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[TF2] Freak Fortress 2


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Sindex
Member
Join Date: Jan 2012
Old 07-01-2012 , 16:50   Re: [TF2] Freak Fortress 2
#1561

I actually don’t have a problem with the Scorch Shot. As for the blaster I don’t know. It’s almost like some of the weapons the scout has at his disposal. The Force of Nature, Bonk energy drink, and the Atomizer; if used as a weapon and not just an escape tool constantly then its fine. However the majority scouts I see constantly seem to do the minimum amount of damage and try to hide all the time. Hence because of this scenario, I’ve resorted to having utility weapons that slow down enemy targets.

As for some of the other weapons it would be nice to give the new Cleaner's Carbine automatic crits. The The Hitman's Heatmaker a way to actually gain foucs, and maybe have crits as well. The Scorch Shot is fine because it helps out your team mates against bosses; maybe get rid of the damage penalty. Everything else seems to be in good standing so far.

Last edited by Sindex; 07-01-2012 at 17:03.
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nope.avi
Senior Member
Join Date: Jan 2012
Location: Australia
Old 07-01-2012 , 22:29   Re: [TF2] Freak Fortress 2
#1562

Quote:
Originally Posted by Sindex View Post
Same with me; I have been just starting to tweaking bill a bit for the testing. I like the premise for some of these bosses but the majority of the time I have to change things a bit. For my version of bill so far, I have taken off the stun ability and replaced it with a utility weapon.

Like 2 other bosses I have he also incorporates a slow and de-buff ability 20 seconds (Jarate instead of mark of death) on hit. It also has bullet penetration. However spamming it and not using it right will get him killed since it does -99% less damage overall. By the by it’s the Sydney Sleeper.

Next I reduced his matrix ability on loss of life severely. Countless number of people that I know dislike this ability for the fact it’s a bit cheap. So instead I gave him a new SMG (The Cleaner's Carbine). It has about 20 rounds and it fires incendiary bullets (like you originally planned Nope.avi). However it does half the normal damage overall including the burning. Nevertheless if he gets a kill it will get 4 seconds of crits.

PHP Code:
    "weapon1"
    
{
        
"name"            "tf_weapon_sniperrifle"
        "index"            "230"
        "show"            "1"
        "attributes"    "1 ; 0.01 ; 175 ; 20 ; 182 ; 20 ; 266 ; 1 ; 68 ; -2"
    
}
    
"weapon2"
    
{
        
"name"    "tf_weapon_club"
        "index"    "264"
        "show" "1"
        "attributes"    "1 ; 0.4 ; 137 ; 6 ; 15 ; 0 ; 20 ; 1 ; 179 ; 1"
    
}
    
    
"ability1"
    
{
        
"name" "charge_bravejump"
        "arg0"    "1"
        "arg1"    "1.5"
        "arg2"    "5"
        "plugin_name"    "default_abilities"
    
}
    
"ability2"
    
{
        
"name" "rage_preventtaunt"
        "plugin_name"    "default_abilities"
    
}
    
"ability3"
    
{
        
"name" "rage_stunsg"
        "arg1"    "7.0"
        "plugin_name"    "default_abilities"
    
}
    
"ability4"
    
{
        
"name" "charge_weightdown"
        "arg0"    "3"
        "plugin_name"    "default_abilities"
    
}
    
"ability5"
    
{
        
"name" "rage_matrix_attack"
        "arg0" "-1"
        "arg1" "0.1"
        "arg2" "0.6"
        "arg3" "0.1"
        "plugin_name"    "ff2_1st_set_abilities"
    
}
    
"ability6"
    
{
        
"name" "rage_new_weapon"
        "arg1"    "tf_weapon_smg"
        "arg2"    "751"
        "arg3"    "1 ; 0.5 ; 25 ; 0 ; 208 ; 1 ; 72 ; 0.5 ; 31 ; 4 ; 134 ; 1"
        "arg4"    "1"
        "arg5"    "20"
        "arg6"    "1"
        "plugin_name"    "special_noanims"
    
}
    
"ability7"
    
{
        
"name" "special_dropprop"
        "arg1"    "models\player\items\sniper\sniper_bill.mdl"
        "arg3"    "1"
        "plugin_name"    "ff2_1st_set_abilities"
    

Remember this is still in the testing phase, so it’s yet to go live for now. Eventually I will do that to get feedback on the ideas.
Wow. You do a much better job at me at this... So maybe I should post up my cfg before releasing a boss so you guys could take a look at it? Also my new boss "Karl something something" has issues like bill's. If you could help me fix it up, it would be very nice
"ability6"
{
"name" "rage_new_weapon"
"arg1" "tf_weapon_pistol"
"arg2" "294"
"arg3" "150 ; 1 ; 25 ; 0 ; 1 ; 0.25"
"arg4" "0"
"arg5" "4"
"arg6" "1"
"plugin_name" "special_noanims"
}
for you, tenjewberrymuds
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BBG_Theory
Veteran Member
Join Date: Oct 2010
Location: NC USA
Old 07-01-2012 , 23:33   Re: [TF2] Freak Fortress 2
#1563

Quote:
Originally Posted by Powerlord View Post
I've been thinking, perhaps we should remove or change some of the new weapons:
  • Change Baby Faces Blaster to the standard Scattergun.
  • Change the Scorch Shot to the Mega Detonator.
Do you guys think either of these should be changed? Or perhaps some of the other weapons?

I will admit, the Blaster's lack of jumping can hurt it sometimes, so maybe it's balanced as is.
can't we offload to a config file, weapons we want either nerfed or removed?
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Sindex
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Join Date: Jan 2012
Old 07-01-2012 , 23:59   Re: [TF2] Freak Fortress 2
#1564

Quote:
Originally Posted by BBG_Theory View Post
can't we offload to a config file, weapons we want either nerfed or removed?
Last time eggman was supposedly working on this, before he went MIA. I think it’s still in his update notes in the OP. I am personally waiting for this too, but I have no idea if it is actually getting done.

Last edited by Sindex; 07-01-2012 at 23:59.
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Otokiru
Senior Member
Join Date: Apr 2012
Old 07-02-2012 , 00:26   Re: [TF2] Freak Fortress 2
#1565

So those who downloaded this, still experiencing the first round hale bug?
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Sierra Starpaw
Junior Member
Join Date: Jun 2012
Old 07-02-2012 , 01:16   Re: [TF2] Freak Fortress 2
#1566

Ok let's talk about the old saxton hale mod and what going happen with it. We need to give it face lift tons people still play it i know i own 3 reg servers still min i take it away they scream. To cut this short i think we need or should make the ingame commands like ff2 and give the boss health gauge.

We need do something the old saxton hale is still vary high demand what you think Guys...?
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rowedahelicon
Senior Member
Join Date: Feb 2011
Location: The Observatory
Old 07-02-2012 , 01:21   Re: [TF2] Freak Fortress 2
#1567

Quote:
Originally Posted by Sierra Starpaw View Post
Ok let's talk about the old saxton hale mod and what going happen with it. We need to give it face lift tons people still play it i know i own 3 reg servers still min i take it away they scream. To cut this short i think we need or should make the ingame commands like ff2 and give the boss health gauge.

We need do something the old saxton hale is still vary high demand what you think Guys...?
Why don't you talk about it on its forum?
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Last edited by rowedahelicon; 07-02-2012 at 01:22.
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Sierra Starpaw
Junior Member
Join Date: Jun 2012
Old 07-02-2012 , 01:29   Re: [TF2] Freak Fortress 2
#1568

the forms on their are dead that's why, and it about time we try fix it also try to get it approved as well it has not had update since it was made the slight update for it that i saw has more bugs then the old does... and we owe it to the people that support our server that's why
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rowedahelicon
Senior Member
Join Date: Feb 2011
Location: The Observatory
Old 07-02-2012 , 01:43   Re: [TF2] Freak Fortress 2
#1569

I've had a glitch where someone carrying the Balloonicorn can use their weapons as the boss, but I've been unable to test this. Any word on such an event?
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Otokiru
Senior Member
Join Date: Apr 2012
Old 07-02-2012 , 03:43   Re: [TF2] Freak Fortress 2
#1570

Quote:
Originally Posted by rowedahelicon View Post
I've had a glitch where someone carrying the Balloonicorn can use their weapons as the boss, but I've been unable to test this. Any word on such an event?
What FF2 version u using? I thought the Balloonicorn is just a hat?
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