion is reducing clip size, but make the rockets homing after .5 or .25 seconds of being launched. (delay for rocket jumping)

THE ESCAPE PLAN:
Escape plan is good, but not fast enough to escape, even with low HP. Equalizer is good with low HP, but the hale's range is so wide, you'll never get on him head-on. I suggest you combine the 2 weapons. if soldier would equip either the equalizer or escape plan, replace it with the fusion weapon. (Like the medic's custom kritzkrieg.)

10
PropHunt Hell / Re: Spycrab
« on: May 16, 2013, 07:24:31 pm »
The model could just be a simple spy doing the spycrab pose, or a modified model with some claws.
And what's wrong with just another prop for everyone? :P

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PropHunt Hell / Spycrab
« on: May 15, 2013, 10:17:55 pm »
A prop suggestion, for those who want to just fun with the propmenu!

13
Freak Fortress Hell / boss suggestions...
« 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!

14
Saxton Hell / About Knockback...
« on: April 27, 2013, 11:36:13 pm »
I have played several servers of VSH and I'm wondering why this one does NOT have resistance to knockback. It is so unfair to the player of Hale; in the map im playing on as i type this (Arena_desert_overrun) a sentry shoves the boss right off the edge with little to no chance of counterattack. The knockback also gives soldiers and pyros a boost. With these elements, it forces the boss to use their rage for such small obstacles.
Either this or limit the number of engineers/soldiers allowed.

every other map Ive played on has hale's fists reduce knockback by 40%... maybe testrun it at different resistances? I think something must be done, and many players would agree with me...

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