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Saxton Hale BETA

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

  1. Snelvuur

    Snelvuur King of Sand

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    So yes, on both servers we should be running the 1.39beta for the saxton hale. We are now a beta tester :)

    report any issues ofcourse, since i am at work i cant test till late tonight.

    Some things are changed/fixed, but i do know the Bushwacka can climb, only downfall is you wont get crits anymore with normal riflegun. So before you come screaming about something, do note its a beta and we should be thankfull that we can because we all do love the mod. Maybe even have a chance to report issues/update the upcoming version.

    On a side note, freak fortress is about to go public soon according to some tips. We will be making a server for that (nuke goldrush 24/7 for instance)
     
  2. Darkness899

    Darkness899 Registered

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    Do you have a complete list of all the changes?
     
  3. Snelvuur

    Snelvuur King of Sand

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    You can check that ingame, there is a command to see latest additions.

    1) !hale_resetqueuepoints
    -- From chat, asks for confirmation
    -- From console, no confirmation!
    2) Help panel stops repeatedly popping up
    3) Medic is credited 100% of damage done during uber
    4) Bushwacka changes:
    -- Hit a wall to climb it
    -- Slower fire rate
    -- Disables crits on rifles (not Huntsman)
    -- Effect does not occur during HHH round
    5) Late December increases chances of CBS appearing
    6) If map changes mid-round, queue points not lost
    7) Fixed HHH tele (again).
    8) HHH tele removes Sniper Rifle glow
    9) Mantread stomp deals 5x damage to Hale
    10) Rage stun range- Vagineer increased, CBS decreased
    11) Balanced CBS arrows
    12) Minicrits will not play loud sound to all players
    13) Dead Ringer will not be able to activate for 2s after backstab
    -- Other spy watches can
    14) Fixed crit issues
    15) Hale queue now accepts negative points
    16) For server owners:
    -- Translations updated
    -- Added hale_spec_force_boss cvar
    -- Now attempts to integrate tf2items config
    -- With SteamTools, changes game desc
    -- Plugin may warn if config is outdated
    -- Jump/tele charge defines at top of code
    17) For mapmakers:
    -- Indicate that your map has music:
    -- Add info_target with name 'hale_no_music'
    18) Third Degree hit adds uber to healers
    19) Knockback resistance on Hale/HHH

    Since you can see them ingame, i assume with the beta it aint a problem to show it here. This is still subject to any changes and might not be the final.
     
  4. Darkness899

    Darkness899 Registered

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    I forgot about that, thanks anyway!
     
  5. JUUD0LF

    JUUD0LF Registered

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    Bushwacka
    • Either I'm doing something wrong or the Bushwacka isn't working: when I tested it in Crevice, I couldn't climb up on anything: not back to either spawn, not up the trees or up on the rocks. Also I didn't notice and changes on any fire rates, not with Bushwacka, SMG or Sniper Rifle.

    CBS arrows
    • If they were supposed to be balanced somehow, it sure doesn't look like it, still getting one-hit-kills even if I just tap the M1 to fire an arrow.

    Everything else seems to be in order, or I just haven't noticed any other problems yet.
     
  6. Snelvuur

    Snelvuur King of Sand

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    Not with a strange buschwaka? (i can imagine it only does normal ones) these things are often forgotten by people.
     
  7. Darkness899

    Darkness899 Registered

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    It isn't working with a normal buschwaka, I can confirm.
     
  8. Snelvuur

    Snelvuur King of Sand

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    Ok, reported. Also check !helpnew or whatever the trigger is, and see if any messages get cut off.
     
  9. Darkness899

    Darkness899 Registered

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    If you mean !halenew, then yes:
    [​IMG]

    Also the flaregun jump height has been reduced, which is bad :cry:
     
  10. Echo

    Echo Registered

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    The third degree is overpowered now, it adds 1k charge per hit to the medic, I had 16k charge for a whole round.
     
  11. Darkness899

    Darkness899 Registered

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    So unlimited uber? :eek:

    Also I'd like to mention that the short circuit doesn't work with HHHJr (not sure if its a plug in or not), it didn't work with the previous version either.
     
  12. Shadow

    Shadow Registered

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    Medic + Pyro is too overpowered now..
    Medic gets 1k uber per pyro (thirddegree) hit, means time per round is endless...
    Also another thing is that people complain about this being a hacking issue.. most likely chasing people off the server aswell
    A bug in the whole thing is that when medic switches to any other weapon all his uber is lost and dropped to 100 if he had over 100, so he has to hold the med gun the entire time to be invincible.. time waste, in short.
    Wall climbing for sniper doesn't work, confirmed with strange.
    Pyro flare jump reduced, stupid in my opinion, was quite ok.

    Hale knockback is reduced, making all classes less effective, scout with fan is useless now, whole class has even less of a point to play now, and people are running to medic+pyro combination since I believe medics are not limited.

    Another issue with medics is that they don't care about any other person they just heal their pyro and that's it.

    Unconfirmed, looking for some input, but if knockback is indeed reduced, is demoknight's charge half useless now aswell?
    Someone please try.


    And to finish this wall a suggestion. Put the beta vsh on one server, while leaving the other one on normal version that works quite well. If that's possible that is (I believe it should be).
     
  13. Snelvuur

    Snelvuur King of Sand

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    let me check and see if i got the old version somewhere tonight, i actually just jumped the gun and did both to get most feedback.
     
  14. Repulsion Gel

    Repulsion Gel Registered

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    What does this mean?

    Does he get less arrows?

    I don't really agree this one, it makes the spy even weaker. It's not that easy to stab a good hale to get a big amount of dmg.

    Does this mean I can finnally go afk for 10 mins without becoming an afk hale?
     
  15. Darkness899

    Darkness899 Registered

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    Whenever hale (or CBS/vagi/HHHjr) is hit by a sniper rifle, he will get a green outline. When a sniper hits HHHjr with his rifle he will also get a green outline. But when the HHHjr teleports (with his ability) while this outline is active, it will dissapear, so the players won't know where HHHjr teleported to.

    I think the damage has been reduced (not sure on this one, but I don't see any other way to balance them)

    I agree

    Again not sure, but I think you won't become hale when spectator when this is set to 0.
     
  16. Repulsion Gel

    Repulsion Gel Registered

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    with me or with the change? :D
     
  17. Darkness899

    Darkness899 Registered

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    I agree with you, getting close to hale for a stab is always dangerous.

    :lol: - I want to make quote pyramids!
     
  18. Echo

    Echo Registered

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    The Third Degree on VSH in a nutshell.
    [youtube]http://www.youtube.com/watch?v=3RwqBNCFGUc[/youtube]
    I might add it actually adds about 500% charge per hit.

    Over my years of VSH every new weapon just made me more and more OP.
    -Jag: I built up my nest faster
    -Über charge gaining via srynges/arrows: Come for me and I'll build a charge faster
    -Short circuit: I didnt die so easily
    -Ammo gain from damage: Efficiently fast base construction
    -Eureka: I wont be caught so easily
    -Heavy healing shotgun: Dont run, it's just bullet based medicine
    -Third degree: I got a cult of medics healing me
     
  19. Darkness899

    Darkness899 Registered

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    Mice is my Team Fortress? :lol:

    Anyway, is this something called "Chase the hale until he runs out of health" (instead of you running out of über)?
    I don't mind the other changes, but this needs to get removed ASAP.
     
  20. Echo

    Echo Registered

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    I'm not really sure... I mean I was able to take out a cult of medics and pyros in the midst of a sentry nest on arena_well without problems. I wouldnt say it needs to be removed, maybe nerfed cause this in the hands of a skilled medic-pyro combo is a deadly weapon. I mean I was able to deal over 10 000 damage as pyro in that replay and the 3 medics werent really the skilled ones, so imagine if it actually had a well organized 4 medics with 4 pyros assault. Currently medic players heal me and only me most of the time and I got least 3 medics with me if not more... I just need to find Hale at round start, airblast him once and hit, then from there on medics hit the charge and the nightmare begins.

    My strategy to prevent these pyros and medics getting me was to rapidly eliminate as many medics as possible at start, most pyros will be waiting with the third degree out so they wont even airblast you to protect the team. This also made my job easy to take out the engineers before building a nest.

    My nerf suggestion: On hit adds 100% charge to medics healing.