Author Topic: Boss Rotation  (Read 160749 times)

Offline BoBoBo-Bo Bo-BoBoBo

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Re: Boss Rotation
« Reply #150 on: April 17, 2013, 07:06:44 pm »
is doctor who nerf because he needs a huge nerf also i think any hale that has shotgun since it can be sniped across the map
duke, serious sam, slimer,ghost final combat soldier is fine


Offline BoBoBo-Bo Bo-BoBoBo

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Re: Boss Rotation
« Reply #151 on: April 17, 2013, 07:24:40 pm »
Dr who needs a nerf got shot across the map with a body shot and it killed me


Offline Turkle

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Re: Boss Rotation
« Reply #152 on: April 17, 2013, 10:21:52 pm »
Please point out specific bosses that still have overpowered crap. Turtle and Mia are generally in charge of nerfing bosses, and it'll make their jobs easier if they knew exactly which ones needed nerfs.

This especially. Please tell us the boss and the specific perk that needs to be changed if you want something done quickly. If we're alerted of an issue we can change a boss within a few minutes.

Dr. Who should do less than 200 damage to players. His pistol is only really intended to blow up buildings and do a minimal amount of damage to players.

Also, with the bosses that have a pistol that does 800 damage per shot, the makers of the bosses intended for them to have 3 shots that are insta-kill. The knock-back that players experience as a boss is intended to make it balanced, but often times boss makers give the bosses too much ammo or break an attribute. Please tell us if a boss has more than 3 shots or is able to do something it shouldn't.

« Last Edit: April 17, 2013, 10:23:26 pm by Turkle »

Offline BoBoBo-Bo Bo-BoBoBo

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Re: Boss Rotation
« Reply #153 on: April 18, 2013, 02:32:20 pm »
spyper is the only hale with 5 shots since he needs the ammo to pick off people but doctor who had the bug with ammo pick up
also one thing how come in the saxtonhale servers the mantread stats on hale works fine but in freak fortress it does not


Offline VoiDeD

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Re: Boss Rotation
« Reply #154 on: April 18, 2013, 03:14:30 pm »
Added the following bosses:

Set 1: The Mummy
Set 2: Abe

Offline Lunacy

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Re: Boss Rotation
« Reply #155 on: April 23, 2013, 08:10:47 am »
also one thing how come in the saxtonhale servers the mantread stats on hale works fine but in freak fortress it does not
What I think it is because for some reason the FF2 script has bosses take 0 falling damage (in vsh a Hale can die from falling damage if he has low enough health)
0 x 3 = 0
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Offline Miaumon

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Re: Boss Rotation
« Reply #156 on: April 23, 2013, 04:49:01 pm »
^This actually makes sense...

Offline red_comet_tyson

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Re: Boss Rotation
« Reply #157 on: April 25, 2013, 10:22:29 pm »
could we have watermelons?

Offline BoBoBo-Bo Bo-BoBoBo

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Re: Boss Rotation
« Reply #158 on: April 29, 2013, 06:35:53 pm »
http://www.tfmaps.com/details.php?file=560
if only we could make this into a hale


Offline HugPhoenix

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boss suggestions...
« Reply #159 on: May 04, 2013, 11:09:46 am »
007 from Goldeneye-
Golden gun on rage, disables melee
Slapper for melee

Gordon freeman-
Armor on rage
crowbar melee

Half-life 1 endboss (jr?)-
tentacle(?) melee
extended melee range on rage
Instead of a super jump, you aim at 1 enemy and warp them to you.
Also to make up for no superjump, give extended view of enemies or x-ray detection of enemies.

Thanks for reading!
« Last Edit: May 04, 2013, 12:13:50 pm by rasengan0 »

Offline BoBoBo-Bo Bo-BoBoBo

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Re: Boss Rotation
« Reply #160 on: May 04, 2013, 04:37:43 pm »
you know that we can not add hales with out a link to download
« Last Edit: May 04, 2013, 04:41:25 pm by BoBoBo-Bo Bo-BoBoBo »


Offline Lunacy

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Re: Boss Rotation
« Reply #161 on: May 05, 2013, 11:41:22 am »
Skeleton has some kind of damage bonus that shouldn't be there. :/ (set 3) he 1hits everything that should take 2 hits, besides demos with shields
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Offline Miaumon

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Re: Boss Rotation
« Reply #162 on: May 05, 2013, 04:56:51 pm »
Skeleton has some kind of damage bonus that shouldn't be there. :/ (set 3) he 1hits everything that should take 2 hits, besides demos with shields

Fixed

Offline BoBoBo-Bo Bo-BoBoBo

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Re: Boss Rotation
« Reply #163 on: May 06, 2013, 02:41:44 pm »
robot scout melee is not nerfed it still double jumps with starting bat


Offline Lunacy

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Re: Boss Rotation
« Reply #164 on: May 07, 2013, 08:47:08 am »
robot scout melee is not nerfed it still double jumps with starting bat
What is it the 1 only scout boss that still has its double jump?  I think that would be fine, as long as he still does around 202 damage.
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