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Messages - SHADoW NiNE TR3S

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46
Freak Fortress Hell / Re: Nerf FemHeavy minigun.
« on: November 29, 2014, 03:00:50 pm »


Just reduce ammo to around 25 and she'll be fine lol.

47
Freak Fortress Hell / Re: Nerf FemHeavy minigun.
« on: November 29, 2014, 02:53:50 pm »
Did someone touch Sasha?  :P (it's supposed to roll less frequently than the shotgun or KGB rage due to the nature of its stats)

Thank god i made the ammo adjustable on the minigun rage lol. See how 50 rounds work out.

48
Freak Fortress Hell / Re: Boss Rotation
« 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.

49
Freak Fortress Hell / Re: Boss Rotation
« 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.

50
Freak Fortress Hell / Re: Boss Rotation
« 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.

51
Freak Fortress Hell / Re: Boss Rotation
« 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.


And yes Voidy, i'm still working on getting that rare killtimer event failing to trigger bug fixed for good

52
Freak Fortress Hell / Re: Boss Rotation
« 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?

53
Freak Fortress Hell / Re: Boss Rotation
« 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.

54
Freak Fortress Hell / Re: Boss Rotation
« 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"


55
Freak Fortress Hell / Re: FF2 admin
« on: November 23, 2014, 01:24:44 pm »
I'll have to agree with VoiDeD's previous post.

I can't adjust the configs for my bosses if there's no player reports regarding bugs or balance issues. If there isn't any feedback, i'm assuming the current version is fine as-is. I usually optimize mine so that they are not too easily defeated in FF2 servers that use STAMM (and the bloody annoying gameplay advantage perks), yet still defeatable in servers that don't use STAMM.

I didn't give femscout a charged superjump since i wanted her to take advantage of being able to double jump instead (hence her increased jump height). Although i have no idea why her pocket pistol still harms soldiers/takes out demoshields despite having a -100% damage vs players (138 ; 0) attribute set up (because its only supposed to take out buildings & stun airborne targets), but the scattergun ammo bug might have something to do with the ammo regen attribute (112 ; 9) on the pocket pistol, despite also having an attribute to only take effect while the pocket pistol is active (128 ; 1), and the scattergun's attribute set to prevent gaining additional ammo (37 ; 0).

She was originally designed to be an anti-Baby Face's Blaster scout boss, and to some degree, an anti-Engineer Nest boss (update v1.1 adjusts her rage weapon stats, while now being able to cycle between all scout Scatterguns).

I usually try to update my bosses as a bulk update (while introducing some enhancements), unless there's a critical issue, or something that needs to be reverted for specific bosses of mine.

The Freak Fortress 2 build i use to test my bosses has a larger character limit that was introduced starting with the October 15 build of Freak Fortress 2:
Code: [Select]
decl String:weapon[64], String:attributes[256];

Why Major Crits Jr's Crit-on-hit and a few other attributes not being set correctly:
Code: [Select]
decl String:weapon[64], String:attributes[64];

You'll see me hop in on the FF2 server from time to time as im usually hopping between 3 different FF2 server groups just to check if there's any bugs or ajustments needed for my bosses, but it would be better if i got player feedback to determine adjustments. Although i'll admit, it's fun playing with you guys, especially on the VS Saxton Hale server (especially because of Cave Johnson), and i've had a lot of good times on both the FF2 and the VSH server.

EDIT: For some odd reason TFCond_Kritzkrieged doesn't seem to work on your FF2 server...

56
Freak Fortress Hell / Re: Boss Rotation
« 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.)

57
Freak Fortress Hell / Re: Boss Rotation
« on: November 21, 2014, 05:05:44 pm »
(Thanks a lot for breaking this Koishi)


58
Freak Fortress Hell / Re: The rocket's rocket launcher
« on: November 19, 2014, 10:58:02 am »
so it removes shields on hit

Femscout probably taught him the ancient Japanese art of shield removal without needing to cause harm to the player. It's a Featureā„¢

She's yet to teach him the sacred art of airborne stunning.

59
Freak Fortress Hell / Re: Boss Rotation
« 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)

60
Freak Fortress Hell / Re: Boss Rotation
« 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).


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