I have experienced that slow bosses such as The Slender Man have problems with the HHH as its hard to get away 90% of the time. I just tried The Slender Man on Lumberyard and i could not kill the last 4 people because they ran away and would not get autoslain cuz they had enough dmg, and then i teleport to a guy and the HHH appear and then there is no way to get away as they can melee you and tag you as "IT" and run away to let you die. i simply ask that the HHH get disabled if possible for slow bosses such as: Dalek Chan, The Slender Man, Weeping Angel Alpha/Normal and The Mummy
I know frog won't remove HHH overall so im just asking him/admins to disable it for some slow bosses so its not pretty much unfair
What about people staying near HHH against teleport hales? Or players trying to knock him into HHH? Or HHH being stupid and running straight to the hale when he has passed 2 other players? Is not only slow hales, it's all of them.
A timer is added when 1 player is left, but both players will focus on HHH instead of the other player. And he randomly chases one of them, making the red to escape or the hale to be in a safe spot. There goes the timer...
If one of the players is camping, the other can go and cap the point to end the round. But the HHH is there, preventing the cap.
It's something that wrote for the server and has been running for more than 2 years, it was well received and remained so for sometime. It was originally added in an attempt to deal with time-wasting and bringing an end to rounds that have dragged on for too long. The stuff that happens due to crappy attitudes or poor sportsmanship. It's got nothing to do with 'balance', it's just about trying to speed things up, in a unique and interesting way. I've noticed since I wrote a stats system for FF2, that people's attitudes to the game have changed, it's taken away some of the fun, humorous, perspective and instigated a more serious, omg imba thing.
I'm ok with HHH spawning on the cap point and chasing people if there are multiple options to chase. But when a hale and a red player are left and the timer starts, he shouldn't spawn. HHH causes more stalemates than parachute people or scouts.
There are maps where the timer won't appear, but when that happens we have someone to slay either the hale or the last guy, depending on the situation.
This was not complained about because it's not usually that people report stuff like this. Someone likes this idea because they think HHH is fun in battle and someone don't because he's unfair in lots of situations.
In my opinion HHH is very unfair cause if someone has waited to become boss, and dies by an unfair reason by HHH (especially if you die by a glitch from him). Also it's supposed to deal with the timewaster but instead, it helps the timewaster on goes against the boss... so timewasting is also a tactic to get hale killed.
Glitches: - He cannot move in maps without nav. (not causing much issues with the following reasons). - He can spawn outside the map sometimes. - He can move through walls, especially on Grid Walls in some cases when he's targeting someone in line of it. Same thing can happen on edges. - When he spawns at cap where he doesn't move... if hale gets teleported by trigger_hurt, he teleport inside him and are unable to move. DEAD. PIT = INSTANT DEATH
What I would suggest the most is removal and adding limit timer of 7-10 mins each round. If not, would suggest replacing him with Necrosmasher or percentage per on boss rather than instant death.
Edit: Already removed, some stuff in the post is useless.
Last edited by Thunder Runner on Thu Apr 16, 2015 4:25 pm, edited 1 time in total.
Users browsing this forum: No registered users and 4 guests
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum