[Poll] Do you want Chuck Norris to be nerfed? (1 Viewer)

Do you want Chuck Norris to be nerfed?


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    26
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Intellectus

Well-Known Member
Joined
Sep 30, 2015
Messages
93
What I think makes this boss overpowered is:
  • Insanely long superjumps
  • Incredible running speed
  • Long melee range
  • Imunity to backstabs
 
I don't really have a problem with Chuck Norris myself.

He can be a nuisance on excessively small maps because of his speed and on excessively large maps because of his jumps, but so can many other bosses.
 
So the only things that makes him op are 3 things:

1. His second rage (which gives him longer range and a speed buff)
2. His immunity against backstabs
3. His super push up jump .

So I guess the only thing that we need to nerf is only is
A. His super jump or
B. His immunity to backstabs
C. Or both

Because nerfing the rage would make him completely useless..

So he is already a balanced hale except for the things that i and Intellectus mentioned
 
Cannot be backstabbed?
Well that sounds like alot of bull to be honest.
I voted yes for this Poll, I find it a bit unfair for spies who are unaware of this.
 
Tbh why not nopegineer or el jeffe... they are far worse
 
Last edited:
There have been rumors of Nopegineer being removed practicly forever. I was hoping to see if they remove/nerf him in the next update before posting a poll.
 
https://www.panda-community.com/threads/removing-hales.6345/page-4#post-39266

It'd been over a month, People voted to remove him, there were 15 votes needed to remove him and it succeed.
But as you can see, "it" is still in the server.
I don't know if this Poll will work... we've added a Nope-engineer removal task on the to-do-list ever since it was created.

So yes, it's not a rumor. It's something else what keeps us waiting for longer then a month.
 
Here's a slightly tweaked version with his jump multiplier lowered to 1.4x (from the original 2.0x that the final version I released has).

Spy knives still cower to Chuck Norris, however ;):
Code:
"character"
{

    "name"    "Chuck Norris"
    "class"    "6"
    "model"    "models/freak_fortress_2/chuck_norris/chuck_norris.mdl"
    "ragedamage"    "3200"
    "health_formula"    "(((500+n)*n)^1.04)+2046"
    "sound_block_vo"    "1"
    "maxspeed"    "400"

    "description_en"    "Good game guys, it's over.\nOne does not simply fight Chuck Norris and get away with it\n \nPush the earth away from you by pressing Alt-fire, looking up and releasing.\n \nPull it towards you by crouching and looking down.\n \nPress RELOAD to gain sentry immunity & increase your fists strength when RAGE is at 50% or above (30 second cooldown between uses)\nCall medic (or taunt) to use your revolver when RAGE meter is full."
    "weapon1"
    {
        "name"    "tf_weapon_fists"
        "index"    "5"
        "attributes"    "176 ; 1 ; 269 ; 1 ; 309 ; 1 ; 402 ; 1"
        "show"    "1"
    }
    // Charge Stuff
    "ability1"
    {
        "name" "dynamic_weighdown"
   
        // slot is ignored
        "arg1"    "0" // 1 = disabled by default (can only be re-enabled in code)
        "arg2"    "0" // number of uses. set to 0 to be infinite.
        "arg3"    "1.0" // the hale's normal gravity. this will practically always be 1.0
   
        // strings
        "arg19"    "You have pulled the Earth towards you!"
   
        "plugin_name"    "ff2_dynamic_defaults"
    }
    "ability2"
    {
        "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" // 1 = use new jump
        "arg8"    "1.4" // jump intensity multiplier. unlike charge_bravejump, this works for oldjump too
        "arg9"    "0" // 1 = use RELOAD instead of ALT-FIRE
        "arg10"    "0" // 1 = don't affect weighdown's cooldown
   
        // HUD strings
        "arg17"    "Push the Earth with even more brute force! Hold ALT-FIRE, look up, & release!" // super duper jump message
        "arg18"    "%.1f seconds remain before Chuck can do another pushup." // cooldown message
        "arg19"    "Chuck's ready for another pushup. %.0f percent charged.\nHold ALT-FIRE, look up, and release." // charge message

        "plugin_name"    "ff2_dynamic_defaults"
    }
    // RAGE Stuff
    "ability3"
    {
        "name"    "rage_preventtaunt"
        "plugin_name"    "default_abilities"
    }
    "ability4"
    {
        "name"    "rage_new_weapon"
        "arg1"    "tf_weapon_revolver"
        "arg2"    "161"
        "arg3"    "37 ; 0 ; 5 ; 3.5 ; 51 ; 1 ; 106 ; 0 ; 137 ; 10.01 ; 176 ; 1 ; 266 ; 9 ; 309 ; 1 ; 402 ; 1"
        "arg4"    "0"
        "arg5"    "6"
        "arg6"    "1"
        "plugin_name"    "special_noanims"
    }
    // DOT Stuff
    "ability5"
    {
        "name"            "dot_base" // all drain-over-time rages must have this ability. manages timing, etc. for all of a hale's DOT's (yes, can be multiple!)
        "arg1"            "50"         // minimum rage to activate
        "arg2"            "0.7"         // rage % drain per 100ms
        "arg3"            "0.0"         // rage penalty for entry
        "arg4"            "0.0"         // rage penalty for ending it manually
        "arg5"            "freak_fortress_2/chuck_norris/ohreally.mp3"     // sound to play when entering rage
        "arg6"            "freak_fortress_2/chuck_norris/gimmeabreak.mp3"     // sound to play when exiting rage
        "arg11"         "72 ; 28" // conditions to add during DOT, format like weapon attributes. i.e. 3 ; 23 ; 47 [strict space-semicolon-space between each condition, max 10]
        "arg12"            "0" // if this is 1, it won't show the helpful reload overlay message. probably should only use this if your boss needs overlays elsewhere.
        "arg13"            "30.0" // cooldown duration in seconds
        "arg14"            "0" // activated by RELOAD
        "plugin_name"    "drain_over_time"
    }
    "ability6"
    {
        "name"            "dot_weapon_swap"
        "arg1"            "tf_weapon_fists"     // new weapon: name
        "arg2"            "5"             // new weapon: index
        "arg3"            "264 ; 4 ; 396 ; 0.5 ; 68 ; 2 ; 2 ; 3.1 ; 137 ; 100 ; 176 ; 1 ; 269 ; 1 ; 309 ; 1 ; 402 ; 1 ; 408 ; 1" // new weapon: attributes
        "arg4"            "1"             // visibility for new weapon
        "arg5"            "tf_weapon_fists" // old weapon: name
        "arg6"            "5"             // old weapon: index
        "arg7"            "68 ; 2 ; 2 ; 3.1 ; 176 ; 1 ; 269 ; 1 ; 309 ; 1 ; 402 ; 1" // old weapon: attributes --
        "arg8"            "1"             // visibility for old weapon
        "plugin_name"    "public_dots"
    }
    "ability7"
    {
        "name"    "dot_sentry_knockback_immunity"
        // no args. if this is set, the boss is sentry knockback immune during the DOT rage.
        "plugin_name"    "public_dots"
    }

    "sound_begin"
    {
        "1"    "freak_fortress_2/chuck_norris/chucknorris.mp3"
    }
    "sound_win"
    {
        "1"    "freak_fortress_2/chuck_norris\nicemeetingyou.mp3"
        "2"    "freak_fortress_2/chuck_norris/goodtime.mp3"
    }
    "sound_lastman"
    {
        "1"    "freak_fortress_2/chuck_norris/workwithdogs.mp3"
        "2"    "freak_fortress_2/chuck_norris/callitanight.mp3"
    }
    "sound_death"
    {
        "1"    "freak_fortress_2/chuck_norris/badthings.mp3"
        "2"    "freak_fortress_2/chuck_norris/gimmeabreak.mp3"
    }
    "sound_kill_sniper"
    {
        "1"    "freak_fortress_2/chuck_norris/focusyoureyes.mp3"
    }
    "sound_kill_spy"
    {
        "1"    "freak_fortress_2/chuck_norris/whatwereyoudoing.mp3"
    }
    "sound_kill_pyro"
    {
        "1"    "freak_fortress_2/chuck_norris/catgotyourtongue.mp3"
    }
    "sound_kill_heavy"
    {
        "1"    "freak_fortress_2/chuck_norris/workalone.mp3"
    }
    "sound_kill_scout"
    {
        "1"    "freak_fortress_2/chuck_norris/youreout.mp3"
    }
    "sound_kill_medic"
    {
        "1"    "freak_fortress_2/chuck_norris/ohreally.mp3"
    }
    "sound_kill_buildable"
    {
        "1"    "freak_fortress_2/chuck_norris/bozo.mp3"
    }
    "sound_kspree"
    {
        "1"    "freak_fortress_2/chuck_norris/hahahaha.mp3"
    }
    "sound_bgm"
    {
        "path1"    "freak_fortress_2/chuck_norris/ccr_fs.mp3"
        "time1"    "138"
    }
    "sound_ability"
    {
        "1"    "freak_fortress_2/chuck_norris/likemygun.mp3"
        "2"    "freak_fortress_2/chuck_norris/blowurhead.mp3"
        "3"    "freak_fortress_2/chuck_norris/hahahaha.mp3"
        "slot3"    "1"
    }
    "sound_precache"
    {
        "1"    "freak_fortress_2/chuck_norris/ccr_fs.mp3"
    }
    "mod_download"
    {
        "1"    "models/freak_fortress_2/chuck_norris/chuck_norris"
    }
    "mat_download"
    {
        "1"    "materials/freak_fortress_2/chuck_norris/chuck"
    }
    "download"
    {
        "1"    "sound/freak_fortress_2/chuck_norris/bozo.mp3"
        "2"    "sound/freak_fortress_2/chuck_norris/chucknorris.mp3"
        "3"    "sound/freak_fortress_2/chuck_norris/focusyoureyes.mp3"
        "4"    "sound/freak_fortress_2/chuck_norris/gimmeabreak.mp3"
        "5"    "sound/freak_fortress_2/chuck_norris/goodtime.mp3"
        "6"    "sound/freak_fortress_2/chuck_norris/likemygun.mp3"
        "7"    "sound/freak_fortress_2/chuck_norris\nicemeetingyou.mp3"
        "8"    "sound/freak_fortress_2/chuck_norris/ohreally.mp3"
        "9"    "sound/freak_fortress_2/chuck_norris/whatwereyoudoing.mp3"
        "10"    "sound/freak_fortress_2/chuck_norris/workalone.mp3"
        "11"    "sound/freak_fortress_2/chuck_norris/youreout.mp3"
        "12"    "sound/freak_fortress_2/chuck_norris/badthings.mp3"
        "13"    "sound/freak_fortress_2/chuck_norris/blowurhead.mp3"
        "14"    "sound/freak_fortress_2/chuck_norris/workwithdogs.mp3"
        "15"    "sound/freak_fortress_2/chuck_norris/callitanight.mp3"
        "16"    "sound/freak_fortress_2/chuck_norris/catgotyourtongue.mp3"
        "17"    "sound/freak_fortress_2/chuck_norris/hahahaha.mp3"
        "18"    "sound/freak_fortress_2/chuck_norris/ccr_fs.mp3"
        "19"    "materials/freak_fortress_2/chuck_norris/chuck_lightwarp.vtf"
        "20"    "materials/freak_fortress_2/chuck_norris/jack_lightwarp.vtf"
        "21"    "materials/freak_fortress_2/chuck_norris/phong.vtf"
        "22"    "models/freak_fortress_2/chuck_norris/chuck_norris.phy"
    }
}

Now may Chuck Norris have mercy on me for lowering the multiplier on how far he can push the earth away from him.
 
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