1. The trade part of Lethal Zone has fully been taken over by FoG (Fortress of Gamers) and this site can no longer be used to make appeals. If you feel that your tag is unjust, please file an appeal over at https://f-o-g.eu.trade instead.

Glitch/Bug on vsh_turret_testing_b2 (Saxton Hale)

Discussion in 'Team Fortress 2' started by Anonymous, Apr 28, 2012.

  1. Anonymous

    Anonymous Guest

    Hello LZ today i found out to finally post this here, and maybe u can do something against it ; or not .
    Explaination: On vsh_turret_testing_b2
    , when ur HHH and fall down u can instand tele the first 3secs u spawn, and whenever u fall down again u can tele every 1k dmg so that pretty sucks, because the HHH just always fall down and teles and does not fight.
    Maybe u can do something against it..or maybe not but i though i post it here to see what u guys think/can do about it.

    If you have any questions about it feel free to ask here or add me and ask i will help.

    Greets,
    max/robinhood
     
  2. Echo

    Echo Registered

    Joined:
    Dec 12, 2011
    Messages:
    440
    Likes Received:
    0
    One possible solution to this would be increasing the pit damage so there would be a higher damage penalty for falling down to prevent the possible abuse. But the map is already too anti-boss so not sure if that would be a good idea. Some players have difficulty jumping out of the pit in the first place already.

    The other proper solution would be (being as this is a Portal themed map) would be teleporting the boss to random locations (like on oilrig) while receiving damage.
     
  3. Repulsion Gel

    Repulsion Gel Registered

    Joined:
    Sep 21, 2011
    Messages:
    796
    Likes Received:
    1
    this
     
  4. Anonymous

    Anonymous Guest

    This is a great idea, can support this hopefully something will be done against this glitch soon.

    Greets
     
  5. Repulsion Gel

    Repulsion Gel Registered

    Joined:
    Sep 21, 2011
    Messages:
    796
    Likes Received:
    1
    well, this is not actually a glitch. since hhhj can't super jump the modder gave him insta teleport whenever he falls into any pit
     
  6. Anonymous

    Anonymous Guest

    I understand that, but thats to overpowered(yeah many other things are overpowered too but this is REAL OP , because every1 just abuse that system...
     
  7. Echo

    Echo Registered

    Joined:
    Dec 12, 2011
    Messages:
    440
    Likes Received:
    0
    Yes, on some maps pits (and other damage sources) just do the required damage to initiate the insta tele and this practically saves time AND damage for the HHHJr to teleport. Basicly instead of struggling to reach a player and losing 2000HP in the process he just jumps into the pit and lose 500HP and teleport, if lucky into an engineer or other high priority classes or maybe even a mob and rage.

    I might need to add enviromental damages to the map bugs topic to increase it on some maps so there would be an actual penalty for "abusing" teleport.
     
  8. Anonymous

    Anonymous Guest

    Yeah echo,thanks for the fast responses.

    greets
     
  9. nemesis

    nemesis Registered

    Joined:
    Oct 21, 2011
    Messages:
    87
    Likes Received:
    0
    I was thinking about adding a second walkway, below the space there is between the main walkway and the walls.
    So then if he fall, hale will land on the second walkway. I can do it, I can also do something against that spawn, which is the only camp spot used...
     
  10. nemesis

    nemesis Registered

    Joined:
    Oct 21, 2011
    Messages:
    87
    Likes Received:
    0
    If I put a teleporter in the pit, he'll get the instant tele anyway.
    I can remove the pit damage (remeber map is anti hale) and make teleporter for anybody, RED team and BLU team
    What ya think?
     
  11. Echo

    Echo Registered

    Joined:
    Dec 12, 2011
    Messages:
    440
    Likes Received:
    0
    Well that would most likely cause abuse, scouts running and jumping into the pit to teleport AWAY from the boss. Unless the pit teleports to a single fixed location for both teams. I find the idea good but only if the teleport is not randomized, otherwise player jumps in the pit, Hale jumps after him, they teleport to opposite sides of the map and the chase starts again.
     
  12. Repulsion Gel

    Repulsion Gel Registered

    Joined:
    Sep 21, 2011
    Messages:
    796
    Likes Received:
    1
    make them lose 450 hp when telporting
     
  13. nemesis

    nemesis Registered

    Joined:
    Oct 21, 2011
    Messages:
    87
    Likes Received:
    0
    Made teleport to a single room, red will lose hp by falling from a high spot (fall damage)
    And removed pit damage.
    Is it good?
     
  14. Darkness899

    Darkness899 Registered

    Joined:
    Aug 5, 2011
    Messages:
    1,387
    Likes Received:
    17
    if that room has a single entrance, then I would say it's gonna be a campfest. I'd rather teleport to the cp.
     
  15. Echo

    Echo Registered

    Joined:
    Dec 12, 2011
    Messages:
    440
    Likes Received:
    0
    I dont think so... possibly spies (if the tele gives backstab opportunities like on oilrig) and demos with stickies... but that'll be their last action if Hale gets there.
     
  16. nemesis

    nemesis Registered

    Joined:
    Oct 21, 2011
    Messages:
    87
    Likes Received:
    0
    Indeed. We'll see after a test.
     
  17. Repulsion Gel

    Repulsion Gel Registered

    Joined:
    Sep 21, 2011
    Messages:
    796
    Likes Received:
    1
    talking about the sticky trap... aperture has the same problem
     
  18. Anonymous

    Anonymous Guest

    Yes the sticky is a real problem i don't like always get KO'D from 4 stickies when i have 16k HP left.
     
  19. nemesis

    nemesis Registered

    Joined:
    Oct 21, 2011
    Messages:
    87
    Likes Received:
    0
    Found a solution:

    -aperture:
    when hale fall in the pit, he'll get teleported at the 4 rooms around the main room (where glados is)

    -turret:
    I'll make the walls not solid for stickies in the pit teleport room, stickies (also rockets) will pass through
     
  20. Snobgoblin

    Snobgoblin Registered

    Joined:
    Dec 30, 2011
    Messages:
    495
    Likes Received:
    4
    Well the idea is good, but i think hale will just use this to escape while having low hp. I think a little dmg for hale would be good. But it´s just my personal opinion.