Yeah okay, it's a nice feature so removing it would be a bit harsh. But I mean disabling it for now, because this is way to overpowered. I'm not sure about your suggestion to nerf it to 100% charge each hit. I would only grant them like 50% (or even less) UNLESS there comes a limit on how much übercharge can be stored. If there comes a limit, I can agree with 100% charge each hit.
I dont think 100% is too much, I mean I had an easy job avoiding pyros hitting me in the first place. It isnt hard to keep a distance from a pyro so long as you dont get airblasted into a corner and if he hits you like twice 350% Über will run out pretty fast.
I agree with Darkness. The 50% would be good, because even though it may not sound much, a good Pyro can land multiple hits on Hale if the Pyro knows what he/she is doing, thus giving Medic nice amount of über. Limiting the über would also be good, I would suggest limiting it to 500%, because if you ask me, even the 150% charge Medic has when he deploys the über lasts a nice amount of time.
50-75% would be my opinion, having it 100% would mean he would replenish fully(almost fully) in one hit, and with pyro's airblast it's not too hard to push hale out of his jumps and get a few hits on him.. That's just my opinion
There are still occaisons when it bugs and won't work. Agreed. Also reducing knockback was pointless. Demo can't properly run away. A good soldier can't protect his fellow teammates from the distance.
It needs to be a option to configure, instead of letting the author choose this for us. He says 3rth degree 10% uber is fine, since 30% a pyro can corner him and keep on hitting him. (they really have bad players there i presume) but i have to keep his work and effort also in consideration. He does support and fix bugs, so if we have to give up something i can live with it as long as the rest is fine. Knockback and vagineer rage are the 2 things making them not win. Vagineer + 3 pyro's? = dead? good pyro's that is. The only thing i really miss is the jump distance of the pyro.
Makes me wonder what if some of the top LZ players would invade their server... must be something similar to when I hopped over VSH2 the first time. I was almost always last man standing with tons of damage and winning or as Hale mowing down the team fast without rage. Though ever since the skill levels went up there so it seems me and some other good players were able to raise the standards.
Ah, and about the sourcebans thingy.. <a class="postlink" href="http://www.lethal-zone.eu:8080/browse/SG-48" onclick="window.open(this.href);return false;">http://www.lethal-zone.eu:8080/browse/SG-48</a>
Ow and do please give feedback on what is wrong what really makes freak fortress BAD. I can at least report that back. I already did some small updates..
I posted this in the server change topic but to be sure: Some bosses need a fix/nerf... Ninja spy: 3 times as much HP as other bosses but still rages and super jumps, it's like an OP Hale in the spy's body. Demopan: infinate charges, charge in midair, rage, superjump, spamming your window with trade requests. Seemen (demoman and soldier): insta kill on nearby enemies with rage and creating minions from the already killed players, superjump. CBS: OP arrow spam is back with 9001 arrows per rage This mod is completely out of balance and favors the bosses in all possible directions. The only good side of this is that the superjump doesnt give speed boost like on VSH.