Saxton Hell Forums

Server Discussion => Saxton Hell => Topic started by: HugPhoenix on April 27, 2013, 11:36:13 pm

Title: About Knockback...
Post by: HugPhoenix 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...
Title: About Knockback... VOTE NOW VOTE FAST
Post by: Miaumon on April 27, 2013, 11:51:44 pm
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.
Title: Re: About Knockback...
Post by: VoiDeD on April 28, 2013, 01:58:15 pm
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.
Title: Re: About Knockback...
Post by: Miaumon on April 28, 2013, 02:00:02 pm
ohnoooooooooooooooooooooo
Title: Re: About Knockback...
Post by: BLAKUboy on April 28, 2013, 03:16:13 pm
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.
Title: Re: About Knockback...
Post by: BoBoBo-Bo Bo-BoBoBo on April 28, 2013, 04:25:01 pm
yeah i would think this is good because have you ever been hale and been a sticky trap it sends you across the map
Title: Re: About Knockback...
Post by: crab on April 28, 2013, 04:45:02 pm
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
Title: Re: About Knockback...
Post by: Miaumon on April 28, 2013, 06:49:16 pm
i usually use the mouse and directional keys to avoid sticky traps
movement OP plz nerf
Title: Re: About Knockback...
Post by: shezeu on April 29, 2013, 09:53:40 am
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...
Title: Re: About Knockback...
Post by: Bubby on April 29, 2013, 05:22:19 pm
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?
Title: Re: About Knockback...
Post by: BLAKUboy on April 29, 2013, 05:23:34 pm
As for class limits, how about 5 soldiers and 5 pyros?
Yeah, I was definitely thinking in that area.
Title: Re: About Knockback...
Post by: VoiDeD on April 29, 2013, 05:24:13 pm
We have no plans to introduce more class limits.
Title: Re: About Knockback...
Post by: shezeu on April 29, 2013, 05:54:38 pm
We have no plans to introduce more class limits.

Oh my gah thank you <3 ;_;
Title: Re: About Knockback...
Post by: BoBoBo-Bo Bo-BoBoBo on April 29, 2013, 06:21:26 pm
i notice how some hales have a push force reduce but on the weapon they use does not state it
Title: Re: About Knockback...
Post by: Pan-Kaike on May 03, 2013, 10:31:59 am
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
Title: Re: About Knockback...
Post by: crab on May 03, 2013, 03:18:32 pm

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
Title: Re: About Knockback...
Post by: VoiDeD on May 06, 2013, 05:50:02 pm
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.
Title: Re: About Knockback...
Post by: BLAKUboy on May 06, 2013, 06:58:43 pm
Thank you based Voidy.
Title: Re: About Knockback...
Post by: Django Urikashima on May 16, 2013, 11:24:32 pm
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
Title: Re: About Knockback...
Post by: iR| Doctor Scootaloo on June 22, 2013, 11:07:17 pm
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.
Title: Re: About Knockback...
Post by: Lunacy on July 10, 2013, 11:12:28 pm
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)
Title: Re: About Knockback...
Post by: BoBoBo-Bo Bo-BoBoBo on July 11, 2013, 10:29:54 am
thats why imnloose cannon demoknight its fun n can save ur life