Difference between revisions of "VS Saxton Hale Mode (custom game mode)"
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*'''[[Demoman]]''' | *'''[[Demoman]]''' | ||
− | **The [[Chargin' Targe]] and [[Splendid Screen]] block one hit from Saxton Hale, after which they are removed from the player for the duration of the round. | + | **The [[Chargin' Targe]] and [[Splendid Screen]] block one hit from Saxton Hale, after which they are removed from the player for the duration of the round. This also allows the player critical weapons. |
**The [[Sticky Jumper]] is not allowed and is replaced with the default [[Sticky Launcher]]. | **The [[Sticky Jumper]] is not allowed and is replaced with the default [[Sticky Launcher]]. | ||
**The [[Half-Zatoichi]] heals 35 health on hit and can overheal the player by up to 25 health. The weapon can be holstered after a hit. | **The [[Half-Zatoichi]] heals 35 health on hit and can overheal the player by up to 25 health. The weapon can be holstered after a hit. | ||
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**Metal is hard to find, as only small metal boxes are available. You may also get metal from your dispenser. | **Metal is hard to find, as only small metal boxes are available. You may also get metal from your dispenser. | ||
**The [[Frontier Justice]] deals Crits as long as the Engineer's Sentry Gun is targeting Hale. | **The [[Frontier Justice]] deals Crits as long as the Engineer's Sentry Gun is targeting Hale. | ||
+ | ** An [[Amplifier]] may be an availible replacement for your 2nd building (Dispenser). | ||
+ | The amplifier gives crits to all teammates within its range, as shown by waves emnating from the top of it. The more metal put into it, the further its influence reaches. | ||
+ | The [[Pistol]] and [[Lugermorph]] receive crits. | ||
*'''[[Medic]]''' | *'''[[Medic]]''' | ||
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**ÜberCharge grants both invulnerability and critical hits to both the Medic and the patient, and lasts 50% longer than a normal Übercharge. | **ÜberCharge grants both invulnerability and critical hits to both the Medic and the patient, and lasts 50% longer than a normal Übercharge. | ||
**The Medic spawns with 40% ÜberCharge, and after each ÜberCharge, gains 30% Übercharge automatically. | **The Medic spawns with 40% ÜberCharge, and after each ÜberCharge, gains 30% Übercharge automatically. | ||
+ | **If the Medic heals an Engineer who has an active [[Sentry Gun]], that sentry will receive mini-crits. | ||
*'''[[Sniper]]''' | *'''[[Sniper]]''' |
Revision as of 18:05, 29 September 2011
“ | The name's Saxton Hale! Australian, C.E.O. of MANN Co. and the man who's gonna burn this place to the ground!
Click to listen
— Saxton Hale
|
” |
The VS Saxton Hale Mode is an unofficial "Juggernaut" variation of Arena Mode, in which teams RED and BLU are pitted against each other in a battle to the death. Whilst the primary rules of kill or be killed still apply, the modification involves one player, taking on the role of an overpowered Saxton Hale, on the BLU team contending against the rest on the RED team.
Contents
Gameplay
This mode is similar to Arena: if a player dies, they will not respawn until the round has ended. Every player (save for one) is put onto RED, leaving the remaining BLU player in the role of Saxton Hale. Hale has unique stats which give him an advantage (such as increased health and a special jump ability), but can only use melee attacks to kill the other players. Hale's damange is modded to be much greater than a normal player's dealt damage, so most of Hale's attacks are one-hit kills.
A control point on the map will either enable after a certain elapsed time, or when the number of RED team players has dropped to a certain amount. At this point, either team is able to capture the control point and win the round.
In order to reward risky close-range combat with Hale, all melee weapons (barring the Spy's melee weapons) are given a Crit boost. Many actions that would instantly kill a normal player, such as a backstab or a kill taunt, will only deal a large amount of damage to Hale rather than killing him outright.
In addition, there is a chance that the single BLU player will become a different boss; most of these alternate bosses are varieties of internet memes or fads. Whilst several exclusive skins appear on specific servers (such as the Demopan), the core version of the mod includes a playable Horseless Headless Horsemann Junior (a smaller, player-sized HHH), the Vagineer, and the Christian Brutal Sniper.
Gameplay demonstration
Boss Abilities
In order to provide balance for the greatly outnumbered Hale, several abilities (most of which are from numerous classes) are available to the Hale player. These include:
- Superjump: By crouching, looking up and releasing crouch, the player will be propelled upwards.
- The Horseless Headless Horsemann Jr.'s Superjump teleports the boss to a random enemy. The boss is stunned for a few seconds, giving his prey a chance to escape.
- Rage: When Saxton Hale has taken a set amount of damage (usually 1,900), his rage meter will be full. Taunting with a full rage meter will stun all nearby players and Sentry Guns, similarly to the Ghost.
- The Vagineer's rage ability ÜberCharges him and stuns players in a very small range.
- The Christian Brutal Sniper's rage ability gives him a modified Huntsman that fires 99% faster, but also has a very small stun range.
- Equalizer Effect: Hale's movement speed increases as he takes more damage.
- Super Duper Jump: A variation of the "Superjump" that protects Hale from instant death or becoming trapped by falling into a precipice.
- Mantreads Effect: Falling onto players will deal damage similar in strength to a hit from Hale's fists.
- Weighdown: The ability to fall down quickly, as to prevent getting stuck from Sentry Gun recoil , Heavy's Miniguns recoil, etc. Also useful to use in comination with Mantreads effect.
Strategy
Balancing specifics
The bosses' health increases based on the number of players taking part in the game. The health follows a formula based upon the initial number of players on the enemy team at the start of the round. Health is calculated as [(760+n)*(n-1)]1.04, where n is the initial number of players on the enemy team. When n<5, n increments by 2.
Saxton Hale (and other bosses) Health
Some weapons equipped by players on RED will be changed into their default counterparts or edited for balance issues:
The amplifier gives crits to all teammates within its range, as shown by waves emnating from the top of it. The more metal put into it, the further its influence reaches. The Pistol and Lugermorph receive crits.
Remember however that balance specifics such as boss speed, rage taunt damage, rage taunt distance, and appearance of characters other than Saxton Hale may vary from server to server, as these specifics are adjustable via server console variables. Plugin Information
ChangelogChangelog:
Version 1.362
Version 1.361
Version 1.36
Versions:1.35_2 and 1.35_3
Version:1.35_1
Version:1.35
Version:1.34_1
Version:1.34
Version:1.33
Version:1.32_1
Version:1.32
*round start *jump *backstab *destroy Sentry *kill Scout, Pyro, Heavy, Engineer, Spy *Last man standing *killing spree
Version:1.30 & 1.31
Version:1.29
Version:1.28
Version:1.27
Version:1.26
Version 1.25
Version 1.24
Version 1.23
Version 1.22
Version 1.21
Version 1.20
Version 1.12
Version 1.11
Version 1.10
Version 1.00
Saxton Hale dialogueFor version 1.20, many new custom lines of dialogue were added to the mod. These additional Saxton Hale responses take place during specific events. Bugs
Trivia
Gallery
Update historyApril 14, 2011 Patch (Hatless Update)
See alsoExternal links
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