Autismo
Active Member
- Joined
- Mar 19, 2023
- Messages
- 74
Currently certain hales are getting hamstringed harshly (demopan mobility uptime being reduced, rage being nerfed to near unusable levels + losing super duper jump, major crits losing instant teleport on environmental damage which isn't a problem but save that for later) whilst other hales whom I think are still way WAY more powerful than both and require nowhere near as much user input (teleport hales being able to just goomba you after teleing to the max map height whilst having no where as much visual indication compared to super jumps, certain spy hales shitting out 206 swings with an instant hitscan and getting hitscan weapons on rage with long stun durations.)
firstly demopan.
unbalanceable without being overpowered if someone has the bare minimum knowledge of trimping and charging into super jumping.
super jump cooldown to 12 seconds (or 14 seconds).
charge recharge time to 4.45 (4.15 if the super charge cd is of the latter)
10%+ per player hp increase but +10% rage gain needed in order to rage plus 1 second of stun to the rage currently since it's too low
I do not know what the current charge recharge time is but it's close to 7 - 8 seconds with the super jump being at 9 seconds, but demopan should operate on trimping based gameplay instead of the reliance of that of the charge into super jump.
major crits jr
just remove the grappling hook at this point, it's not fun to play against.
every suggestion someone could suggest for this hale would make it overpowered.
giving it a super jump would mean the ability to bomb your enemies with ease and make retreating impossible since a good hale knows how to super jump into a quick weighdown.
giving it the new teleport would just be stupid.
making the hale be able to rocket jump would be thee worst possible choice out of any of these with how it's a begger's bazooka, fly from one corner to the other in a second and weighdown to nuke people, rocket jump in a closed area straight into anyone's face due to the launcher shitting out rockets and any other scenario you could think of.
and from playing this hale I've learnt that all it takes is 3 medics or 4 to shut down a major crits down, you can't pin trolldiers down easily since the rage only provides uber, so all I'm saying is that whenever I'm playing the hale I see 3 or 4 medics and then probably lose whilst other people who pick him get a free round if they're not brain dead.
so basically put, remove grappling hook, pick one of the 3 choices (the rocket jumping one is the most fun) or the better choice: remove the hale entirely because balancing around a close range ranged weapon is annoying.
taming engineer
get rid of the damage reduction on the engineer, there it's fixed, I don't care for biases
spyper
remove him or nerf the cloak into the ground and make the rifle deal normal damage whilst having a LIMITED amount of time to use it I.E 30 seconds, no longer or shorter, no one likes playing against this hale because of how boring and long matches are just by having it on
mimicer
remove the cloak or majorly nerf it.
mlg spy
reduce ammo count on rage for the gun from 3 to 2, reduce the damage by -10%, crits deal minicrits plus a limited amount of time to expend the ammo: 25 seconds, reduce the duration on the matrix life loss and the rage stun by 0.5
zerstorer and human sentry buster
give a stun on rage for the exact amount of time for either of them to explode on rage and increase the sentry buster's health pool by 10%
gentlespy
reduce health per player by -10%, reduce ammo count on rage for the gun from 3 to 2, reduce the damage by -10%, crits deal minicrits plus a limited amount of time to expend the ammo: 25 seconds, same deal with mlg
administrator
reduce the player spawn count for blu on rage from 4 players to 3, 25 seconds to expend ammo on the weapon, crits deal minicrits
easter bunny
rework the rage's weapon from a rapid fire random grenade launcher to just a stock loose cannon that deals minicrits on crits to prevent getting a egg crit boost to nuke anyone from a range, clip is 4, ammo is 4 (or 8), expires after 25 seconds (stock loose cannon attributes are 996 for the weapon id; attributes 466 ; 1 ; 467 ; 1 ; 477 ; 1 ; 103 ; 1.20 plus 869 ; 1 with just a simple arg change for the clip + ammo), also maybe add +25 base movement to the hale
St. Heffe
reduce the lightning per rage from 3 strikes to 2
Mr. Meeseeks
base +5% per player damage needed for rage
other than that, that's it, the rage on weapon duration or ammo may need another plugin, so if not for ammo capacity (bunny) just make the clip 8 instead
firstly demopan.
unbalanceable without being overpowered if someone has the bare minimum knowledge of trimping and charging into super jumping.
super jump cooldown to 12 seconds (or 14 seconds).
charge recharge time to 4.45 (4.15 if the super charge cd is of the latter)
10%+ per player hp increase but +10% rage gain needed in order to rage plus 1 second of stun to the rage currently since it's too low
I do not know what the current charge recharge time is but it's close to 7 - 8 seconds with the super jump being at 9 seconds, but demopan should operate on trimping based gameplay instead of the reliance of that of the charge into super jump.
major crits jr
just remove the grappling hook at this point, it's not fun to play against.
every suggestion someone could suggest for this hale would make it overpowered.
giving it a super jump would mean the ability to bomb your enemies with ease and make retreating impossible since a good hale knows how to super jump into a quick weighdown.
giving it the new teleport would just be stupid.
making the hale be able to rocket jump would be thee worst possible choice out of any of these with how it's a begger's bazooka, fly from one corner to the other in a second and weighdown to nuke people, rocket jump in a closed area straight into anyone's face due to the launcher shitting out rockets and any other scenario you could think of.
and from playing this hale I've learnt that all it takes is 3 medics or 4 to shut down a major crits down, you can't pin trolldiers down easily since the rage only provides uber, so all I'm saying is that whenever I'm playing the hale I see 3 or 4 medics and then probably lose whilst other people who pick him get a free round if they're not brain dead.
so basically put, remove grappling hook, pick one of the 3 choices (the rocket jumping one is the most fun) or the better choice: remove the hale entirely because balancing around a close range ranged weapon is annoying.
taming engineer
get rid of the damage reduction on the engineer, there it's fixed, I don't care for biases
spyper
remove him or nerf the cloak into the ground and make the rifle deal normal damage whilst having a LIMITED amount of time to use it I.E 30 seconds, no longer or shorter, no one likes playing against this hale because of how boring and long matches are just by having it on
mimicer
remove the cloak or majorly nerf it.
mlg spy
reduce ammo count on rage for the gun from 3 to 2, reduce the damage by -10%, crits deal minicrits plus a limited amount of time to expend the ammo: 25 seconds, reduce the duration on the matrix life loss and the rage stun by 0.5
zerstorer and human sentry buster
give a stun on rage for the exact amount of time for either of them to explode on rage and increase the sentry buster's health pool by 10%
gentlespy
reduce health per player by -10%, reduce ammo count on rage for the gun from 3 to 2, reduce the damage by -10%, crits deal minicrits plus a limited amount of time to expend the ammo: 25 seconds, same deal with mlg
administrator
reduce the player spawn count for blu on rage from 4 players to 3, 25 seconds to expend ammo on the weapon, crits deal minicrits
easter bunny
rework the rage's weapon from a rapid fire random grenade launcher to just a stock loose cannon that deals minicrits on crits to prevent getting a egg crit boost to nuke anyone from a range, clip is 4, ammo is 4 (or 8), expires after 25 seconds (stock loose cannon attributes are 996 for the weapon id; attributes 466 ; 1 ; 467 ; 1 ; 477 ; 1 ; 103 ; 1.20 plus 869 ; 1 with just a simple arg change for the clip + ammo), also maybe add +25 base movement to the hale
St. Heffe
reduce the lightning per rage from 3 strikes to 2
Mr. Meeseeks
base +5% per player damage needed for rage
other than that, that's it, the rage on weapon duration or ammo may need another plugin, so if not for ammo capacity (bunny) just make the clip 8 instead