Boss Rotation

  1. Re: Boss Rotation

    #7126
    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
  2. Re: Boss Rotation

    #7129
    Dr who needs a nerf got shot across the map with a body shot and it killed me
  3. Re: Boss Rotation

    #7130
    VoiDeD wrote View original post
    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.

  4. Re: Boss Rotation

    #7135
    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
  5. Re: Boss Rotation

    #7245
    BoBoBo-Bo Bo-BoBoBo wrote View original post
    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
  6. Re: Boss Rotation

    #7251
    ^This actually makes sense...
  7. Re: Boss Rotation

    #7295
    could we have watermelons?
  8. boss suggestions...

    #7422
    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!
  9. Re: Boss Rotation

    #7450
    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
  10. Re: Boss Rotation

    #7461
    Lunacy wrote View original post
    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
  11. Re: Boss Rotation

    #7477
    robot scout melee is not nerfed it still double jumps with starting bat
  12. Re: Boss Rotation

    #7492
    BoBoBo-Bo Bo-BoBoBo wrote View original post
    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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