Completed [FF2] xX_Arnold_Gaming_Xx hale suggestion | Part Final: Singular OC slop (1 Viewer)

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Autismo

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I was originally going to have this hale as apart of the 10 hale suggestions but then I thought, how about vagineer also, a complete package.

Wow I couldn't really fit 6 hales onto 1 thread without prolonging the wait time, so here's the hale that I teased, this hale is the sum of all the trial and error with every jumping, mobility, overpowered abilities and what not thingy-ma-jingy hales.

xX_arnold_gaming_Xx.png

xX_Arnold_Gaming_Xx
Based off of the hardest demoman jumping map spanning 101 levels long and taking at the minimum 2 hours or more to complete with months of investment needed, this hale has been made to be the most unique take I could possibly make for freak fortress 2, boss vs boss, x10 and every other type of VERSUS SAXTON HALE/FREAK FORTRESS 2 mode whilst feeling like a down to earth hale whilst abstaining from being one at the same time.
so what is this hale about:
  • Uses the old teleport, yes the one that teleports to someone's key location, not the pin point one.
  • Slightly higher than normal knockback resistance and airblast resistance
  • Weighs down by pressing reload and for reasons I'll specify later
  • Rage rapidly swaps red positions from one to the next until it finishes, once completed arnold gets a random buff that lasts for a short duration
That's the basic hale stuff addressed, here's the 2nd part of this hale that turns everything on its head:

This hale gets random modes every 90s that last for 30s, these produce special effects that affect the gameplay of reds differently depending on what he gets.

Red kill triggerAn incredibly small aoe damage dealing effect that'll automatically trigger 3 times with a major windup and sound cue
Blue GravityRolls random gravity settings from very high to very low gravity settings
Green Push TriggerPushes up any red players who're close to him once the windup completes, the hale must be grounded for this to trigger against enemies
Purple FritzRolls a chance to randomly Teleport 3 times to enemy players
Cyan PhaseCan phase through buildings and players
Orange lagRolls a chance to lag(freeze) players for 0.3s when successful
Texture SpasmRandomly swaps player positions whenever it triggers itself during the duration

Quite something, just niche little side products that don't give the hale a major amount of strength and offer different scenarios every so often.

Also here's the other thing about the hale, once the hale loses one of his two lifes, he can activate a very special ability that can only be used once per round: Extra Crispy difficulty
This is a warning note about the ability, you'll throw your lot in and gain extremely strong weapons at the cost of all dead red players getting respawned as incredibly strong minibosses, this will come in several sets and waves just in case anyone wants to join in on the fun
  • this is a gambling ability that you don't even need to use, it's entirely optional but as soon as you press that key you will give any alive reds extremely strong permanent buffs as a result, be careful.
  • All minibosses have infinite mobility and no rage costs attached to their kits, they can spam their abilities how ever they please, same with you with your newly acquired weapons, this is THE sticky jumping hale after all.
so here're the specifics on what you can expect to encounter when you activate this mode:

Content title thing
rocketjumper.png

Rocket jumper.
As the title says, can also deal damage with the rockets also, same for every other one that shoots projectiles
  • Haste on rage
  • Pin point teleport on reload
  • An ion cannon on special - nuke strat
if a rocket jumper player gets this one you can expect them to be an incredibly big problem.

stickyjumper.png

Sticky jumper, the other end to rocket jumping
  • Rage will cause 60% of all damage taken to be reflected
  • Reload teleports to a friendly ally, if not then to the enemy
  • Special summons an ion cannon at your location
Probably the least scary hale to fight because sticky jumping is quite hard to handle

cannonknight.png

Trimp and cannon knight
It's demoknight, caberknight, cannonknight, it's all of the 3. (this is still to be concluded on what this thing's abilities will be)
  • Vertical hop on rage that makes for good comboing with a charge for high trimp potential
  • Reload gives the agility mannpower buff on use
  • Special refreshes the caber which will allow you to caber jump again
Easy to use and even easier to exploit, the caber damage will hurt the hale massively

detonator.png

Detonator jumper
You ever seen some of the pyros go mental with the detonator, this is exactly what it is, except worse
  • Rage casts a meteor shower spell upon use
  • Reload casts a fireball upon use
  • Special gives a phlogisinator
The spells are probably the scariest thing about this miniboss, be very wary of it.

fanbat.png

Force a' nature + boston basher
A slippery and nimble scout that's going to be hard to pin down with the tool kit in question
  • Rage gives a throwable milk projectile that makes the hale's movement slippery if applied
  • Reload causes you to vertically leap upwards
  • Special gives high gravity to yourself
The abilities have been designed with how the force a' nature works, this might filter a lot of players but regardless of that.

spellcaster.png

Spell caster
Conceptually bankrupt since this borrows massively from spell usage but fun to speculate on how this'll perform in game
  • Rage casts a lightning orb
  • Reload causes you to dash inside of a kart instantly
  • Special casts a spell jump
Doesn't have the teleport because I haven't got a clue on that but overall should be quite interesting to be matched up against, I wish I could type something with more gravity for this one.

bhopper.png

Bhopper
It's a bhopping engineer and that's just because it's easy to copy the example of beepman
  • Rage gives maximum movement speed on use
  • Reload dashes depending on what movement keys you're currently pressing
  • Special gives no gravity
Abilities are mostly based around bhopping and other types of source related tech, if I figure something out I'll give this one a cooler quirk with high gravity.

walljumper.png

Wall jumper
A blend between being able to jump off of walls and a rocket jumping diamond back, designed with invis and confusion in mind.
  • Rage casts a massive particle that conceals what you or anyone can see
  • Reload Turns you invisible
  • Special Gives you a Grenade launcher that'll stun the hale if it hits in any form possible
Quite scary this one, it's the only one that can stun and cause trouble quickly.

actionhale.png

Saxton action hale
A 1/1 like of the suggested saxton hale I did
  • Has super jump
  • Rage gives crits
  • Reload lunges
  • Special leaps in place
This one is very quick and strong, can close any gap in seconds and bounces around like a frog, be very careful against this one because his mobility cds are very low.

and that's about it, that is xX_Arnold_Gaming_Xx's abilities and what not, this is the most unique hale I could probably come up with, the ultimate "mobility" meance that turns reds into the mobility meances, a complete flip on the script that gives reds all of the action.

Yes the models look awful, but it was quite a good measure for the file size by the end of it all.

I have to apologise for this hale's config, it's a mess.

With that, this'll be the last hale suggestion I'll make probably.

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