Versus Saxton Hale

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This article is about the official game mode. For the community version of the game mode with the same name, see VS Saxton Hale Mode (custom mode).
What is VS Saxton Hale? It's in the name! You fight Saxton Hale! Or you play as Saxton Hale and fight the Mercenaries. Are you ready to face 23 enemies at once? ‘Cause they surely aren’t ready to face you!
— Publicity Blurb

VS Saxton Hale is a community-created game mode added in the Summer 2023 Update with the July 12, 2023 Patch. It features Saxton Hale (as the BLU team) pitted against the RED team's mercenaries in a large-scale arena.

Gameplay

One player is chosen at random to play as Saxton Hale, and the rest are assigned to the RED team with one goal: to 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. Saxton Hale's health is visible at all times near the top of the screen.

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 (77 damage to buildings) and his health scales with the amount of players on RED he is fighting. Saxton Hale can use all-class taunts, several of which have unique animations on Saxton.

Saxton Hale has a set of attributes that persist throughout the 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 (Default key: R). 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. 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 Punch, 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. Initiating the Flippin' Awesome taunt as Saxton will act as a taunt kill against the mercenary it was used on.[9]

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 while in the air (default key: Ctrl). 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. All 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.[10]

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.[11]

Gameplay changes

Some existing gameplay elements (such as classes, weapons, and buildings) have had changes of varying degrees:

  • Pictogram plus.png  Melee weapons for all classes except the Spy deploy 25% faster[12] and have a 60% increased melee range in a 350 Hammer unit proximity between Hale and the player.
  • Pictogram plus.png  Backstabs and the Market Gardener (while rocket jumping) deal 2.5x increased damage.[13][14]
  • Pictogram plus.png  Telefrags deal 2x damage against Hale,[15] inflicting up to 2000 hit points.
  • Pictogram plus.png  Demoman sword weapons provide added knockback.[16]
  • Pictogram plus.png  Medics have a 30% on-wearer damage resistance against Saxton Hale's attacks.[17]
  • Pictogram plus.png  Medi Guns provide a 2x ÜberCharge healing rate bonus if an Ubersaw is equipped.[18]
  • Pictogram plus.png  The Mad Milk has a 50% increased recharge rate.[19]
  • Pictogram plus.png  The Force-A-Nature knockback power has been increased, and applies within a range of up to 600 Hammer units.[20]
  • Pictogram plus.png  The Hitman's Heatmaker has an added 7x Focus multiplier for each hit.[21]
  • Pictogram plus.png  On-kill effects are now triggered by attacking Saxton Hale.
  • Pictogram info.png  Shields provide a one-hit immunity against Hale's primary attack.[22]
  • Pictogram info.png  Weapons and cosmetics utilizing Pyrovision are forcibly disabled in order to prevent Saxton Hale from playing Heavy voice lines.[23]
  • Pictogram minus.png  All Miniguns deal 40% less damage.[24]
  • Pictogram minus.png  The Natascha has an 85% reduced chance of triggering the slowdown-on-hit ability.[25][26]
  • Pictogram minus.png  The Scottish Resistance's stickies feature a 20% damage penalty.[27]
  • Pictogram minus.png  The Sticky Jumper and the Rocket Jumper have their bonus reserve ammo removed.[28][29]
  • Pictogram minus.png  Sentry Guns have a 50% damage penalty.[30]

Strategy

Main article: Community VS Saxton Hale strategy

Maps

See also: List of maps

VS Saxton Hale maps carry the vsh_ prefix; community maps are identified with an italic font.

Template:VS Saxton Hale maps

Update history

July 12, 2023 Patch #1 (Summer 2023 Update)
  • Added maps: Distillery, Nucleus VSH, Skirmish, and Tiny Rock.

July 20, 2023 Patch #1

  • Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
    • TF_Bots now function in Versus Saxton Hale.
    • Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities.
    • Fixed players dropping Player Destruction pickups.
    • Fixed Hale sometimes holding Necro Smasher or Sandvich.
    • Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed.
    • By community request, added Pyro VSH lines, performed by James McGuinn.
    • Updated VSH voice lines for Spy.
    • "Behind you" and "Above you" now play exclusively for the player the line is addressed to.
    • Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive.
    • Mad Milk recharge rate returned to stock value.
    • Demoman's Swords now deal less knockback than other melee weapons.
    • Demoman's Shields will now break when absorbing a Hale punch.
    • Fixed a bug relating to sending a class-restricted duel to Hale during Setup.

Notes

  • No voice lines are present for identifying Saxton Hale as a disguised Spy; attempting to identify Hale as one instead triggers a generic response.

Gallery

References

  1. scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L59-60
  2. scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L52, L62
  3. scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L54
  4. scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L51, L53
  5. scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L49
  6. scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L57-58
  7. scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L55
  8. scripts\vscripts\vssaxtonhale\bosses\saxton_hale\saxton_hale.nut:L56
  9. Video demonstrating the Flippin' Awesome taunt
  10. scripts\vscripts\vssaxtonhale\mercs\merc_traits\all_class\melee_wall_climb.nut
  11. scripts\vscripts\vssaxtonhale\mercs\merc_traits\all_class\last_mann_standing.nut:L16-23
  12. scripts\vscripts\vssaxtonhale\mercs\merc_traits\all_class\melee_buffs.nut:L25
  13. scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\spy_backstab.nut:L26-36
  14. scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\soldier_market_gardener.nut:L26-36
  15. scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\engie_telefrag_scaling.nut:L18-21
  16. Demonstration video
  17. scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\medic_resistance.nut:L25
  18. scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\medic_uber_rate.nut:L16-22, L34
  19. scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\scout_faster_milk.nut:L26
  20. scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\scout_stronger_fan.nut
  21. scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\sniper_focus.nut
  22. scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\demo_shield.nut:L32-54
  23. 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.
  24. scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\heavy_minigun_nerf.nut:L25
  25. scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\heavy_natasha_nerf.nut:L25
  26. scripts\vscripts\vssaxtonhale\mercs\merc_traits\all_class\melee_buffs.nut:L40-50
  27. scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\demo_scottres_nerf.nut:L25
  28. scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\demo_jumper_ammo.nut:L24-28
  29. scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\soldier_jumper_ammo.nut:L24-28
  30. scripts\vscripts\vssaxtonhale\mercs\merc_traits\single_class\engineer_sentry.nut:L30