I talked to the creator of Serious Sam and he suggested that his health formula changes to (1500*n)/3 which gives him 30k health at 20 players giving him 10k per life at 20 people
He also mentioned if we change the health that we remove the player stun and keep the sentry stun and also to set...
Your getting there, health formula is still lower than koishi, if you want him to have around 20k with 20 people meaning 1 thousand per person then change the value 420 to 700. Distance is measured in hammer units which can be turned to feet which in this case, 950 hammer units give you 712.5...
My only complaints is the health is extremely low even for a boss. Koishi Komeiji, currently has the lowest heath formula, her's goes up to 480. 290 sets his health at 20 players to just shy of 9k. Other than that the speed brings a major concern, the stock speed for a class is around 300 HU/s...
The major change out of the 2 is Serious Sam's health, he currently gets a total of 5k health with one person and gets 11k with 3 people and 60k around 18 people. I would suggest a health formula change to a smaller value but I can't find the current one to make a basis off of but I would change...
@Matth
@Mörder
The suggestion isn't to make it a rule, its to update the thread with the rules so that users that read it know that it is a rule instead of learning it the hard way on the server.
After reaching out to the people who voted no, the following edits will be added to the map before added to the server:
* The old boss spawn will be added back but the ceiling will be extended to allow for the boss to pass through without crouching and allowing teleporting bosses to not get...
Watching the boss you really don't see the overpoweredness in the gameplay. His rage applies the drunk effect which takes away mouse controls and that might push some away from this boss but in all other aspects he really is normal.
I saw how this boss played and it really wasn't too much to look at. His ability is just to use the sandman 30 times and it does normal damage. That in itself is pretty balanced out of the gate.
*4 lives
*Moderate Health
*Not to powerful ability
Only changes I would say is the balancing of health to life ratio, more lives equal less health and more health equals less lives. Other than that the slow down on death could be reduced and I wouldn't mind this boss.
Looking into her melee, she does +210% damage which equates to 84 ish damage. If we change her class and melee to be different and keep the attributes then we can probably increase her melee to 136.5
I would say increase her health formula to 780 instead of 480, remove blind, make ragedamage 2000 and decrease her melees damage penalty to 70% and test it all to see if its fair.
The mega detonator aside, I think the revert was a good change of pace because the mega det allowed for pyros to delay the round as long as there was a medic or health packs around. Now the detonator is seeing some light and will help change the pyros dynamic of being this attack and run class...
The medic revive was removed so thats not a problem anymore.
The creator of the boss (EP_ if kevin used that one) made the boss to have low health. Their health formula is ((480+n)*n)^1.04 meaning at 20 players she gets barely 14k health.
If you are to change the damage of her melee then you...
Reviewing the feedback it is clear that the nerfs weren't well recieved, so I want to make it clear to the rest reading this thread. The nerfs are already redacted and won't be implemented if the bosses are added to the server. I should have added a poll to the top so y'all can vote for the bosses.
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