Boss Rotation

  1. Re: Boss Rotation

    #9131
    voidy keep that shit its funny it should do that to buildings instead
  2. Re: Boss Rotation

    #9133
    voidy can u fix bleed hales they do 12 bleed damage and its so stupid,also meem does 367 dmage
  3. Re: Boss Rotation

    #9135
    ridiculed wrote View original post
    While we have this going on, I want to suggest giving pyro flamethrower minicrits.

    You're at a high death risk if you try to burn a hale and in the end it does very little damage, even with crits. Every other class has a much higher DPS than a regular damage flamethrower. It seems the only people who pyro do it for goombas.


    All of my yes. His point is valid - The only successful Pyros I see are only the goomba stompers.
  4. Re: Boss Rotation

    #9136
    Meem is not nerfed yet and gun hales do the same damage as meem melee aka 358
  5. Re: Boss Rotation

    #9138
    BoBoBo-Bo Bo-BoBoBo wrote View original post
    Meem is not nerfed yet and gun hales do the same damage as meem melee aka 358


    The guns(revolvers) are about 55, x3.1 for hale mode damage which 170, and now instead of 800% bonus its 100%, so its about 340-360 up close. (down from 1500)
    ~22 x 3.1 = 68 x 2 = about 136 from max distance (down from 190)

    BoBoBo-Bo Bo-BoBoBo wrote View original post
    voidy can u fix bleed hales they do 12 bleed damage and its so stupid,also meem does 367 dmage

    Yea most dots other than cave johnson's afterburn seem to do the regular 3.1x more damage as well (4x3) most bosses might need -75% afterburn or bleed effect
  6. Re: Boss Rotation

    #9143
    Merasmus still 1 hits

    Also, apparently Bonk Boys super jump doesn't work?
  7. Re: Boss Rotation

    #9145
    i know hales who need to fix and im not reporting them since a people dont like me and b since it will fuck up another hale like bonk boy
  8. Re: Boss Rotation

    #9151
    Fixes:


    • Bonk Boy: Fixed issue where some abilities weren't working properly.
    • Cave: Actually fixed damage on nades. Math is hard.
    • Darth Vader: Fixed issue where some abilities weren't working properly.
    • The Fly: Reduced damage on revolver.
    • MeeM: Reduced damage on primary weapon to match other bosses.
    • Merasmus: Reduced damage on primary weapon.
    • Merasmus: Reduced initial damage on hellfire rage from 40 to 20.
    • Merasmus: Fixed issue with some abilities not working.
  9. Re: Boss Rotation

    #9162
    I was playing as Phoenix Wright yesterday, and I noticed he now does over 300 damage per hit (not backstabs). I one shotted heavies and overhealed soldiers. Don't think that was intended.
  10. Re: Boss Rotation

    #9181
    Gordon Freeman wrote View original post
    https://forums.alliedmods.net/showthread.php?t=198745
    an updated version for herobrine that can nerf the summon time for him.

    Yeshhhh Du it

    Also
    Gordon Freeman wrote View original post

    We already have a skelescout
    And the Trio would be interesting since we don't have any trios yet, but I fear chain rages might be an issue.  Looks like they also gain grenades, scattergun, and revolvers.  Hopefully they aren't too powerful of weapons for the bosses.
  11. Re: Boss Rotation

    #9258
    The Herobrine posted there is exactly the same one we're running.

    However I had a peek through the code that handles summoning and saw some awful looking bugs, so I've fixed them now and Herobrine should actually have his 120 second delay between summons.

    Side note: I die inside a little more every time I'm forced to touch the FF2 plugin code. It is the most awful code that someone had the misfortune of creating.
  12. Re: Boss Rotation

    #9259
    VoiDeD wrote View original post
    Side note: I die inside a little more every time I'm forced to touch the FF2 plugin code. It is the most awful code that someone had the misfortune of creating.
    so this is why vsh gets most of the plugins and stuff before ff2

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