Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - BoBoBo-Bo Bo-BoBoBo

Pages: 1 ... 7 8 [9] 10 11 ... 102
121
General Discussion / Re: Strange Farming Server?
« on: November 30, 2014, 09:38:11 pm »
Any chance we'll get one?

Don't suggest other servers, i don't trust you people. :-\
call it pubstomp hell server with only idle server in rotation

122
Freak Fortress Hell / Re: minons and their guns
« on: November 30, 2014, 02:29:44 pm »
minons that spawn in with guns like the admin summon, rather have them not get the massive damage bonus

123
Off Topic / Re: Let's play a game
« on: November 29, 2014, 10:45:12 pm »
1. Go to bakabt.me/random
2. Download and watch/read/listen/fap whatever you get

Post results though

i got this does it count

124
Freak Fortress Hell / Re: minons and their guns
« on: November 29, 2014, 08:04:55 pm »
This has been issue forever
Is there a way to make blue team no-crit while leaving crits unaffected on red? (like zombie)
                                              (no blue random or taunt crits)
how bout we make it so if you spawn on blue as a minon from a summon, you get no crits no matter what and remove the damage bonus added to guns like the crossbow, cause that is way to op as a minon if the medic knows how to aim

125
Freak Fortress Hell / minons and their guns
« on: November 29, 2014, 05:33:31 pm »
so i notice minons have all the same stats as red team when they are summoned by hales like admin and stuff, and i notice if two medics are summoned they can take down the whole team using crossbows

126
Freak Fortress Hell / Re: Boss Rotation
« on: November 28, 2014, 08:08:34 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.
jack the skeleton is the one I mean, also no hales can get ammo

127
Freak Fortress Hell / Re: Boss Rotation
« on: November 28, 2014, 03:29:09 pm »
jack still does 356 damage

128
Submit Ban / Useless/friendly kid
« on: November 28, 2014, 02:19:24 pm »
where: ff2 hell
who: "Tails, Chef Of The Aquaneers" STEAM_0:0:83055018
what happened: well after i came back from grabbing my food out of the microwave, i come back to see tails being friendly and accouning that he is friendly, the demos are short cause when i would record he would die or be attacked as hale. Four demos including in the file friendly will have the status in console so will tails_1 then i got sick of typing in status for the 2 other ones cause its in the same map, just rounds after each other

Proof: http://www12.zippyshare.com/v/83214702/file.html

129
Freak Fortress Hell / Re: Boss Rotation
« on: November 28, 2014, 08:43:21 am »
Duo hale bug is back, if one dies the rest dies

130
Freak Fortress Hell / Re: Boss Rotation
« on: November 27, 2014, 01:05:14 pm »
chucky is op as hell now, pop up last 5 secs, can double jump, and can one shot a full hp heavy

131
Freak Fortress Hell / Duo hales still broken
« on: November 26, 2014, 06:04:24 pm »
so voidy duo hales all die if one dies , pls fix

132
Freak Fortress Hell / Re: Boss Rotation
« on: November 25, 2014, 06:13:59 pm »
The new Trio hale is actually a Duo.
the tri breaks and it can spawn all 3,2, or 1 random one

133
Saxton Hell / Mantreads now
« on: November 25, 2014, 03:50:56 pm »
so i heard that they got fixed, so are we going to put that bonus back on or keep the jumper with the stats. I wanna really use my slavery launcher with my mantreads

134
(͡° ͜ʖ ͡°)

135
Freak Fortress Hell / Re: Boss Rotation
« on: November 23, 2014, 10:23:58 am »
These are glitches/balancing problems I know of top of my head. I'm sorry for not posting things like the exact timing of rages and such since I don't have the info, but this is my opinion on some of the hales. If you agree on certain hales please so say so it can be changed.


MeeM Swarm
When one person on the hale team suicides then everyone dies and the round is over. There is someone who always does this.

Abstract Spy
Doesn't correctly deal 202 damage even though he swings at knife speed.

Ghost/Franky
I believe both these hales are the same, movement speed, attack speed, rage, bleed on hit, superjump cooldown. I don't know about hitbox.
The problem with these hales is that they're almost a direct upgrade of other hales. They get bat speed for their attacks which already deal 202 damage and on top of that they get bleed with it. Franky is basically Serious Sam but with bleed on hit and faster attack speed. The melee should deal like 150 with bleed or they should attack slower.

Heisenberg
see previous thread

Grim Reaper
Not really a problem, but he's literally just a mesh on a scout. Feels lazy.

Cave Johnson
Replace the pill models with lemons like on other servers. He should get reduced fire speed too, it's incredibly easy to win with him.

Mad Hatter
Overpowered rage. Everyone gets giant for too long and he gets ubered.

Sandmen
Also not really a problem, but his hale music is annoying as shit. It's the same 7 second garble repeated over and over, I don't think anyone likes it.

Wall-E
Probably the weakest hale in game. His hitbox is literally a perfect cube. When you go heavy the damage spread doesn't even matter because every bullet hits, the hale can't even get close to a heavy because the knockback from none of the bullets missing. It takes a few seconds to get thousands of damage even far away as a heavy. He moves slow and swings at wrench speed and his rage is nothing special. Make his hitbox smaller or buff up his rage.

Femscout
On the flip side, the most powerful hale in the game. She gets as much ammo as she wants with the pistol and shotgun, her double jump goes just as high as a super and since she uses her regular jump there's a 0 cooldown. There is also more control over where you go since it's a double jump instead of a single jump. The biggest problem is how much damage the shotgun does. Even far away it takes a few bullets to kill most non overhealed classes. She has way too much stuff for a scout hitbox scout speed hale.


The Blitzkrieg
I don't know if this is a glitch, but the round after Blitz when you solider you get his rocket launcher. I don't mind it at all, was just wondering if this was intended.

Administrator
Should get half the cooldown time for the first summon. Takes too long.

Heavy Weapon Spy
It's really easy to tell if someone's disguised, they have the overheal shining around them. I don't think his rage stuns either. I don't ever see someone not upset being heavy weapons spy.

Freddy
Feels like his screen covering rage lasts much longer than other hales. I'll have to time it to make sure, but I think it's a bit too long.

Major Crits
See bobo's post above.
ridi, duo hales got fixed with if one dies the rest dies

Pages: 1 ... 7 8 [9] 10 11 ... 102