I want to make this clear first, this isn't me complaining, I'm fine if these things won't get changed. See it more as constructive critisism.
Let's talk about the first topic.
Plugins
HHH and Skeleton King: There are a lot, and I really mean a lot of problems regarding these two.
HHH: -Doesn't run around on maps with no .nav file -Insanily long range -Knockback when spawning might trap players, reducing their chance of survival -"BOO!!" isn't fair for Red as well as hale -Extremely frustrating for slow hales (Dalek, Triceraptor, Mummy,...) -Can randomly teleport out of nowhere -Can be abused on some maps, f.e. on Nova_prospekt, HHH can spawn in small doorways -Players can run around, avoiding hale till HHH kills the boss. It's not fair as hale with 10000 hp left getting killed by HHH while chasing that one last scout or soldier who aren't doing anything other than "messing around".
Skeleton King: -Same with no .nav file -Larger range than HHH, can even hit through roofs, making it frustating. -Drops a spell upon death (Monoculus, Meteor Storm, Skeletons or Mini spell)
Can't you just replace them with a roundtimer?
Medic points: Healing a wounded player doesn't give you the points most of the time. And if this was made to avoid pocketing/battle medicing, then it didn't succeed in that either, you can receive points as long as your pocket deals dmg to him/herself.
Maps There are still some maps that can be exploited.
arena_farm_feud (on some occasions) arena_hyrulecastle vsh_wild_canyon vsh_reservoir_v2 vsh_riverwood_v2 vsh_island_b1 I won't post how to exploit them.
Hales I know the more hales you have, the harder it becomes to balance them out, but take a look.
Big Daddy, Charizard, Triceraptor They can get stuck inside a player, which makes them very easy to kill. Get yourself a heavy-medic combo, uber the heavy while he's stuck and bam, instant 12k dmg if the hale is unable to escape.
Slowmo hales I think it's a well-known problem that a hale with rage_matrix can get stuck inside a person or the environment when he's in slowmo stage. Getting stuck inside an ubered person is just 1/4th of your hp down garantued if the hale doesn't have teleport at his/her disposal. Getting stuck inside the environment is a loss anyway if you don't have teleport abilities.
Hitbox There are a few hales that have a very big hitbox, or a very small one. The ones with a huge hitbox are too easy to hit with hitscan classes, the ones with a small one are on the other hand a nightmare for hitscan weapons.
Heavy Sauce, Pacman and Big Daddy are examples with big hitboxes. Meatboy, Munch and Sonic are examples with a very small one.
Ash, Mummy and Alien Can we just remove these? Ash still is glitched when he rages. Mummy allows players to exploit on certain maps and with his +400% dmg and knockback resistance he's a pain in the ass to fight against. And then there's Alien... oh boy.... +400% dmg, +50% knockback resistance and double jump? Not to speak of his rage. One touch one a single beam immobilizes you till the beam has dissapeared and that can take a while. Most of the time it doesn't suck you in, making you defenseless on the ground. In general there are just too many beams in a too large radius.
Weapons I know this has already been said, but there are still weapons that need some changes.
Take the Phlog, it's downright op now. +20% dmg (make it +40% for regs) and +10% movement speed? I used to like it more when it only had +25 health. In the new built of FF2 the phlog is able to tank 3 hits when the mmmph-charge is active, why not use that?
Mantreads used to have the +50% push force, but Valve made it so that stat is only possible on rocket launchers, thus making it a useless weapon. Same goes for the Bootlegger and Wee Booties, the +35% dmg to self is nothing but a useless stat.
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Then there are also a few other things that I might have forgotten while typing this, or I was too lazy to do so. Anyways, is it possible to fix these things or assign someone temporarly to do the job? I know we have Blinx and I appriciate it what he already has done, but he's very inactive on TF2 for the past few months due IRL stuff.
Thanks for reading
_________________ I'm just assuming things most of the time...
-Space marine is another resized boss one can get stuck in, dealing 12k damage as an ubered heavy.
-There are several bosses that cannot be goomba'd, this includes all resized bosses (Stewie, Munch, Big Daddy etc...) and Sonic (is it the spikes on his head?)
-I believe Kermit has a similar problem as Ash Williams. Sometimes upon rage, the character vanishes (into the ground?) and can only be hit with a pyro's flame and other AoE damage. The boss becomes unable to move and round ends abruptly as a result.
-Unsure if intentional, but upon rage, Sanic's and Sandman's bat gets replaced to one that lacks the scout damage reduction they previously had, allowing them to one-hit overhealed heavies, instead of dealing ~190 damage.
Wed Feb 04, 2015 3:41 pm
Llamara
HH Donor
Joined: Mon May 13, 2013 10:42 pm Posts: 379 Location: France
-Knockback when spawning might trap players, reducing their chance of survival -Can randomly teleport out of nowhere
The HHH teleports at a random players crosshair so if a player looks down, it will have a chance to stuck him.
I know that but what I meant was is that HHH can be at the bottom of Crevice, run against the wall for a couple of seconds and appear randomly on top out of nowhere.
also bosses like seeman are op on grind walls so this map should be removed (Q.Q)
^so much this
Very few hales can actually win on grid walls; slow hales don't stand a chance, hales with a short stun are at a SERIOUS disadvantage and hales without a stun are just fucked. There is no incentive to play a random boss as you're more likely to get one that can't win.
That's and the map design is horrible, the walls break the flow of the game and just make it tedious when there's few people left.
Wed Feb 04, 2015 9:42 pm
Llamara
HH Donor
Joined: Mon May 13, 2013 10:42 pm Posts: 379 Location: France
Re: Server's problems
Sorry about that Night, but i'll try to be the Devil's advocate...
Some Bosses are really OP... But their exploitable weaknesses make them less OP! Saying it's unbalanced isn't true... some are easier to handle, others less! The reward for winning (boss points) is just an indication to see that!
-Big Daddy, Charizard, Triceraptor, Space Marine are really deadly at close range (nearly one shot, one kill), even more with their abilities... it's a compensation that they can be stuck!
-> Actually, it's really more difficult than before to stuck them, you really need 2 ubbered ones , one on the front, one on the back to stuck them... It has maybe not be completly fixed, but it's way more playable now!
->Big Daddy is the most difficult one (you nearly need 3 persons to stuck it), and he's really fast after losing health making that nearly impossible to stuck him if he fight smartly (he has also heavy Knock-back resistance, making things really easy)!
->Charizard can nearly always avoid to be stucked, his knock-back is also huge, and he has airblast with his first rage... it's maybe a difficult one to master, but a well player with air-blast can make clean repulse rocket shot that is nearly impossible to dodge or see it coming! I respect the ones mastering it... cause i do not!
->Triceratops and Spacemarine are really OP, if you use wisely your charge... and it's really one hit, one kill (except heavies or buff demo/soldiers), you just need to avoid ubber and target medics... Sentries are not even a threat for these ones!
>>>> For these bosses, the problem is much more the Unbalances Maps, that nearly mean your death just because of it... I think of Gridwalls or Nova Prospect... Jumping style (or need it to be well played) bosses can't do a shit here! For these bosses, if the sky is open, there is always a way!
>>>> Also, there is a problem about their height... they can't pass some door or stuff... sometime there is exploits with that!
The Slow motion bosses... I really don't think we should complain about the fact they can be stuck with ubbercharge! Their rage (or life loss) is really OP, and having a way to counter it is a minimum... Half of the time, 80% of player killed by these bosses are in slow-mo (at least for Gaben, Demo-samedi and Bill)... Allowing to do it more freely? I'm against! I don't think FF2 should be a slaughter for each slow-mo... If a Gaben has no way to be stopped, and can rage at any moment, wise players will always hide or playing dirty (the others will just die at first rage)... they is no point to play like that! After, Slow-mo Bosses can easily choose their targets, if they got stuck by ubber, that's their mistake doing it! After, being stuck in walls happen, but that's nearly the same for ubber, that's a mistake that could have been avoid!
>>>> Slow-mo is already an unfair stuff by itself... Stucking the boss with ubber need timing, reaction, and i think, skill... that's at least balancing a little!
>>>> In my opinion, people that are only relying on the slow-mo or/and choosing all the time these bosses are "No Skill"... and it's, at least for me, a satisfaction to teach them humility by stucking them, cause sometime the ones using them are just arrogants showing it on the tchat or on the vocal!
The Hitbox... I think the hit box are just weakness or strenght of Bosses! I actually see that as good points... cause of Diversity and Balance!
Grey Alien: It has its weaknesses, the fact he can't super jump, he's not extremely fast and his rage is not autokill or stun (if you're smart, lucky and reactive enough, it's always avoidable) and he's inoperative for a few seconds after TP... make him not so OP in fact... you just need to adapt!
I'll not saying all is wrong also...
The mummy... I actually agree with that... But i don't see anyting to do with it except removing an actual orginal boss that change of other bosses gameplay... that will be a huge loss!
HHH... I can only agree with all your facts! But i can add that sometime, they kill you through walls or roof...
On my side, i want to add that: It's nearly impossible sometime for Daleck Caan to win, just because he can't actually kill sentries (unless 20 hits)... If the sentry block the view and the way to the engi, there is no way to deal with it! Here, that's a real unbalanced stuff (i had suffered it yesterday)!
That's maybe just another point of view... Cause, if you want to balance everything... You nearly make standardisation for every bosses, what's the pleasure and utility of having different ones?
Every bosses should have weakness, and strenght... But you're maybe not always thinking about the balance between the 2! If the boss or mercenaries have no way to make it, that's unbalanced! Only some map exploit or Ash Williams bug is right now!
The 2014 Festives items need to be updated as the Festive Bonk is usable and the weapons don't function as they should, for example the Festive SMG not gaining crits.
Another problem is with Pedobear and being able to get weapons as a minion (credits go to nicholas for this). Equiping disabled weapons such as the BFB and Bonk and switching to a scout on Blu will allow the use of the stock scattergun and pistol which is very op. He should also be fixed (or removed).
Also the killstreak shotgun for heavy can ignite bosses but the normal stock shotgun can't. That's a bit unfair because fire heals heavy on hit and this is op,and the "poor players" can't ignite bosses.
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