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[TF2] Freak Fortress 2


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lamasniu
Senior Member
Join Date: Jul 2010
Location: United Kingdom
Old 07-01-2012 , 07:56   Re: [TF2] Freak Fortress 2
#1551

I am not sure if others have found this too, but the players in my server seem to have come across a little something which just makes the game not fun at all. Engineers with the Short Circuit can basically Freeze the boss in position not allowing him to do anything. Many also complain that Spies can be rather OP when using the Dead Ringer since the backstabs can do so much damage.

What do you guys suggest/recommend to tackle these two issues?
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nope.avi
Senior Member
Join Date: Jan 2012
Location: Australia
Old 07-01-2012 , 08:48   Re: [TF2] Freak Fortress 2
#1552

Quote:
Originally Posted by lamasniu View Post
I am not sure if others have found this too, but the players in my server seem to have come across a little something which just makes the game not fun at all. Engineers with the Short Circuit can basically Freeze the boss in position not allowing him to do anything. Many also complain that Spies can be rather OP when using the Dead Ringer since the backstabs can do so much damage.

What do you guys suggest/recommend to tackle these two issues?
You could disable the short circuit
its somewhere
also i think you can set the dead ringer recharge time to very long... They had in VSH so maybe it would be possible here. maybe look around in the .sp? or ask flaminsarge?

So do war3 abilities work?
Also, since rage_new_weapon is not timed, energy weapons (pomson 6000) have infinite ammo. So is there a way to change the ammo type into... ammo, not energy?

Is it also possible to change the bosses model when he rages, only during the rage length? Like turn a boss into a health pack to trap players?

Make a boss immune to sentry targeting?

Last edited by nope.avi; 07-01-2012 at 08:52. Reason: Adding something
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deltadude
SourceMod Donor
Join Date: Mar 2010
Old 07-01-2012 , 09:55   Re: [TF2] Freak Fortress 2
#1553

Quote:
Originally Posted by nope.avi View Post
New boss after so long gentlemen!
Karl Ruprecht Kroenen (KRK)

Superjump
Weighdown
Normal Lugermorph on rage + short distance stun

bz2 included
http://www.mediafire.com/?bcymka2xigdv1m0

Do the War3 Ability pack still work? Please tell me
Nice boss, problem with him and bill is their smg does like no damage, has 4 bullets and is pretty much useless.
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nope.avi
Senior Member
Join Date: Jan 2012
Location: Australia
Old 07-01-2012 , 10:00   Re: [TF2] Freak Fortress 2
#1554

Quote:
Originally Posted by deltadude View Post
Nice boss, problem with him and bill is their smg does like no damage, has 4 bullets and is pretty much useless.
Thats odd.. On my server they both have the default clip... Maybe ill upload the cfg and see if someone could look into it...
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Otokiru
Senior Member
Join Date: Apr 2012
Old 07-01-2012 , 10:52   Re: [TF2] Freak Fortress 2
#1555

Quote:
Originally Posted by nope.avi View Post
So do war3 abilities work?
I don't remember theres a problem with it except for the sounds file, else it does work.
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AeroAcrobat
AlliedModders Donor
Join Date: Apr 2011
Location: lives in a circus
Old 07-01-2012 , 13:08   Re: [TF2] Freak Fortress 2
#1556

Quote:
Originally Posted by lamasniu View Post
I am not sure if others have found this too, but the players in my server seem to have come across a little something which just makes the game not fun at all. Engineers with the Short Circuit can basically Freeze the boss in position not allowing him to do anything. Many also complain that Spies can be rather OP when using the Dead Ringer since the backstabs can do so much damage.

What do you guys suggest/recommend to tackle these two issues?
yes u can disable the short curcuit in cfg/sourcemod/freak fortress.cfg
I think that it is balanced bcs a clever boss will use his rage to kill engineer and desrtoy his building and as spy you do 10% backstab dmg as far as I remember. if you backstab you wont be able to use any clock for some seconds.
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snelvuur
Veteran Member
Join Date: Jun 2008
Location: Netherlands
Old 07-01-2012 , 13:10   Re: [TF2] Freak Fortress 2
#1557

You cannot stab him again instantly, and in the saxton mod you cannot put your deadringer out straight away after the stab. (i dont think it was in FF)
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Sierra Starpaw
Junior Member
Join Date: Jun 2012
Old 07-01-2012 , 14:39   Re: [TF2] Freak Fortress 2
#1558

Yeah Nope I had redo the cfg file for the boss the rage was less then any other boss but it works great nows.. Great job on the boss and great music to go with... hope see you latter today as well..
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Sindex
Member
Join Date: Jan 2012
Old 07-01-2012 , 15:44   Re: [TF2] Freak Fortress 2
#1559

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.

Last edited by Sindex; 07-01-2012 at 20:17.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 07-01-2012 , 15:47   Re: [TF2] Freak Fortress 2
#1560

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.
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Last edited by Powerlord; 07-01-2012 at 15:48.
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