LZ wiki page: <a class="postlink" href="http://wiki.lethal-zone.eu/index.php/Guide_for_the_Versus_Saxton_Hale_Mod" onclick="window.open(this.href);return false;">http://wiki.lethal-zone.eu/index.php/Gu ... n_Hale_Mod</a> I decided I got some spare time and feel like writing a wall of text... so I shall write a guide for the Saxton Hale mod which you could pin on top and add the link in the auto message system on the server. Everything here only applies to VSH #1. I'll be using the TF2 wiki as assistance and add any missing or extra info features from extra mods from the server. Versus Saxton Hale is a mod for TF2 where the entire team fights against 1 man, Saxton Hale, or in some cases a special boss. Now I'll list the special abilities of the bosses/classes The Bosses All bosses have near scout speed (though they start off a bit slower and gain a slight speed boost after each kill) and do damage between 174-220. They also deal 3 times the fall damage upon landing on players, stomping them to death in most cases. They have 3 times capture speed on points. They gather rage from damage taken and pyro airblast, when the rage meter is full, they can release it using the taunt button (1900 damage fills up the rage meter, when there's 1 player left, the boss gets 1% rage per second). When the boss is in mid air or being sent flying by explosives/airblast/sentry fire, they can use an ability called Weigh Down (look down and crouch) which allows them to fall to the ground at high speed, freeing them from the constant push up force. Health of the boss depends on the player number on the opposing team: 1 player = 2046HP 10 players = 9871HP 20 players = 21761HP 23 players = 25447HP 30 players = 34232HP 31 players = 35507HP As off 2012.01.16. the boss is no longer able to goomba stomp the team, but the team is still able to goomba the boss. Credit goes to Swatty, who created the code for this. Saxton Hale -Superjump (crouch + look up then let go OR hold right mouse + look up then let go), lets you jump really high. -Stun Rage (taunt button), stuns all players within a certain range, ineffective against übered enemies and scouts under BONK effect. -Super Duper Jump is the same as super jump, but this is only useable when the boss falls into a deathtrap (pit/hole/high damage source). Horseless Headless Horsemann Jr. -Teleport (crouch + look up then let go OR hold right mouse + look up then let go), teleports into a player at random, has 30 second cool down. -Stun Rage (taunt button), stuns all players within a certain range, ineffective against übered enemies and scouts under BONK effect. -Instant Teleport is the same as Teleport, but only useable when the boss falls into a deathtrap (pit/hole) Vagineer -Superjump (crouch + look up then let go OR hold right mouse + look up then let go), let's you jump really high. -Invulnerability Rage (taunt button), releases a self übercharge making him invulnerable to all damage taken and immune to pushback (except the pyro airblast), stuns players in close range. -Super Duper Jump is the same as super jump, but this is only useable when the boss falls into a deathtrap (pit/hole/high damage source). Christian Brutal Sniper -Superjump (crouch + look up then let go OR hold right mouse + look up then let go), let's you jump really high. -Huntsman Rage (taunt button), equips the boss with the huntsman which fires over powered arrows, an uncharged shot is capable of killing the target instantly upon body shot in most cases, stuns players in close range. The number of arrows given depends on currently living players. -Super Duper Jump is the same as super jump, but this is only useable when the boss falls into a deathtrap (pit/hole/high damage source). ___________________________________________________________________________________________________________________ The Team Upon taunting, the player gains crits for a short amount of time. All melee weapons deal crits (except the spy knife) 2 last players alive gain minicrits, 1 last player alive gains crits. The team is also able to Goomba Stomp the boss, dealing an average of 500-700 damage, this damage bonus effects the engineer's metal gain while having his shotgun/widowmaker equipped, as well as the heavy's self heal when having shotgun/family business equipped and can overheal up to 450HP (430HP if wearing the Warrior's Spirit). Taunt kills wont kill the boss unless really low on health, they do a varying damage between 600-750. Scout -Crit-a-Cola: grants full Crits instead of Mini-Crits. -Fan O' War: removes 5% of the enemy character's rage per hit. -Candy Cane: causes a health pack to appear on hit. -Pistols: Mini-Crits. -Shortstop: reload penalty is removed. -Wrap Assassin: can be thrown twice before having to recharge. Soldier -All Soldier primary and secondary weapons (excluding the Dr. Grordbort's Victory Pack weapons) will perform Mini-Crits against an airborne boss (the weapons Mini-Crit airborne targets for up to 99999 seconds after weapon switch). -Direct Hit: performs Crits instead of Mini-Crits against an airborne boss. -Reserve Shooter: has a much faster weapon switch speed and a slight damage buff. -The Rocket Jumper is not allowed and is replaced with the default Rocket Launcher. -Battalion's Backup: gives a +10 max health boost and, when used, will block a massive amount of damage from Hale. -Mantreads and the Gunboats reduce fall damage by 90%. Mantreads increase rocket jump distance. -Half-Zatoichi: heals 35 health on hit and can overheal the player by up to 25 health. The weapon can be holstered after a hit. Pyro -Flare Gun and Detonator are replaced with a "Mega-Detonator", a customized Flare Gun that behaves like a Detonator, but allows for a very large Flare Jump at the expense of greater self-damage from explosions. The flare jump will propel the user a large distance regardless of whether it is detonated via alt-fire or via the flare exploding on contact with an object. -Axtinguisher and Postal Pummeler behave like the normal Fire Axe. -Powerjack gives the Pyro 25 health on hit and can overheal the player up to 50 health. -When a Compression Blast is used on any boss, that boss's rage meter will increase slightly (+4%). In addition, using the Compression Blast on the Vagineer while he is UberCharged will take extra ammo and will lengthen the time of the Vagineer's rage. -Shotgun and Reserve Shooter sets the boss on fire if the damage dealt is above 50(?). Demoman -Chargin' Targe and Splendid Screen block one hit from Saxton Hale, after which they are removed from the player for the duration of the round. Both weapons also grant the user Crits on all weapons. -Sticky Jumper is not allowed and is replaced with the default Stickybomb Launcher. -Half-Zatoichi heals 35 health on hit and can overheal the player by up to 25 health. The weapon can be holstered after a hit. -Eyelander, Horseless Headless Horsemann's Headtaker, and Nessie's Nine Iron gain heads on hit instead of on kill. -Sticky bombs detonate upon being hit/killed by the boss. Heavy -Natascha is not allowed and is replaced with the Minigun. -Fists of Steel are not allowed and are replaced with Fists. -Killing Gloves of Boxing and the Gloves of Running Urgently are modified to allow the Heavy to run at 50% greater speed, but deal 7 damage per second while active. -Holiday Punch removes the stun effect from a taunt if a punch is landed on Hale. -Shotgun and Family Business heals the heavy depending on damage dealt on the boss. Medics and dispensers will rapidly reduce the overheal down to 450HP (430HP with Warrior's spirit). Crit taunt is also disabled above 500HP. You can overheal yourself infinately provided you do more damage than the health you lose opposing the boss. -Upon being stunned by rage, the heavy is still able to crouch, jump and also use his melee weapon on the boss. Engineer -Metal is hard to find, as only small metal boxes are available. You may also get metal from your Dispenser. -Frontier Justice deals Crits as long as the Engineer's Sentry Gun is targeting Hale. -Pistols deal Crits. -Eureka Effect is disabled for now and replaced with the wrench. -Shotgun and Widowmaker while equipped gains you extra metal as long as you or your sentry deals damage to the boss. -Short circuit stuns the boss for 2 seconds. -Telefrag deals 9001 damage on the boss. -Your sentry rockets will target the boss on sight. -Your sentry gains minicrits if you're being healed by a medic and have either your wrench or pistol equipped. -Scouts cant use your teleporter, surprise! Medic -All Syringe Guns are replaced with a customized Syringe Gun that grants 5% Übercharge on hit. -Crusader's Crossbow always performs Critical hits, deals 150% extra damage, and gains 10% ÜberCharge on each successful hit. -All secondary weapons are replaced with a customized Kritzkrieg that has a 25% faster Übercharge rate. -ÜberCharge grants both invulnerability and critical hits to both the Medic and the patient, and lasts 50% longer than a normal Übercharge. -The Medic spawns with 40% ÜberCharge, and after each ÜberCharge, gains 30% Übercharge automatically. -When healing any target, if the target is currently Critboosted, will result in that target also dealing Mini-Crit damage for indirect forms of damage (such as Sentry Guns and Afterburn). -Healing Scouts allows the Medic to have the same movement speed as them. Sniper -All usable Sniper weapons perform Critical Hits. -Bazaar Bargain is not allowed and is replaced with the Sniper Rifle. -Sniper Rifle causes Hale to glow (so that other players can see him through walls) for several seconds. The time added to the glow timer scales based on the charge of the shot. -Huntsman deals 50% extra damage. -Razorback and Darwin's Danger Shield are replaced with the SMG. -Jarate removes 8% of the enemy character's rage, removes one arrow from the Christian Brutal Sniper if he has any, and reduces the duration of the Vagineer's über. -Sydney Sleeper only applies Jarate effect for half a second, this is an unintended bug, originally it shouldnt apply Jarate effect at all and wont remove rage. -Using the huntsman taunt, the sniper can trap the boss into a deadly trap, the huntsman's stun time is just enough to initiate another taunt, keeping the boss trapped till killed, or pushed away by another player who then will be blamed for ruining it for the rest of the round (most of these being scouts, for admin it's optional to slay them for not only being useless, but working against their own team and teaming with the boss). Spy -All primary weapons deal Mini-Crits. -A backstab from any melee weapon deals roughly 10% of the enemy character's max health in damage. -Upon a successful backstab, both the player and Hale are alerted to the backstab and a Razorback effect is applied to the Spy, meaning that he or she cannot stab for two seconds. -A successful backstab with Your Eternal Reward or Wanga Prick disguises the Spy as a random teammate (who isnt slower than the spy to prevent the spy from moving slowly). -A successful backstab with the Conniver's Kunai adds 100 health to the Spy, and overheals up to 270 health. -Cloak and Dagger is not allowed and is replaced with the Invisibility Watch or Enthusiast's Timepiece. Information source: <a class="postlink" href="http://wiki.teamfortress.com/wiki/VS_Saxton_Hale_Mode" onclick="window.open(this.href);return false;">http://wiki.teamfortress.com/wiki/VS_Saxton_Hale_Mode</a> Additionally I would recommend reading: <a class="postlink" href="http://wiki.teamfortress.com/wiki/Community_VS_Saxton_Hale_strategy" onclick="window.open(this.href);return false;">http://wiki.teamfortress.com/wiki/Commu ... e_strategy</a> If I am missing anything, please let me know and I'll update it. Please pin this topic and add the wiki link (<a class="postlink" href="http://wiki.lethal-zone.eu/index.php/Guide_for_the_Versus_Saxton_Hale_Mod" onclick="window.open(this.href);return false;">http://wiki.lethal-zone.eu/index.php/Gu ... n_Hale_Mod</a>) to the server's auto message system so all players would get a chance to view it.
Well yeah, I practically just copied out 90% of the info from the wiki and added the extra server features so this is technically LZ's own Hale Guide which might not entirely apply to other Hale servers due to the extra metal, SC stun, heavy shotty heal, homing sentry rockets and so on mods. As mentioned in the bottom of my post, the source is the Wiki so credit goes to whoever created that artickle.
also the weighdown thing, which I belive is used be crouching but i might be wrong xD And the wiki says something about a Equalizer effect, that hale gains speed with damage (not a noticeable effect though)
<a class="postlink" href="http://wiki.lethal-zone.eu/index.php/Guide_for_the_Versus_Saxton_Hale_Mod" onclick="window.open(this.href);return false;">http://wiki.lethal-zone.eu/index.php/Gu ... n_Hale_Mod</a> As you come up with information you can update the article yourself
That sure is a giant wall of text, nice guide though Maybe you can add that Weightdown can be used after 8 seconds.
Did a minor update. Today I messed around with the heavy's shotgun overheal and turns out that it can overheal infinately, the overheal is rapidly removed upon other heal sources such as medics and dispensers, so if your strategy is to annoy Hale with constant health restoring, be sure to abandon your medic. You also dont get crits upon taunt while your health is above 500, so if you want to maximize overhealing, be sure to taunt for crits when your health goes below 500 and then quickly rack up some damage. On a side note, I got accused of admin abuse after a player couldnt kill me with 6 punches paired up with rage. Reason was that my crit shotty as last player gave me 1500HP or so.
Yeah, if the heavy manages to get middle range accurate crit shots, he can get up to about 700-800HP, just enough to usually survive a rage and reload his shotty while then to crit the boss again. That and if he goomba stomps the boss with shotty equipped, instant 600-700HP, imagine crevice with all the shotty heavies.
Update The boss is no longer able to goomba stomp the team, but the team is still able to goomba the boss... from now on the boss has to rely on the 3 times fall damage as it was normally intended to. Credit goes to Swatty, who created the code for this.
TF2 update: -Fixed a bug that would cause Medics to reduce the health of heal targets if the target had earned more health than their normally allowed max overheal. This most likely means that heavies overhealing themselves with shotgun wont have their health reduced to 450 if healed, but I would like to ask people to test it and confirm. Also test it with a dispenser cause those also remove the overheal. There have been some other updates in the mod that have been added to the guide partially. I will eventually update them.
Actually the health keeps decaying. In fact, before this update while standing next to a dispenser your health would remain on the overheal amount, now it decays even then. I also confirm that medic healing will not cancel out the shotgun overheal effect anymore.
i've done it again.. on saxton #1 and #2, if your a demo and you use your bottle and taunt, you get 15 health back ;p
It works fine. I was shotty Heavy on Crevice and stomped hale ( got 700hp after) and was just about to blame the medic who healed me, but then i saw it had been removed. Also works with dispensers Thanks