Saxton Hell Forums
Server Discussion => Saxton Hell => Topic started by: HugPhoenix on April 27, 2013, 11:36:13 pm
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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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oh look a poll
1) we do limit engies.
2) This is why we have rage, we don't care if you have "Pride" in not using it, that is your problem.
3) Hale OP, it's not supposed to be easy to win.
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Reducing knockback is actually an interesting idea that I've been considering tweaking in the past. Particularly because we've encouraged players to make use of knockback-heavy weapons like rocket launchers and whatnot indirectly through the airshot plugin.
I'll give this more thorough thought after the upcoming steampipe tf2 update on tuesday.
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ohnoooooooooooooooooooooo
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I do agree with the limit on Soldiers thing, and would also suggest a limit on Pyros. Kinda ridiculous when you have 8-10 of each running around.
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yeah i would think this is good because have you ever been hale and been a sticky trap it sends you across the map
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yeah i would think this is good because have you ever been hale and been a sticky trap it sends you across the map
i usually use the mouse and directional keys to avoid sticky traps
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i usually use the mouse and directional keys to avoid sticky traps
movement OP plz nerf
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i usually use the mouse and directional keys to avoid sticky traps
I've heard superjumping is a pretty good strategy too.
I do agree with the limit on Soldiers thing, and would also suggest a limit on Pyros
Please for the love of Hale no ; _; or at least not too small of a limit...
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Some people like to defeat Hale. What good is a weapon with no knockback when a large, hairy man in short shorts wants to kill you using his bare hands?
As for class limits, how about 5 soldiers and 5 pyros?
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As for class limits, how about 5 soldiers and 5 pyros?
Yeah, I was definitely thinking in that area.
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We have no plans to introduce more class limits.
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We have no plans to introduce more class limits.
Oh my gah thank you <3 ;_;
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i notice how some hales have a push force reduce but on the weapon they use does not state it
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I try to not rage personally, but it's actually not necessary if you air strafe. I honestly have more trouble with mobile soldiers than sentries on this map. (or if you target engies at the beginning before they get their stuff up)
The -only- knockback issue I have with is the spy's enforcer (I play spy quite a bit when not battle medic) and when one shot can stop full forward momentum like a sniper rifle, that's kind of bs. There are ways around that though, so no, I don't really think a nerf is necessary.
~Kai
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The -only- knockback issue I have with is the spy's enforcer (I play spy quite a bit when not battle medic) and when one shot can stop full forward momentum like a sniper rifle, that's kind of bs. There are ways around that though, so no, I don't really think a nerf is necessary.
that's how (mini)crits work. they get boosted knockback.
all revolvers get minicrits right
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I've given all the bosses 30% knockback force reduction. I think this is a good amount where it's not reducing knockback significantly, but still helps.
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Thank you based Voidy.
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I've given all the bosses 30% knockback force reduction. I think this is a good amount where it's not reducing knockback significantly, but still helps.
I feel like this is the reason why the Loose Cannon doesn't work as effectively as it used to. Before the reduction, it would push Hale in the air just a bit to actually let the player escape if they could keep landing clear shots. Now, hale barely flinches, which kinda makes the weapon use seem a bit redundant.
Guess it's back to using stickies. OTL
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It'd be better if the weapon got some extra knockback for the change. I didn't like the idea of Hale getting less knockback as it defeats the purpose of knocking Hale away to live.
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I mean sure it's not fun seeing the boss flying across the map purely on crit knockback but sometimes if you can't knock them back like that then they start to feel overpowered because you can't get away from them with the usual tactics with certain loadouts... (the only reason i always use Brass Beast on heavy)
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thats why imnloose cannon demoknight its fun n can save ur life