Painis Cupcake
Well-Known Member
A year hiatus and I'm back. Much more mature than my previous self. I would call myself Elucidate cause that's what I call myself on steam now but I can't seem to change the username. A couple ideas to improve Freak Fortress 2:
1. Rework of Hale's Stun Duration.
I've thought of this once. One frustrating fact of the Hale's rage is that you seem to be hundreds of hammer units away and you get stunned for the full 7 seconds. I'm unsure if what I'm thinking has already been put into practice but here it is. Rework stun so it has a falloff and increase the hale's stun for those up close to the hale and greatly reduce stun for those far away from the hale but still within the stun radius. For example, have Saxton Hale do 10 seconds of stun for those up close to him, then have the stun gradually reduced for players stationed more hammer units away from the hale, like in this case at the end of Saxton Hale's stun radius (I'm not sure what the radius is but I guess its around 150 hu) get only 2 seconds of stun. The ferocious roar from Saxton Hale during his rage has its effectiveness reduced at a distance! (If it were more realistic). Yes this would most likely make backstabs and market gardens far more risky as they virtually guarantee a rage, but the effective nerf to pinning down players at farther distances away from the hale makes this worth the change, assuming this does not already occur.
2. Hales are no longer stunned by taunt kills.
In VSH rat's office there is an exploit where players with the Huntsman or the Ubersaw can use their taunt kill to indefinitely stun the hale while in a corridor. I fell victim to this and I bet others have. It's stupid and this exploit should not exist. Either make the hales immune to stun or make it so that players cannot taunt while stunned by the hale. Both of these would fix this exploit.
1. Rework of Hale's Stun Duration.
I've thought of this once. One frustrating fact of the Hale's rage is that you seem to be hundreds of hammer units away and you get stunned for the full 7 seconds. I'm unsure if what I'm thinking has already been put into practice but here it is. Rework stun so it has a falloff and increase the hale's stun for those up close to the hale and greatly reduce stun for those far away from the hale but still within the stun radius. For example, have Saxton Hale do 10 seconds of stun for those up close to him, then have the stun gradually reduced for players stationed more hammer units away from the hale, like in this case at the end of Saxton Hale's stun radius (I'm not sure what the radius is but I guess its around 150 hu) get only 2 seconds of stun. The ferocious roar from Saxton Hale during his rage has its effectiveness reduced at a distance! (If it were more realistic). Yes this would most likely make backstabs and market gardens far more risky as they virtually guarantee a rage, but the effective nerf to pinning down players at farther distances away from the hale makes this worth the change, assuming this does not already occur.
2. Hales are no longer stunned by taunt kills.
In VSH rat's office there is an exploit where players with the Huntsman or the Ubersaw can use their taunt kill to indefinitely stun the hale while in a corridor. I fell victim to this and I bet others have. It's stupid and this exploit should not exist. Either make the hales immune to stun or make it so that players cannot taunt while stunned by the hale. Both of these would fix this exploit.