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Topics - 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 / Rabid heavy, and His engineer? (Duo boss)
« on: January 08, 2014, 10:14:52 pm »

3
General Discussion / Username Change?
« on: January 08, 2014, 10:12:47 pm »
I would like to change my username to "HugPhoenix" please.

4
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.

5
PropHunt Hell / Spycrab
« on: May 15, 2013, 10:17:55 pm »
A prop suggestion, for those who want to just fun with the propmenu!

6
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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