- Joined
- Mar 7, 2017
- Messages
- 442
Okay, i made a Thread months ago about the changes on some Hales but in this Thread i will explain each change better and Links will be included, i will also link a few Hales i really like and could fit in this Server
I made several Hales by my self and i know what im doing so do i by suggesting..
I doubt that anything here will go through that i suggest but i hope Kevin will do something when the regular FF2 players would be voting here that he will at least take a look at it and think about this suggestion..
Anyways, lets go to the Hale Changes first
The Super Jumps
Okay so uh the most Hales in this Server are using the default Super Jump which is pretty crap and the Hales like the Rock as a example has no chance against 10x Snipers in Dustshowdown which is a huge damn Map and shouldn't really be in FF2 or when the Hales have a crap Super Jump which barely makes across buildings etc..
The Dynamic Super Jump fixes this issue, you can also set up the jump intensity multiplier which is already good at the 1.0 argument value in my opinion.
Here a view for the Super Jump
"abilityX"
{
"name" "dynamic_jump"
// slot is ignored.
"arg1" "1.5" // charge time, same as charge_bravejump
"arg2" "5.0" // cooldown, same as charge_bravejump
"arg3" "0" // 1 = disabled by default (can only be re-enabled in code)
"arg4" "0" // number of uses. set to 0 to be infinite.
"arg5" "3.0" // cooldown before first use
"arg6" "100.0" // minimum damage before super duper jump
"arg7" "0" // use new jump
"arg8" "1.0" // jump intensity multiplier. unlike charge_bravejump, this works for oldjump too
"arg9" "0" // 1 = use RELOAD instead of ALT-FIRE
"arg10" "0" // don't affect weighdown's cooldown
// HUD strings
"arg17" "Super DUPER Jump ready! Look up, press and release ALT-FIRE." // super duper jump message
"arg18" "Super Jump is not ready. %.1f seconds remaining." // cooldown message
"arg19" "Super Jump is ready. %.0f percent charged.\nLook up, press and release ALT-FIRE." // charge message
"plugin_name" "ff2_dynamic_defaults"
}
The Slow Motion aka The Matrix Rage
Many of us know this Rage which is one of the most powerful Rage or Ability
The Hale called Gabe Newell uses this Rage which is pretty god damn Overpowered, even tho you need to gain 5.000+ Damage to execute his Rage, he doesnt really need 14 seconds of Slow Motion, which i recommend to do is to add Lives instead and lower his hp much as needed so with the duration of the Slow Motion, 3 seconds is pretty enough even 1 second in my own Server but it all depends what FF2 Version you use at this point.
None of the Hales that have this Ability should last longer than 6 seconds in my opinion, it all also depends how the Hale is based on
Here is a view of my set up for the Matrix Rage
"ability5"
{
"name" "rage_matrix_attack"
"arg0" "-1" // When it should get Executed. | -1 = On life lose | 0 = On Rage
"arg1" "2" // The Duration, how long it should last
"arg2" "0.7" // How slow the Time should be when the Ability is executed, this value is pretty high so the Time is pretty much less Slow.
"plugin_name" "ff2_1st_set_abilities"
}
The Health Formular
Okay so..... We all know The Mimicer has one of the most overpowered Health
My Health Formular i use for my 2x Life Hales most of the time
"health_formula" "(((610+n)*n)^1.03)"
Im not the best in making Health Formulas but this one works for me fine
The Blind Ability aka The FOG
This Ability annoys me, pretty much..
Im Sure The Mimicer and Fedorable doesnt need this Rage and its pretty retarded, you can say what you want but this is really not needed for them at all, no idea who thought its a pretty good idea to add this to them..
Fedorable FOG Ability lasts pretty long and i meant it its pretty long and dumb....
Like i said, Mimicer doesnt even need this, his Stun is already pretty long for a Overpowered Hale but i will get into the Stun rages later.
MLG Sniper doesnt rly need it aswell but it all depends how people have him set up.. Since he is pretty, weak here in my point of view, he could need it at some point..
The Stun Ability
First, Mimicer doesnt need a 6 seconds long Stun, 4.3 seconds is pretty much good, not sure if his Rage stun is really 6 seconds long but lets pretend that.
If his Fog gets removed and his Hp getting nerfed, i could also see a 7 seconds stun for him
otherwise please just remove the 6 seconds and replace it with 4.3 seconds..
The Sentry Stuns not really that important to discuss about-.
The Damage, Bleed effect etc..
Fedorable, Koishi and Zerstorer having the Bleed effect on hit, its not really balanced in my opinion when they deal already a high amount of damage on hit. Remove it already
Female Spy, Mimicer, Fedorable, MeeM and Ass Pancakes are dealing big amount of damage,
Ass Pancakes deals like 300+ damage.... My Suggestion nerf on him would be lowering his damage around 200 but not higher than 230
FemSpy as far i know above 300 aswell.. My Suggestion nerf on him would be lowering her damage around 175
Mimicer deals also 300+ damage.. My Suggestion nerf on him would be lowering his damage around 200.
Fedorable the same, 300+ damage... My Suggestion nerf on him would be lowering his damage around 175..
MeeM deals 1008 damage, why..? My Suggestion nerf on him would be lowering his damage around 200
When Removing Koishi's Bleeding effect, i would buff her Damage up to 150+
Human Sentry Buster
You most likely need to camp to win as him when there are like 5 demoknights and other Classes that do much damage on a Melee hit against him
Remove the Attribute
Attribute Wiki
And Buff his damage up to 160+ when possible.
Also remove the Damage Resistance Attribute for a fair gameplay.
Spyper
Remove him or Fix his Sniper rifle.... Also his lower damage down to 210 so his Rifle damage.
My Hale suggestions that could take a nice place here.
Dic Soupcan
SoupCock PorkPie I dont rly like the old version, maybe taking a look on my version..?
Cakehole Piss (the same like Piss Cakehole but cooler ) Somewhere in the Alliedmodders thread, but the good version of him isnt downloadable anymore smh
Maybe one of my hales? People liked them maybe one of them can get here
I made several Hales by my self and i know what im doing so do i by suggesting..
I doubt that anything here will go through that i suggest but i hope Kevin will do something when the regular FF2 players would be voting here that he will at least take a look at it and think about this suggestion..
Anyways, lets go to the Hale Changes first
The Super Jumps
Okay so uh the most Hales in this Server are using the default Super Jump which is pretty crap and the Hales like the Rock as a example has no chance against 10x Snipers in Dustshowdown which is a huge damn Map and shouldn't really be in FF2 or when the Hales have a crap Super Jump which barely makes across buildings etc..
The Dynamic Super Jump fixes this issue, you can also set up the jump intensity multiplier which is already good at the 1.0 argument value in my opinion.
Here a view for the Super Jump
"abilityX"
{
"name" "dynamic_jump"
// slot is ignored.
"arg1" "1.5" // charge time, same as charge_bravejump
"arg2" "5.0" // cooldown, same as charge_bravejump
"arg3" "0" // 1 = disabled by default (can only be re-enabled in code)
"arg4" "0" // number of uses. set to 0 to be infinite.
"arg5" "3.0" // cooldown before first use
"arg6" "100.0" // minimum damage before super duper jump
"arg7" "0" // use new jump
"arg8" "1.0" // jump intensity multiplier. unlike charge_bravejump, this works for oldjump too
"arg9" "0" // 1 = use RELOAD instead of ALT-FIRE
"arg10" "0" // don't affect weighdown's cooldown
// HUD strings
"arg17" "Super DUPER Jump ready! Look up, press and release ALT-FIRE." // super duper jump message
"arg18" "Super Jump is not ready. %.1f seconds remaining." // cooldown message
"arg19" "Super Jump is ready. %.0f percent charged.\nLook up, press and release ALT-FIRE." // charge message
"plugin_name" "ff2_dynamic_defaults"
}
The Slow Motion aka The Matrix Rage
Many of us know this Rage which is one of the most powerful Rage or Ability
The Hale called Gabe Newell uses this Rage which is pretty god damn Overpowered, even tho you need to gain 5.000+ Damage to execute his Rage, he doesnt really need 14 seconds of Slow Motion, which i recommend to do is to add Lives instead and lower his hp much as needed so with the duration of the Slow Motion, 3 seconds is pretty enough even 1 second in my own Server but it all depends what FF2 Version you use at this point.
None of the Hales that have this Ability should last longer than 6 seconds in my opinion, it all also depends how the Hale is based on
Here is a view of my set up for the Matrix Rage
"ability5"
{
"name" "rage_matrix_attack"
"arg0" "-1" // When it should get Executed. | -1 = On life lose | 0 = On Rage
"arg1" "2" // The Duration, how long it should last
"arg2" "0.7" // How slow the Time should be when the Ability is executed, this value is pretty high so the Time is pretty much less Slow.
"plugin_name" "ff2_1st_set_abilities"
}
The Health Formular
Okay so..... We all know The Mimicer has one of the most overpowered Health
My Health Formular i use for my 2x Life Hales most of the time
"health_formula" "(((610+n)*n)^1.03)"
Im not the best in making Health Formulas but this one works for me fine
The Blind Ability aka The FOG
This Ability annoys me, pretty much..
Im Sure The Mimicer and Fedorable doesnt need this Rage and its pretty retarded, you can say what you want but this is really not needed for them at all, no idea who thought its a pretty good idea to add this to them..
Fedorable FOG Ability lasts pretty long and i meant it its pretty long and dumb....
Like i said, Mimicer doesnt even need this, his Stun is already pretty long for a Overpowered Hale but i will get into the Stun rages later.
MLG Sniper doesnt rly need it aswell but it all depends how people have him set up.. Since he is pretty, weak here in my point of view, he could need it at some point..
The Stun Ability
First, Mimicer doesnt need a 6 seconds long Stun, 4.3 seconds is pretty much good, not sure if his Rage stun is really 6 seconds long but lets pretend that.
If his Fog gets removed and his Hp getting nerfed, i could also see a 7 seconds stun for him
otherwise please just remove the 6 seconds and replace it with 4.3 seconds..
The Sentry Stuns not really that important to discuss about-.
The Damage, Bleed effect etc..
Fedorable, Koishi and Zerstorer having the Bleed effect on hit, its not really balanced in my opinion when they deal already a high amount of damage on hit. Remove it already
Female Spy, Mimicer, Fedorable, MeeM and Ass Pancakes are dealing big amount of damage,
Ass Pancakes deals like 300+ damage.... My Suggestion nerf on him would be lowering his damage around 200 but not higher than 230
FemSpy as far i know above 300 aswell.. My Suggestion nerf on him would be lowering her damage around 175
Mimicer deals also 300+ damage.. My Suggestion nerf on him would be lowering his damage around 200.
Fedorable the same, 300+ damage... My Suggestion nerf on him would be lowering his damage around 175..
MeeM deals 1008 damage, why..? My Suggestion nerf on him would be lowering his damage around 200
When Removing Koishi's Bleeding effect, i would buff her Damage up to 150+
Human Sentry Buster
You most likely need to camp to win as him when there are like 5 demoknights and other Classes that do much damage on a Melee hit against him
Remove the Attribute
Attribute Wiki
And Buff his damage up to 160+ when possible.
Also remove the Damage Resistance Attribute for a fair gameplay.
Spyper
Remove him or Fix his Sniper rifle.... Also his lower damage down to 210 so his Rifle damage.
My Hale suggestions that could take a nice place here.
Dic Soupcan
SoupCock PorkPie I dont rly like the old version, maybe taking a look on my version..?
Cakehole Piss (the same like Piss Cakehole but cooler ) Somewhere in the Alliedmodders thread, but the good version of him isnt downloadable anymore smh
Maybe one of my hales? People liked them maybe one of them can get here