Difference between revisions of "VS Saxton Hale Mode (custom game mode)"
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==External Links== | ==External Links== | ||
− | *[http://www.randomfortress.ru/forum/ Random Fortress Forum] | + | *[http://www.randomfortress.ru/forum/ Random Fortress Forum] |
+ | *[http://steamcommunity.com/groups/vssaxtonhale Official group] | ||
*[http://forums.steampowered.com/forums/showthread.php?t=1439727 Relevant SPUF thread] | *[http://forums.steampowered.com/forums/showthread.php?t=1439727 Relevant SPUF thread] | ||
*[http://www.randomfortress.ru/forum/index.php?/topic/26-thanks-list/ Mod Credits] | *[http://www.randomfortress.ru/forum/index.php?/topic/26-thanks-list/ Mod Credits] | ||
− | *[http://saxtonhale.cwahi.net/day01.html Saxton Hale Update] | + | *[http://saxtonhale.cwahi.net/day01.html The unofficial Saxton Hale Update] |
− | + | *[http://kotaku.com/5645732/i-like-this-team-fortress-2-mods-pepper-sauce News on Kotaku.com] | |
{{ModNav}} | {{ModNav}} | ||
[[Category:Mods]] | [[Category:Mods]] |
Revision as of 19:21, 13 December 2010
“ | Me, I'd rather get down there and tell them myself... with my BARE HANDS!
— Saxton Hale on communication
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” |
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.
Contents
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 ÜberCharge-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: 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.
- 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.
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.
- 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
- Random Fortress Forum
- Official group
- Relevant SPUF thread
- Mod Credits
- The unofficial Saxton Hale Update
- News on Kotaku.com
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