Difference between revisions of "VS Saxton Hale Mode (custom game mode)"

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==Balance Specifics==
 
==Balance Specifics==
Saxton Hale's (HHHjr's and Vagineer's too) health follows a formula based upon the inital number of players on RED at the start of the round. His health is calculated as [n*(n+250)*n]<sup>1.12</sup>, 'where n is the initial number of players on RED'. For HHHjr: when n>10, he has this formula: n=n-(n-10)/3.
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Saxton Hale's (HHHjr's and Vagineer's too) health follows a formula based upon the inital number of players on RED at the start of the round. His health is calculated as [(n+250)*n]<sup>1,155</sup>, 'where n is the initial number of players on RED'. For HHHjr: when n>10, he has this formula: n=n-(n-10)/3.
  
 
Some weapons equipped by players on RED will be forced changed into their default counterparts or edited for balance issues:
 
Some weapons equipped by players on RED will be forced changed into their default counterparts or edited for balance issues:

Revision as of 04:43, 5 December 2010

Demonstration
Me, I'd rather get down there and tell them myself... with my BARE HANDS!
Saxton Hale on communication

VS Saxton Hale Mod is a Juggernaut style mod of Arena that pits the TF2 mercenaries on RED against the Mann Co. CEO, Saxton Hale on BLU. Armed with plenty of health and his bare hands, the player taking control of Saxton Hale must eliminate all of RED to win, while they attempt to kill him.

Gameplay

The mod has the same base rules as Arena, in that there is no respawning until the next round. BLU, however, is composed of just a single player as Saxton Hale. His traits include increased health, a few special abilities and can only use melee weapons.

Many actions that would instantly kill a normal player, such as backstabs and taunt kills, will only deal a large amount of damage to the player playing Saxton Hale, rather than kill him outright.

Abilities

Saxton Hale

  • Superjump: The player must crouch on the spot, look up and release crouch. This will send him flying up into the air. This ability has a 5 second cooldown.
  • Rage: When Saxton Hale has taken enough damage, about 1,900, his rage meter will have been filled up. By taunting, all RED players in close proximity will become stunned similar to how the Ghosts in Harvest and the Horseless Headless Horsemann do on their respective Halloween maps. Saxton Hale's taunt however also affects Sentry Guns.
  • Equalizer effect: move speed increases as Hale becomes injured.

Vagineer

  • Superjump: The player must crouch on the spot, look up and release crouch. This will send him flying up into the air. This ability has a 5 second cooldown.
  • Rage: When Vagineer has taken enough damage, about 1,900, his rage meter will have been filled up. By taunting, Vagineer become uber-charged for 8.5 seconds. Vagineer's taunt stuns enemies too, but on less distantion.
  • Equalizer effect: move speed increases as Vagineer becomes injured.

Horseless Headless Horsemann Junior

  • teleport: The player must crouch on the spot, look up and release crouch. This will send him to random emeny. This ability has a 50 second cooldown.
  • Rage: See Saxton Hale
  • Equalizer effect: move speed increases as HHHjr becomes injured.

Balance Specifics

Saxton Hale's (HHHjr's and Vagineer's too) health follows a formula based upon the inital number of players on RED at the start of the round. His health is calculated as [(n+250)*n]1,155, 'where n is the initial number of players on RED'. For HHHjr: when n>10, he has this formula: n=n-(n-10)/3.

Some weapons equipped by players on RED will be forced changed into their default counterparts or edited for balance issues:

  • All classes: non-backstab melee weapons will always perform Crits, to reward the player for taking risks with close range combat.
  • Scout: The Crit-A-Cola gives criticals instead of mini-crits.
  • Soldier: The battalion's backup is replaced with a shotgun. Jumper is not allowed (replaced with default Rocket Launcher)
  • Pyro: The max ammo for a primary weapon is 100 (FT)/150 (DG)/200 (BB). Recommended classlimit is 3.
  • Demoman: The Chargin' Targe blocks one hit from Saxton. Jumper is not allowed (replaced with defauld Sticky Launcher)
  • Heavy: Natascha can't be used. If a Heavy has it equipped it is swapped for the regular Minigun.
  • Engineer: Only small metal packs. Start with 158 metal. Recommended classlimit is 3.
  • Medic: Spawn with 40 percent of charge. 150 percent after activation. Primary weapons is critical.
  • Sniper's shots will always perform Crits.
  • Spy: A Backstab from the Knife deals roughly 10% of Hale's max health in damage.

Trivia

  • The Saxton Hale model is forced over a Soldier player, using the same animations and skeletal model. From the first person perspective the BLU player will have a Shovel. Occasionally there are graphical glitches and the RED team will see a Soldier clipped into Saxton Hale.
    • Because of this it is possible to get Soldier, Demoman and Engineer's achievements while playing as Hale, the Horseless Headless Horsemann Junior and the Vagineer.
  • There is a 2/15 chance a Vagineer will appear instead and 2/15 - for HHHjr.
  • It is also possible for players to become a smaller version of the Horseless Headless Horsemann known as the Horseless Headless Horsemann Junior.
  • Speaking of which, The Horseless Headless Horsemann from the Scream Fortress Event is remarkably similar to the Saxton Hale Mod. It follows the same idea of a big enemy with huge amount of health running around, killing any who are unfortunate enough to enter its path.
  • Saxton Hale can still be taunt attacked but will only take 500 damage.
  • He can still be stunned with The Sandman baseballs or if he is Huntsman taunted (Skewer) or is Übersaw taunted (Spinal Tap).

External Links