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

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(created bugs section)
(Balance Specifics)
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*Pyro: Starts with 100 ammo.
 
*Pyro: Starts with 100 ammo.
 
*Demoman: The [[Chargin' Targe]] blocks one hit from Saxton. Jumper is not allowed (replaced with default Sticky Launcher)
 
*Demoman: The [[Chargin' Targe]] blocks one hit from Saxton. Jumper is not allowed (replaced with default Sticky Launcher)
*Heavy: [[Natascha]] can't be used. If a Heavy has it equipped it is swapped for the regular Minigun.
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*Heavy: [[Natascha]] can't be used. If a Heavy has it equipped it is swapped for the regular Minigun. Starts with 100 ammo
 
*Engineer: Only small metal packs. Start with 158 metal. Recommended classlimit is 3.
 
*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.
 
*Medic: Spawn with 40 percent of charge. 150 percent after activation. Primary weapons is critical.

Revision as of 03:02, 27 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 enemy 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 will become ÜberCharge-charged for 8.5 seconds. Vagineer's taunt slows the afflicted players movement, rather than stunning.
  • 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 enemy. 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: Starts with 100 ammo.
  • Demoman: The Chargin' Targe blocks one hit from Saxton. Jumper is not allowed (replaced with default Sticky Launcher)
  • Heavy: Natascha can't be used. If a Heavy has it equipped it is swapped for the regular Minigun. Starts with 100 ammo
  • 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. Jarate is not allowed (replaced with the SMG).
  • Spy: A Backstab from the Knife deals roughly 10% of Hale's max health in damage. Upon a successful backstab, you are cloaked, and a message stating that Hale was stabbed is shown to the players and Hale

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.
  • The Horseless Headless Horsemann from the Scream Fortress Event is remarkably similar to the Saxton Hale Mod. It follows the same format of a player or NPC with high health and damage levels, which must be destroyed by the rest of the players.
  • 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).

Bugs

  • It is possible for two players to spawn as Hale on the same team.

External Links