Short Circuit stun is now in separate plugin (not installed on #2) Medic needle jump plugin removed Added ConVar to control boss stomp damage cap Added ConVar to control 'haletoggle' (untested) EDIT: All changes to shotguns can be controlled via ConVars too
i was poking around on other servers.. the taunts deal mini crits instead of full crits like we have.. i think we should have mini crits instead.. but make sure he has the default knockback as it was in the start since he can take more of a beating now.
I noticed that goomba is kinda weak on LZ servers. On some other servers hale doesnt need to use weighdown to stomp enemy, just simply lands on one and it dies.
There is no Goomba for hale (it's specifically disabled), but just normal Mantreads damage. As Jelly said above, there now is a ConVar to change the maximum amount of damage possible per stomp (currently set to 50). Could use a buff IMO
Stomp cap is set to 50.0 on VSH#1 (aka VSH +REVIVE) There is no cap on stomp damage (ie stock) on VSH#2 (aka the other one)
You could change mini critical back to normal critical for 3 seconds max and reduce the knockback. With current settings is way too easy to play hale, it's not balanced at all. Here are some proposals for some classes: SOLDIER: Soldier with mini critical can't do much but trying to goomba hale because damage itself is awful with mini critical. If it's gonna stay mini critical you should add market gardening since it's on every other vsh server and if it's possible to make that buff banner would give normal critical instead of mini critical. But to be honest soldier was balanced with normal critical. Maybe if you could add market gardening, that's all. ENGINEER: Engineer with mini critical is balanced. We all know SC is a bit too strong so if you could make it to use 50 metal instead of 15 would be more fair in my opinion. If you are going to change back to normal critical make sure sentries won't get critical when you are taunting. HEAVY: Heavy is pretty balanced with mini critical. With normal critical is overpowered when it comes to shotgun, so I was thinking if going back to normal critical you could make shotgun mini critical instead of normal critical. PYRO: Pyro is also balanced with mini critical since you can't get airblasts that fast with mini critical. With normal critical you should make it max to 10 airblasts or even increase the damage that has to be done to get airblast. This would balance pyro with normal critical. DEMOMAN: If you are playing demo knight or with grenade launcher there is no diference if it's mini or normal critical (maybe only if you could change when you have broken shield you wouldnt be able to use it again). But when it comes to sticky trap it's a bit useless with mini critical. It's true that knockback is sweet but the damage u make with 14 stickies (if you are using the scottish resistance) is low. When it comes to other classes I think they are all balanced except for scout I dont know because I never play as scout. And if there will be normal critical back how about you add more HP for each enemy when playing hale if it's gonna be too hard?
Agreeing with the Soldier thing. Unless you use Direct Hit (which lands full crits when you get minicrits), you won't get any damage. Full crits on a Heavy are only overpowered if he has them forever or with support from the team. Since Hale does a bit over 200 damage and the shotgun only gives 180 (or is it even less? Pretty sure it's not 1:1 anymore) per shot while only having 6 shots before needing to be reloaded, you're able to kill him with consecutive punches, since you clearly outdamage the healing. It's only a problem if he either has support by a Pyro/Engi with the SC or there is another Heavy doing the same thing. But overall, minicrits are fine on him. The main issue with minicritting Demo's stickies is that they only deal minicrits while you are actually boosted, same with Soldier's rockets. Meaning you can have minicrits all you want while putting down the stickies, when you're not minicrit-boosted while you detonate the stickies, they will deal normal damage. Scout without full crits is awful. You're mostly shooting with a Scattergun over medium-long ranges, so you need the crits to overcome the spread and the damage falloff. And getting minicrits for 3 seconds isn't worth standing still for 3 seconds (which is what you're doing when you're taunting, putting yourself at a risk). Shortstop is decent with minicrits, but not worth taunting for it either. You could argue that he has a constantly minicritted pistol to deal damage, but that only has 48 shots before being completely empty, with shots dealing 20 damage each. And that is not counting in the awful accuracy the thing has. You rarely saw Scouts dealing the top damage even with full crits, so I see no reason why he should have only minicrits.
The problem is, nothing was being done.. so i took it upon myself to do something about it. Plenty of people welcomed the change, and frankly i do too. Sure we might need to tweak it a bit better (crit stricky's would be nice for instance) but now people can actually play hale. Yes that means your too good right now, but if we don't lower the success ratio of hale nobody wants to play hale anymore. Heck, even i play hale now and then just to make sure people have fun. That said, my time will be sucked in Fortnite, i got a key for it, and its pretty awesome game too Not to mention the last update broke Saxton i believe. Needs a fix too, but if all goes ok, i have 2 weeks off now.. so let stuff come! Ow, i don't do plugins that jelly but i can do the rest Anyways for now, if we can find a plugin that allows full crits for only certain classes then let me know, because afaik current one does not.
Found this: tauntcrits_buffupgr[string](default "0") - Two condition numbers with '-' between them, first condition will be upgraded to the second on taunt if tauntcrits_award==4; If is equal to 0 it will upgrade from minicrits to full crits(16-33). Taunt twice to get full crits.. this could work for sticky's right?