[VSH] Suggestions related to Saxton Hell
Posted: Sat Jan 21, 2017 7:34 am
This night, I brought some regulars from FF to try the Saxton Hell engine to find out what they like and dislike, particularly what could be brought over to make the FF VSH servers even more fun, interesting, and subsequently superior. Among the list was Juju, SneakehJeff, Paula Dean, Weebman, MrWong2001, and [Chaos] [Rainbow] Life|Trade.tf, with other users like Polar and Shankin already knowing the engine. These are a list of suggestions that I (as well as quite a few of us) would want to see implemented.
1. The InvisiWatch Mechanic for the Cloak and Dagger. I know I brought this up in the Dead Ringer thread Jonite started, but I want to bring this up as its own idea, especially now that we have a better idea as to how it works. Here are pros and cons:
+ Cloaking and Decloaking is instant.
+ Backstabs give you a 15 second speed boost, making you equal speed to Hale (and slightly faster than normal when raged, but he will still easily catch up).
- Despite the cloaking being instant, it still takes .5 seconds to initiate an attack, something you must still take into consideration.
- You get no damage resistances while cloaked, meaning one hit is always death.
This would give the craftier Spies a reasonable buff with a significant nerf. Juju, as the best Spy of the list, agrees that an implementation of this system for the Cloak and Dagger would give the class a third playstyle that caters to experts, so long as they keep active and remain diligent in their evasiveness, while punishing those that very much rely on the damage resistance in the current engine to keep alive.
2. The Horseless Headless Horseman Jr. buffs. HHHJ gets three buffs in comparison to the FF VSH server.
+ HHHJ gains a melee wall climb similar to Sniper, but still slightly faster to keep up.
+ HHHJ gains a throwable teleport with a cooldown about twice that of a super jump.
+ Raged players now have the scared logo above their heads.
We've been talking about this boss needing buffs and this would be the way to do it in my eyes. This also means that Snipers with Bushwacka can keep their ability to BushJump, no longer hindering them just to balance an underwhelming boss (in its current state, that is). All other factors of the boss are the same. Everyone that played it love it and would like to see these changes made.
3. Adding two new bosses: Cave Johnson and the Astronaut. If these two are part of Freak Fortress, then let it be (I have no clue if they are or not), but these do bear mention.
Cave Johnson launches Combustable Lemons (Grenade Launcher with a 3 Clip that sets enemies on fire).
Rage scares closeby enemies (CBS range).
During your short rage, your grenades turn into rockets that still set enemies on fire.
Themes that play: "The Part Where He Kills You" as the normal theme, "Your Precious Moon" when there are 1/2 players left.
- You have absolutely no Melee attack. You must rely on shooting to deal damage, which will hurt those that are used to melee aiming.
- Juju is scary as this boss.
The Astronaut is an...interesting case as well.
The Astronaut has low gravity, which works well when jumping, but knockback is also made more of an issue.
The Astronaut has a B.A.S.E Jumper, but we don't have to add that...
Theme is SMB2 Overworld, but we don't have to use THAT, do we?
+ Rage Range is even longer than Hale's.
- Knockback, as far as I could tell, is normal, similar to CBS. Combined with the Low Gravity, this can make it difficult to close changes.
These are the big changes I wanted to talk about in regards to everything. There are some neutral/lesser changes that are obviously not as important, but I will list for discussion.
- Soldier/Demoman airshots play a sound.
- Soldier's Horn Secondaries play a silly sound when used.
- The Mantreads gives extra height on rocket jumps, but have no speed buff (obviously tested before, but I bring it up again for the purpose of discussion).
- Pyro's Airblast, when used in midair, can push Pyro back.
There are also some points that we disagreed with, as they would be too overpowered:
- The Crusader's Crossbow has a significant damage buff, reaching in the 300+ up to 600 per shot, distance pending.
- Taunt crits seem to last slightly longer.
- Engineer's Teleporters are two-way.
These are the changes that came to mind for all of us, so I'd like to see how these are taken with the rest of the community here.
1. The InvisiWatch Mechanic for the Cloak and Dagger. I know I brought this up in the Dead Ringer thread Jonite started, but I want to bring this up as its own idea, especially now that we have a better idea as to how it works. Here are pros and cons:
+ Cloaking and Decloaking is instant.
+ Backstabs give you a 15 second speed boost, making you equal speed to Hale (and slightly faster than normal when raged, but he will still easily catch up).
- Despite the cloaking being instant, it still takes .5 seconds to initiate an attack, something you must still take into consideration.
- You get no damage resistances while cloaked, meaning one hit is always death.
This would give the craftier Spies a reasonable buff with a significant nerf. Juju, as the best Spy of the list, agrees that an implementation of this system for the Cloak and Dagger would give the class a third playstyle that caters to experts, so long as they keep active and remain diligent in their evasiveness, while punishing those that very much rely on the damage resistance in the current engine to keep alive.
2. The Horseless Headless Horseman Jr. buffs. HHHJ gets three buffs in comparison to the FF VSH server.
+ HHHJ gains a melee wall climb similar to Sniper, but still slightly faster to keep up.
+ HHHJ gains a throwable teleport with a cooldown about twice that of a super jump.
+ Raged players now have the scared logo above their heads.
We've been talking about this boss needing buffs and this would be the way to do it in my eyes. This also means that Snipers with Bushwacka can keep their ability to BushJump, no longer hindering them just to balance an underwhelming boss (in its current state, that is). All other factors of the boss are the same. Everyone that played it love it and would like to see these changes made.
3. Adding two new bosses: Cave Johnson and the Astronaut. If these two are part of Freak Fortress, then let it be (I have no clue if they are or not), but these do bear mention.
Cave Johnson launches Combustable Lemons (Grenade Launcher with a 3 Clip that sets enemies on fire).
Rage scares closeby enemies (CBS range).
During your short rage, your grenades turn into rockets that still set enemies on fire.
Themes that play: "The Part Where He Kills You" as the normal theme, "Your Precious Moon" when there are 1/2 players left.
- You have absolutely no Melee attack. You must rely on shooting to deal damage, which will hurt those that are used to melee aiming.
- Juju is scary as this boss.
The Astronaut is an...interesting case as well.
The Astronaut has low gravity, which works well when jumping, but knockback is also made more of an issue.
The Astronaut has a B.A.S.E Jumper, but we don't have to add that...
Theme is SMB2 Overworld, but we don't have to use THAT, do we?
+ Rage Range is even longer than Hale's.
- Knockback, as far as I could tell, is normal, similar to CBS. Combined with the Low Gravity, this can make it difficult to close changes.
These are the big changes I wanted to talk about in regards to everything. There are some neutral/lesser changes that are obviously not as important, but I will list for discussion.
- Soldier/Demoman airshots play a sound.
- Soldier's Horn Secondaries play a silly sound when used.
- The Mantreads gives extra height on rocket jumps, but have no speed buff (obviously tested before, but I bring it up again for the purpose of discussion).
- Pyro's Airblast, when used in midair, can push Pyro back.
There are also some points that we disagreed with, as they would be too overpowered:
- The Crusader's Crossbow has a significant damage buff, reaching in the 300+ up to 600 per shot, distance pending.
- Taunt crits seem to last slightly longer.
- Engineer's Teleporters are two-way.
These are the changes that came to mind for all of us, so I'd like to see how these are taken with the rest of the community here.