Difference between revisions of "Versus Saxton Hale/fr"
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{{DISPLAYTITLE:Mode VS Saxton Hale}} | {{DISPLAYTITLE:Mode VS Saxton Hale}} | ||
{{ra}} | {{ra}} | ||
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{{Other uses|this=le mode de jeu officiel|for=pour la version communautaire du mode de jeu portant le même nom|VS Saxton Hale Mode (custom mode)/fr|l1=Mode VS Saxton Hale (mode personnalisé)}} | {{Other uses|this=le mode de jeu officiel|for=pour la version communautaire du mode de jeu portant le même nom|VS Saxton Hale Mode (custom mode)/fr|l1=Mode VS Saxton Hale (mode personnalisé)}} | ||
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{{Quotation|Publicity Blurb|'''Qu'est-ce que VS Saxton Hale ?''' C'est dans le nom ! Vous combattez Saxton Hale ! Ou vous incarnez Saxton Hale et vous combattez les mercenaires. Êtes-vous prêt à affronter 23 ennemis en même temps ? Parce qu'ils ne sont sûrement pas prêts à vous faire face !}} | {{Quotation|Publicity Blurb|'''Qu'est-ce que VS Saxton Hale ?''' C'est dans le nom ! Vous combattez Saxton Hale ! Ou vous incarnez Saxton Hale et vous combattez les mercenaires. Êtes-vous prêt à affronter 23 ennemis en même temps ? Parce qu'ils ne sont sûrement pas prêts à vous faire face !}} | ||
− | '''VS Saxton Hale''' | + | '''VS Saxton Hale''' is a [[Steam Workshop|community-created]] [[List of game modes|game mode]] added in the [[Summer 2023]] update with the {{Patch name|7|12|2023}}. It features [[Saxton Hale]] as the [[BLU]] team against the mercenaries, who are now working for [[Gray Mann]], as [[RED]]. This mode features two unique announcers, that being Saxton Hale for BLU and Gray Mann for RED. |
== Gameplay == | == Gameplay == | ||
− | + | One player is chosen at random to play as Saxton Hale and the rest of the players are assigned to [[RED/fr|RED]] team with one goal: kill Saxton Hale on behalf of their new boss Gray Mann. Hale has a large arsenal of abilities that he can use against the mercenaries. The mercenaries also have some abilites that they can use against Saxton Hale. Hale has 4 minutes to kill the mercs, if the time runs out RED wins by default. Near the top of the screen, Saxton Hale's health is visible. | |
=== Saxton Hale === | === Saxton Hale === | ||
− | As Saxton Hale, players have several different abilities to help take on the mercenaries. These abilities | + | As Saxton Hale, players have several different abilities to help take on the mercenaries. These abilities display most of their information on the [[Heads-up display|HUD]]. A regular melee hit from Saxton does 195 damage and his health scales with the amount of players on RED he is fighting. |
− | + | Saxton Hale has a set of attributes that persist throughout the entire round. By default, Hale has a 25% resistance against all [[Damage|damage source]]s and [[Knockback|knockback force]]s,<ref>scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L59-60</ref> and has a 3x damage multiplier for their [[Fists|only primary weapon]].<ref>scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L52, L62</ref> Random [[critical hit]]s are disabled on-wearer,<ref>scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L54</ref> and Hale has an increased melee range and bound multiplier of 1.2x and 1.1x, respectively.<ref>scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L51, L53</ref> | |
− | Saxton | ||
− | + | Saxton Hale cannot be impacted by fall damage,<ref>scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L49</ref> nor can he be [[Healing|healed]] by a Medi Gun or through [[health kit]]s.<ref>scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L57-58</ref> Saxton has a 2x [[Control point (objective)|control point]] capture rate multiplier,<ref>scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L55</ref> but is additionally not able to pick up [[Intelligence|flags]] from any team.<ref>scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L56</ref> | |
− | |||
− | ==== Charge | + | ==== Sweeping Charge ==== |
− | + | Saxton charges up his fist as he yells out in preparation for a rushing punch that knocks opponents away and slams them into walls for extra damage. The charge can be held for as long as desired, making Saxton's fist glow blue and freezing him in place, even while in the air. The charge attack can be used to send Saxton in any direction that he is facing, allowing him to reach high places if needed. [[List of default keys|Default key]]: {{Key|R}}. The charge attack is on a 10 second cooldown and does 55% of the target's total HP and falls off with distance. The charge attack also deals damage to Engineer buildings every tick that it is active. | |
− | ==== | + | ==== Saxton Punch! ==== |
+ | Saxton starts a 30 second countdown from when he spawns, slowly charging up a devastating attack. When fully charged, this attack turns Saxton's left forearm bright red with [[Critical hits|critical hit]] sparks all over it. Saxton also gives an audio cue when the attack is ready, alerting the mercenaries. Upon striking an enemy with Saxton fist, a shockwave is sent out, damaging every enemy around the target based on their proximity. Saxton Punch automatically applies to the next melee hit when available and does 326 damage before going on cooldown. | ||
+ | |||
+ | ==== Mighty Slam ==== | ||
+ | When Saxton becomes airborne, he has the ability to preform a ground pound, slamming himself back down to the ground with great force. This ability ignores knockback and is triggered by holding the crouch button (default key: {{Key|Ctrl}}) while in the air. Upon hitting the ground, a big shockwave is sent out in every direction from the point of impact, and every merc close to the landing site takes damaged based on their distance from the point of impact. This ability is on a cooldown for 15 seconds. | ||
+ | |||
+ | ==== Brave Jump ==== | ||
Similar to Scout, Saxton has the ability to perform a double jump. Useful as a general mobility tool, this ability launches Saxton forward and upward with no cooldown, only requiring the player to touch the ground to be performed again. | Similar to Scout, Saxton has the ability to perform a double jump. Useful as a general mobility tool, this ability launches Saxton forward and upward with no cooldown, only requiring the player to touch the ground to be performed again. | ||
=== Mercenaries === | === Mercenaries === | ||
− | As the mercenaries, players have a few abilities to aid in fending off Saxton. Most classes have voice lines specific to VS Saxton Hale, although not voiced by the official [[voice actors | + | As the mercenaries, players have a few abilities to aid in fending off Saxton. Most classes have voice lines specific to VS Saxton Hale, although not voiced by the official [[voice actors]]. These trigger automatically under certain conditions. |
− | ==== | + | ==== Wall climbing ==== |
− | Every mercenary has the ability to scale surfaces with the use of a melee attack. Upon striking a wall or floor, the player | + | Every mercenary has the ability to scale surfaces with the use of a melee attack. Upon striking a wall or floor, the player is launched upwards to reach advantageous positions with ease.<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\all_class\melee_wall_climb.nut</ref> |
− | ==== | + | ==== Last Mann Standing ==== |
− | When there are 3 mercenaries left, all surviving players | + | When there are 3 mercenaries left, all surviving players deal [[Critical hits#Mini-crits|mini-crit]] damage. When there is 1 mercenary left, the last surviving mercenary deals full [[critical hits]].<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\all_class\last_mann_standing.nut:L16-23</ref> |
− | ==== | + | ==== Weapon changes ==== |
− | + | Some weapons have had slight changes: | |
+ | * All Miniguns deal 40% less damage.<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\heavy_minigun_nerf.nut:L25</ref> | ||
+ | * The [[Natascha]] has an 85% reduced chance of triggering the [[slowdown]]-on-hit ability.<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\heavy_natasha_nerf.nut:L25</ref> | ||
+ | * Melee weapons for all classes except the [[Spy/fr|Spy]] deploy 25% faster<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\all_class\melee_buffs.nut:L25</ref> and have a 60% increased melee range in a 350 [[Hammer unit]] proximity between Hale and the player.<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\all_class\melee_buffs.nut:L40-50</ref> | ||
+ | * The [[Scottish Resistance]]'s stickies feature a 20% damage penalty.<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\demo_scottres_nerf.nut:L25</ref> | ||
+ | * The [[Sticky Jumper]] and the [[Rocket Jumper]] have their bonus reserve ammo removed.<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\demo_jumper_ammo.nut:L24-28</ref><ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\soldier_jumper_ammo.nut:L24-28</ref> | ||
+ | * [[Backstab]]s and the [[Market Gardener]] (while rocket jumping) deal 2.5x increased damage.<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\spy_backstab.nut:L26-36</ref><ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\soldier_market_gardener.nut:L26-36</ref> | ||
+ | * [[Telefrag]]s deal 2x more damage against Hale.<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\engie_telefrag_scaling.nut:L18-21</ref> | ||
+ | * [[Sentry Gun]]s have a 50% damage penalty.<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\engineer_sentry.nut:L30</ref> | ||
+ | * Shields provide a one-hit immunity against Hale's primary attack.<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\demo_shield.nut:L32-54</ref> | ||
+ | * Demoman sword weapons provide added knockback.<ref>[https://www.youtube.com/watch?v=9hAIDNVhTg0 Demonstration video]</ref> | ||
+ | * [[Medic/fr|Medic]]s have a 30% on-wearer damage resistance against Saxton Hale's attacks.<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\medic_resistance.nut:L25</ref> | ||
+ | * Medi guns provide a 2x [[ÜberCharge]] healing rate bonus if an [[Ubersaw]] is equipped.<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\medic_uber_rate.nut:L16-22, L34</ref> | ||
+ | * The [[Mad Milk]] has a 50% increased recharge rate.<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\scout_faster_milk.nut:L26</ref> | ||
+ | * Weapons and cosmetics utilizing [[Pyrovision]] are forcibly disabled in order to prevent Saxton Hale from playing Heavy voice lines.<ref>scripts\vscripts\vssaxtonhale\mercs\merc_traits\all_class\no_pyrovision.nut:L14-25; ''Hale is technically a Heavy with Voice Pitch shifted to 0. Pyrovision overrides that shift enabling Heavy's lines.''</ref> | ||
+ | * On-kill effects are now triggered by hitting Saxton Hale. | ||
== Stratégie == | == Stratégie == | ||
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{{See also|List of maps}} | {{See also|List of maps}} | ||
− | '''VS Saxton Hale''' maps carry the {{code|vsh_}} [[ | + | '''VS Saxton Hale''' maps carry the {{code|vsh_}} [[Map name prefixes|prefix]]; community maps are identified with an italic font. |
{{VS Saxton Hale maps}} | {{VS Saxton Hale maps}} | ||
Line 53: | Line 71: | ||
'''{{Patch name|7|12|2023}} #1''' ({{update link|Summer 2023}}) | '''{{Patch name|7|12|2023}} #1''' ({{update link|Summer 2023}}) | ||
* Ajout des cartes : VSH Distillery, VSH Nucleus, VSH Skirmish, et VSH Tiny Rock. | * Ajout des cartes : VSH Distillery, VSH Nucleus, VSH Skirmish, et VSH Tiny Rock. | ||
+ | |||
+ | == Notes == | ||
+ | * No voice lines are present for identifying Saxton Hale as a disguised Spy; attempting to identify Hale as one will instead provoke the generic response. | ||
== Galerie == | == Galerie == | ||
<gallery> | <gallery> | ||
File:VSH Model Saxton Hale JI.png|Saxton Hale. | File:VSH Model Saxton Hale JI.png|Saxton Hale. | ||
− | File:Saxton charge.png| | + | File:Saxton charge.png|Sweeping Charge ability HUD icon. |
− | File:Saxton fist.png| | + | File:Saxton fist.png|Saxton Punch ability HUD icon. |
− | File:Ground pound (Ability).png| | + | File:Ground pound (Ability).png|Mighty Slam ability HUD icon. |
</gallery> | </gallery> | ||
+ | |||
+ | == Références == | ||
+ | <references/> | ||
{{Summer 2023 Nav}} | {{Summer 2023 Nav}} | ||
{{Maps Nav}} | {{Maps Nav}} |
Revision as of 21:48, 15 July 2023
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« | Qu'est-ce que VS Saxton Hale ? C'est dans le nom ! Vous combattez Saxton Hale ! Ou vous incarnez Saxton Hale et vous combattez les mercenaires. Êtes-vous prêt à affronter 23 ennemis en même temps ? Parce qu'ils ne sont sûrement pas prêts à vous faire face !
— Publicity Blurb
|
» |
VS Saxton Hale is a community-created game mode added in the Summer 2023 update with the Patch du 12 juillet 2023. It features Saxton Hale as the BLU team against the mercenaries, who are now working for Gray Mann, as RED. This mode features two unique announcers, that being Saxton Hale for BLU and Gray Mann for RED.
Sommaire
Gameplay
One player is chosen at random to play as Saxton Hale and the rest of the players are assigned to RED team with one goal: kill Saxton Hale on behalf of their new boss Gray Mann. Hale has a large arsenal of abilities that he can use against the mercenaries. The mercenaries also have some abilites that they can use against Saxton Hale. Hale has 4 minutes to kill the mercs, if the time runs out RED wins by default. Near the top of the screen, Saxton Hale's health is visible.
Saxton Hale
As Saxton Hale, players have several different abilities to help take on the mercenaries. These abilities display most of their information on the HUD. A regular melee hit from Saxton does 195 damage and his health scales with the amount of players on RED he is fighting.
Saxton Hale has a set of attributes that persist throughout the entire round. By default, Hale has a 25% resistance against all damage sources and knockback forces,[1] and has a 3x damage multiplier for their only primary weapon.[2] Random critical hits are disabled on-wearer,[3] and Hale has an increased melee range and bound multiplier of 1.2x and 1.1x, respectively.[4]
Saxton Hale cannot be impacted by fall damage,[5] nor can he be healed by a Medi Gun or through health kits.[6] Saxton has a 2x control point capture rate multiplier,[7] but is additionally not able to pick up flags from any team.[8]
Sweeping Charge
Saxton charges up his fist as he yells out in preparation for a rushing punch that knocks opponents away and slams them into walls for extra damage. The charge can be held for as long as desired, making Saxton's fist glow blue and freezing him in place, even while in the air. The charge attack can be used to send Saxton in any direction that he is facing, allowing him to reach high places if needed. Default key: R. The charge attack is on a 10 second cooldown and does 55% of the target's total HP and falls off with distance. The charge attack also deals damage to Engineer buildings every tick that it is active.
Saxton Punch!
Saxton starts a 30 second countdown from when he spawns, slowly charging up a devastating attack. When fully charged, this attack turns Saxton's left forearm bright red with critical hit sparks all over it. Saxton also gives an audio cue when the attack is ready, alerting the mercenaries. Upon striking an enemy with Saxton fist, a shockwave is sent out, damaging every enemy around the target based on their proximity. Saxton Punch automatically applies to the next melee hit when available and does 326 damage before going on cooldown.
Mighty Slam
When Saxton becomes airborne, he has the ability to preform a ground pound, slamming himself back down to the ground with great force. This ability ignores knockback and is triggered by holding the crouch button (default key: Ctrl) while in the air. Upon hitting the ground, a big shockwave is sent out in every direction from the point of impact, and every merc close to the landing site takes damaged based on their distance from the point of impact. This ability is on a cooldown for 15 seconds.
Brave Jump
Similar to Scout, Saxton has the ability to perform a double jump. Useful as a general mobility tool, this ability launches Saxton forward and upward with no cooldown, only requiring the player to touch the ground to be performed again.
Mercenaries
As the mercenaries, players have a few abilities to aid in fending off Saxton. Most classes have voice lines specific to VS Saxton Hale, although not voiced by the official voice actors. These trigger automatically under certain conditions.
Wall climbing
Every mercenary has the ability to scale surfaces with the use of a melee attack. Upon striking a wall or floor, the player is launched upwards to reach advantageous positions with ease.[9]
Last Mann Standing
When there are 3 mercenaries left, all surviving players deal mini-crit damage. When there is 1 mercenary left, the last surviving mercenary deals full critical hits.[10]
Weapon changes
Some weapons have had slight changes:
- All Miniguns deal 40% less damage.[11]
- The Natascha has an 85% reduced chance of triggering the slowdown-on-hit ability.[12]
- Melee weapons for all classes except the Spy deploy 25% faster[13] and have a 60% increased melee range in a 350 Hammer unit proximity between Hale and the player.[14]
- The Scottish Resistance's stickies feature a 20% damage penalty.[15]
- The Sticky Jumper and the Rocket Jumper have their bonus reserve ammo removed.[16][17]
- Backstabs and the Market Gardener (while rocket jumping) deal 2.5x increased damage.[18][19]
- Telefrags deal 2x more damage against Hale.[20]
- Sentry Guns have a 50% damage penalty.[21]
- Shields provide a one-hit immunity against Hale's primary attack.[22]
- Demoman sword weapons provide added knockback.[23]
- Medics have a 30% on-wearer damage resistance against Saxton Hale's attacks.[24]
- Medi guns provide a 2x ÜberCharge healing rate bonus if an Ubersaw is equipped.[25]
- The Mad Milk has a 50% increased recharge rate.[26]
- Weapons and cosmetics utilizing Pyrovision are forcibly disabled in order to prevent Saxton Hale from playing Heavy voice lines.[27]
- On-kill effects are now triggered by hitting Saxton Hale.
Stratégie
Cartes
VS Saxton Hale maps carry the vsh_
prefix; community maps are identified with an italic font.
Historique des mises à jour
Patch du 12 juillet 2023 #1 (Mise à jour de l'été 2023)
- Ajout des cartes : VSH Distillery, VSH Nucleus, VSH Skirmish, et VSH Tiny Rock.
Notes
- No voice lines are present for identifying Saxton Hale as a disguised Spy; attempting to identify Hale as one will instead provoke the generic response.
Galerie
- VSH Model Saxton Hale JI.png
Saxton Hale.
Références
- ↑ scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L59-60
- ↑ scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L52, L62
- ↑ scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L54
- ↑ scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L51, L53
- ↑ scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L49
- ↑ scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L57-58
- ↑ scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L55
- ↑ scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L56
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\all_class\melee_wall_climb.nut
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\all_class\last_mann_standing.nut:L16-23
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\heavy_minigun_nerf.nut:L25
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\heavy_natasha_nerf.nut:L25
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\all_class\melee_buffs.nut:L25
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\all_class\melee_buffs.nut:L40-50
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\demo_scottres_nerf.nut:L25
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\demo_jumper_ammo.nut:L24-28
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\soldier_jumper_ammo.nut:L24-28
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\spy_backstab.nut:L26-36
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\soldier_market_gardener.nut:L26-36
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\engie_telefrag_scaling.nut:L18-21
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\engineer_sentry.nut:L30
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\demo_shield.nut:L32-54
- ↑ Demonstration video
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\medic_resistance.nut:L25
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\medic_uber_rate.nut:L16-22, L34
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\scout_faster_milk.nut:L26
- ↑ scripts\vscripts\vssaxtonhale\mercs\merc_traits\all_class\no_pyrovision.nut:L14-25; Hale is technically a Heavy with Voice Pitch shifted to 0. Pyrovision overrides that shift enabling Heavy's lines.
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