Boss Rotation

  1. Re: Boss Rotation

    #15076
    Changes:


    • Cabers will now do backstab-like damage on their initial explosion, similar to VSH.
    • Fixed Asteroid Robots sometimes not having all their companions.
    • Hopefully fixed some issues surrounding boss clone rages.
    • Fixed Cave Johnson nade launcher taking up the entire screen, and gave him lemons. Probably for lemonade.
    • Fixed issue where the previous boss's music would continue to play if they killed themselves early.
    • Reduced the volume of Robo Mario.
    • Dark Link's charge now uses mouse3 (middle mouse).
    • Nerfed Ghost's shotgun and melee weapons so they don't bleed and don't have crit bonuses.
    • Applied the same shotgun/melee nerf to Franky.
    • Fixed Abstract Spy not doing 202 damage per melee hit.
    • Reduced the length of Mad Hatter's scale rage to 7.5 seconds (down from 15), and reduced the scaling to 1.5 from 2.0.
    • Updated Sandmen's theme to be less awful.
    • Buffed Foxy's melee weapon slightly.
    • Increased Wall-E's movement speed and rage stun durations.
    • Reduced admin's summon cooldown to 60 seconds (from 90).
    • Heisenberg has been given 10 crossbow bolts (up from 5), and they now deal more damage.
    • Hopefully fixed issue where some bosses would have a large cooldown on their abilities if the previous round boss had a teleport ability.
    • Updated the following bosses to their latest versions:

      • Error
      • Tank
      • These updates should hopefully fix the issues surrounding rage instant death.



    This should fix the majority of the issues I know about, but there's a couple things still left on my todolist.
  2. Re: Boss Rotation

    #15082
    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
  3. Re: Boss Rotation

    #15100
    chucky is op as hell now, pop up last 5 secs, can double jump, and can one shot a full hp heavy
  4. Re: Boss Rotation

    #15103
    Changes:


    • Bosses can no longer taunt for crits.
    • Fixed some teleport abilities sometimes targeting spawned teammates/clones.
    • Multi-life bosses will now display a life counter on the HUD next to the healthbar.
    • Companion selection is now done randomly, rather than ordered by queue points.
    • Boss selection has been made more random.
    • Fixed some of Robot Soldier's sounds being broken.
    • Nerfed chucky's melee weapon to match other bosses, and reduced overlay time slightly.
    • Fixed Asteroid Robot bosses not being playable.
  5. Re: Boss Rotation

    #15108
    Wow, you fixed everything I listed.
    Turned out Freddy's rage was the same time as others and I was imagining it too.  I also forgot HWS can avoid sentries so nevermind about him.


    ty voidy

    oh but the FOV problem when you're taunting during drug rage is still there.
  6. Re: Boss Rotation

    #15109
    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.
  7. Re: Boss Rotation

    #15113
    Bah, I ended up deploying the wrong plugin last time I claimed I fixed it. Third time is the charm here, I hope.
  8. Re: Boss Rotation

    #15115
    Cave Johnson can't pick up ammo anymore.
  9. Re: Boss Rotation

    #15116
    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.
  10. Re: Boss Rotation

    #15117
    SHADoW NiNE TR3S wrote View original post
    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
  11. Re: Boss Rotation

    #15122
    BoBoBo-Bo Bo-BoBoBo wrote View original post
    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.
  12. Re: Boss Rotation

    #15129
    Changes:

    • Gave Cave Johnson and Monoculus ammo regen so they no longer need to pick up ammo.
    • Nerfed psychosis's drugs and scale rages.
    • Fixed Volibear's sounds not downloading.
    • Fixed Viewtiful Joe's music having a large chunk of silence.
    • Fixed Bill's music having a large chunk of silence.
    • Updated Asteroid Robots to their latest version.
    • Fixed multiple cases where boss teleport particles wouldn't appear.
    • Nerfed Jack Skellington's melee weapon to do 202 damage like other melee weapons.
    • Clone attack rages should be a little more random in which boss models the clones get.
    • Fixed FOV getting stuck at a large value when taunting during a drugs rage.

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