-Wolfrenium-

Uncharitable Spy
Hello, i want to see if there is the possibility to nerf the ff2 boss "Hatsune Miku" and here is why:
1.- She is really fast, she has the speed of a scout or slightly less
2.- She has a small hitbox, is slightly more difficult to aim
3.- She has 2 types of rages: cleaver and thriller, both doesnt need to get to 100% to be available
4.- With the cleaver equipped, you can double jump (i dont know if this is a bug or its incorporated)
5.- Once you perform the "cleaver" rage, they are gonna regenerate after little time without the need of activate the rage
6.- Her thriller rage makes you unable to move for 5 seconds if you are close to her, and with her speed its an insta-death, that only needs the half of rage to activate!
7.- You can win without even rage cause to her speed
i dont know if there is the possibility to nerf her like deleting the thriller rage, and only keep the cleaver rage with the need of the 100% rage to activate, because is really OP that she can just stop you for 5 seconds and kill you, without that thriller she can reach you and kill you easily, it gets really annoying because the most of the people use it, pls make the possible to nerf her.
PD: the infinite demopan charge should be nerfed too, something like each charge costs 5% of rage or something like that
PPD: DK rage is also over powered, it makes you get totally blind for several seconds and makes you REALLY vulnerable (not like demo pan, is longer and aat least demopan let you see something, and the worst is that its a cheap rage!
 
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+1 for the Hatsune nerf, never have I played a match where she didn't win because she has every advantage available and makes the game pretty unbalanced.
 
You'll have to talk to who ever made the boss since I don't think Bottiger does custom boss changes. Or at least that seems to be the case with VSH.
 
You'll have to talk to who ever made the boss since I don't think Bottiger does custom boss changes. Or at least that seems to be the case with VSH.
well they nerfed her a time ago, originally the rage dazed the close players and was REALLY annoying, if there was a ner like that, i think there is a person on the staff that can change boss cfgs, and thats why i am making the suggestion
 
hey i am investigating about how to change bosses "cfgs" and when i finish i will publish the download link with the possible nerf
 
You'll have to talk to who ever made the boss since I don't think Bottiger does custom boss changes. Or at least that seems to be the case with VSH.
i just finished the edit of the "cfg" file, i wish i didnt broke the boss, if you want to try it to look if it works and continue this thread, here it is:
https://mega.nz/#!lt4W2TTR!IWvcf6HVonDh8y0Ls6kQMvSzVGzNsts3n0yPsyOHr0U
I deleted the "thriller" option and put that the "cleaver weapon spawn" needed 100% of rage
 
Hatsune incredibly mobile; she can almost clear Crevice in one jump, and can go from bottom to top on Mountain Bash. She outruns scouts and can essentially can target and eliminate key classes as she pleases. For experienced players, this makes the game incredibly easy even without her rage. Pick off the engineers and medics, and it's a free game. Her mobility changes everything: hard to snipe, hard to backstab, hard to trap, gimp, or set up anything that requires teamwork. Her mobility gives red almost no time to set up or have anything to stop her.

Hatsune's rage is also very, very viable in general. Any good players actually supporting their team/dealing significant damage? Only takes 50% rage to eliminate them and everyone near them. Uber can't save people either; medic will remained charged but he won't have a target. Cleavers give her a ranged option. She doesn't need to disable sentries. She can run straight through them. Even if she somehow can't get the engineer, the ranged 150 damage insane bleed power will kill any non overhealed/healing class.

Her most stupid mechanic, I have to say, is her damage buff once she reaches <50% HP. Like, are you kidding me???? At >50% she takes 2 swings to kill most classes (~80 dmg i think?) and once she is somehow losing, she can one-hit all classes save soldier and heavy. Unbelievable. This goes for Handsome Jack as well. Why reward a player for doing terribly? This would make sense if it were actually, y'know, fun (like Lucario in smash), but a boss that flies around murdering everyone once you've got the upper hand is no fun at all.

She has mobility (ground AND air), range, power, and can disable. C'mon guys.

My nerf ideas:
  • Increase her super jump charge time so she can still have that amazing jump height, but it should take at least 10 seconds before she can use it again.
  • Slow her down to scout's speed.
  • Rage should take much longer to charge.
  • Thriller should be 100% rage.
  • Leeks should be 70% and grant her less, like 5. She must use them decisively.
  • No damage bonus at <50% HP. Please.
  • Thriller shouldn't disable ubercharged medics.
  • Fix her leek double-jump.
This will mean she can still be a fast, ranged, and disabling boss for a more interesting choice as boss, but refrain from being ridiculously powerful and simply not fun to play against.
xoxo
 
Hatsune incredibly mobile; she can almost clear Crevice in one jump, and can go from bottom to top on Mountain Bash. She outruns scouts and can essentially can target and eliminate key classes as she pleases. For experienced players, this makes the game incredibly easy even without her rage. Pick off the engineers and medics, and it's a free game. Her mobility changes everything: hard to snipe, hard to backstab, hard to trap, gimp, or set up anything that requires teamwork. Her mobility gives red almost no time to set up or have anything to stop her.

Hatsune's rage is also very, very viable in general. Any good players actually supporting their team/dealing significant damage? Only takes 50% rage to eliminate them and everyone near them. Uber can't save people either; medic will remained charged but he won't have a target. Cleavers give her a ranged option. She doesn't need to disable sentries. She can run straight through them. Even if she somehow can't get the engineer, the ranged 150 damage insane bleed power will kill any non overhealed/healing class.

Her most stupid mechanic, I have to say, is her damage buff once she reaches <50% HP. Like, are you kidding me???? At >50% she takes 2 swings to kill most classes (~80 dmg i think?) and once she is somehow losing, she can one-hit all classes save soldier and heavy. Unbelievable. This goes for Handsome Jack as well. Why reward a player for doing terribly? This would make sense if it were actually, y'know, fun (like Lucario in smash), but a boss that flies around murdering everyone once you've got the upper hand is no fun at all.

She has mobility (ground AND air), range, power, and can disable. C'mon guys.

My nerf ideas:

  • Increase her super jump charge time so she can still have that amazing jump height, but it should take at least 10 seconds before she can use it again.
    Slow her down to scout's speed.
    Rage should take much longer to charge.
    Thriller should be 100% rage.
    Leeks should be 70% and grant her less, like 5. She must use them decisively.
    No damage bonus at <50% HP. Please.
    Thriller shouldn't disable ubercharged medics.
    Fix her leek double-jump.
This will mean she can still be a fast, ranged, and disabling boss for a more interesting choice as boss, but refrain from being ridiculously powerful and simply not fun to play against.
xoxo
the best idea for rage would be deleting thriller (its just unbalanced compared with cleaver already added, the speed is easy to change and the cfg i edited has 5 cleavers instead of 10, and needs 100% to rage, i think that is the "enought" or minimum nerf
The change i made was a basic one, because i dont know about progamming for the source mod, and idk if there is a staff member that know this, to make big changes, but i think that cfg is enought, for now
 
Her most stupid mechanic, I have to say, is her damage buff once she reaches <50% HP. Like, are you kidding me???? At >50% she takes 2 swings to kill most classes (~80 dmg i think?) and once she is somehow losing, she can one-hit all classes save soldier and heavy. Unbelievable. This goes for Handsome Jack as well. Why reward a player for doing terribly? This would make sense if it were actually, y'know, fun (like Lucario in smash), but a boss that flies around murdering everyone once you've got the upper hand is no fun at all.
Rage?
My nerf ideas:
  • Slow her down to scout's speed.
Please no, this would make her a direct nerf of HJ. Her speed is what actually makes her a different boss (I'd say). If her jump height could be nerfed a little while keeping her in air mobility that'd be better.

Other than that your ideas are fine
 
+1
Make an automatic teleporter upgrader in that cfg so she finally will be able to upgrade her teleporters to level 3.
 
I think that her damage buff and "thriller" rage should both be nerfed, removed or changed. I agree that her speed is her defining feature and should be left unchanged, similarly I think her super jumping should remain the same, because I know that quite a lot of people choose her solely because of jumping for goombas, etc.
 
Yeah, run speed is her biggest feature, and we shouldn't change that. Nerfing her power would make her just like scout: fast but sacrificing melee power.
 
I lowered the hp and increased the rage requirements to 100. If you want to make any additional changes, here is the config file.

// Character: Hatsune Miku
// Class: Scout
// Attack: Saxxy (with killstreaks enabled)
// Health: Normal
// Model by Yosuganosora (Sniper) & El Diablo War3Evo (Scout)
// CFG by SHADoW93 & M76030

"character"
{
"name" "Hatsune Miku"
"class" "1"
"model" "models/custom/player/miku/miku.mdl"
"ragedist" "800.0"
"maxspeed" "360.0"
"health_formula" "((700+n)*n)^1.04"
"sound_block_vo" "0"


"description_en" "Hatsune Miku:\nI think she wants to sing? Maybe?\n \nSuper Jump: alt-fire, look up and release.\n \nWeightdown:\nin midair, look down and crouch\n \nAbility Management System:\nPress reload to cycle abilities!\nCall Medic to activate selected ability."

"weapon1"
{
"name" "tf_weapon_bat"
"index" "423"
"show" "1"
}
"ability1"
{
"name" "ability_management_system"
"arg1" "0" // activation key. 0=E, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default)
"arg2" "1" // selection key. 0=not usable, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default)
"arg3" "3" // reverse selection key. 0=not usable, 1=R, 2=MIDDLE MOUSE, 3=USE(not bound by default) [note: hidden feature, keeping this standard going]
"arg4" "0xc00000" // HUD color (unavailable)
"arg5" "%s (%.0f rage) [RELOAD (R) to change]\n%s\nAbility is currently unavailable." // HUD text format (unavailable)
"arg6" "0xffffff" // HUD color (available)
"arg7" "%s (%.0f rage) [RELOAD (R) to change]\n%s\nAbility is available. (press E)" // HUD text format (available)
"arg8" "0.68" // HUD Y
"arg9" "BAKA Meter: %.0f%%\nHP: %d / %d" // HUD replacement text
"arg10" "0.80" // HUD replacement Y
"plugin_name" "ff2_sarysapub3"
}
"ability2"
{
"name" "rage_random_weapon"

"arg1" "1" // trigger. 0 = E rage, 1 = triggered by ability management system
"arg2" "1" // number of weapons (MAX: 10)
"arg3" "0.0" // weapon duration. set to 0.0 to keep it forever. (or until replaced)
"arg4" "" // mapwide sound to play when rage is used

// all weapons below have the "no random critical hits" attribute
// from arg11 and every 10 args after, specs for various weapons repeat
"arg11" "tf_weapon_cleaver" // weapon name
"arg12" "812" // weapon index (ambassador)
"arg13" "15 ; 0 ; 1 ; 0.2" // weapon args (set to headshot for 360, body shot for 60)
"arg14" "1" // weapon visibility
"arg15" "255" // weapon alpha (0 = fully hidden, 255 = fully visible)
"arg16" "1" // weapon slot
"arg17" "0" //"454" // optional, wearable to use for bodygroup swaps
"arg18" "1" // starting clip
"arg19" "10" // starting reserve ammo

// args reserved for the ability management system
"arg1001" "0.0" // delay before first use
"arg1002" "0.0" // cooldown
"arg1003" "leeks" // name
"arg1004" "Get Leeks to throw on the enemy Bakas" // description
"arg1005" "100.0" // rage cost
"arg1006" "0" // index for ability in the AMS menu

"plugin_name" "ff2_sarysapub3"
}
"ability3"
{
"name" "rage_thriller_taunt"
"arg1" "1" // # of dances
"arg2" "1" // Affect ubered players? (1=yes, 0=no)
"arg3" "600" // Range (if 0, will use ragedist value instead)

"arg6" "1" // 0 = E rage, 1 = AMS ability

// args reserved for the ability management system, if configured to be used with AMS.
"arg1001" "0.0" // delay before first use
"arg1002" "30.0" // cooldown
"arg1003" "Thriller" // name
"arg1004" "Make them dance to your Music!" // description
"arg1005" "100.0" // rage cost
"arg1006" "1" // index for ability in the AMS menu
"plugin_name" "shadow93_abilities"
}
"ability4"
{
"name" "rage_tfcondition"
"arg1" "72 ; 10.0" // Boss Conditions (TFCond ; Duration)
"arg4" "1" // Triggered by AMS

// args reserved for the ability management system
"arg1001" "0.0" // delay before first use
"arg1002" "40.0" // cooldown
"arg1003" "Sprint Jump" // name
"arg1004" "Fly away.....from the Bakas!" // description
"arg1005" "30" // rage cost
"arg1006" "3" // index for ability in the AMS menu

"plugin_name" "ff2_tfcond"
}
"ability5"
{
"name" "replace_projectile"
"arg1" "tf_projectile_cleaver" //name of the projectile to replace the model of
"arg2" "models/custom/player/miku/leek.mdl" //replacement model
"arg3" "1.0" //model scale
"plugin_name" "ff2_replaceprojectile"
}
"ability6"
{
"name" "dynamic_jump"
"arg1" "1" // charge time, same as charge_bravejump
"arg2" "8.0" // cooldown, same as charge_bravejump. (NOTE: Set higher than our other other bosses to minimize glide stacking)
"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" "300.0" // minimum damage before super duper jump
"arg7" "0" // use new jump
"arg8" "1.2" // jump intensity multiplier. unlike charge_bravejump, this works for oldjump too
"arg9" "0" // 1 = use RELOAD instead of ALT-FIRE
"arg10" "1" // don't affect weighdown's cooldown

// HUD strings
"arg17" "Super BAKA! Jump ready! Look up, press and release ALT-FIRE." // super duper jump message
"arg18" "BAKA! Jump will be ready in %.1f seconds remaining." // cooldown message
"arg19" "BAKA! Jump is %.0f percent charged.\nLook up, press and release ALT-FIRE." // charge message
"plugin_name" "ff2_dynamic_defaults"
}
"ability7"
{
"name" "dynamic_weighdown"
"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" "BAKA!"
"plugin_name" "ff2_dynamic_defaults"
}
"ability8"
{
"name" "dynamic_speed_management"
"arg1" "400.0" // start speed
"arg2" "430.0" // end speed
"plugin_name" "ff2_dynamic_defaults"
}
"ability9"
{
"name" "dynamic_melee_management"

"arg1" "tf_weapon_bat" // weapon name
"arg2" "423" // weapon index
"arg3" "2 ; 1.50 ; 15 ; 0 ; 128 ; 1 ; 5 ; 1.38 ; 49 ; 1 ; 137 ; 3 ; 150 ; 1 ; 224 ; 1.5 ; 225 ; 0.85 ; 252 ; 0.6 ; 2025 ; 1" // weapon args
"arg4" "1" // weapon visibility
"plugin_name" "ff2_dynamic_defaults"
}
// models, sounds, whatever come later
"sound_begin"
{
"1" "saxton_hale/miku/miku_go.mp3"
"2" "saxton_hale/miku/miku_good_morning.mp3"
"3" "saxton_hale/miku/miku_cute.mp3"
}
"sound_win"
{
"1" "saxton_hale/miku/miku_yay.mp3"
"2" "saxton_hale/miku/miku_yay2.mp3"
"3" "saxton_hale/miku/miku_yay3.mp3"
}
"sound_hit"
{
"1" "saxton_hale/miku/miku_goodbye.mp3"
"2" "saxton_hale/miku/miku_goodnight.mp3"
"3" "saxton_hale/miku/miku_goodnight2.mp3"
}
"sound_death"
{
"1" "saxton_hale/miku/miku_go_away.mp3"
"2" "saxton_hale/miku/miku_see_you_next_time.mp3"
}
"sound_kspree"
{
"1" "saxton_hale/miku/miku_no_way.mp3"
"2" "saxton_hale/miku/miku_i_like_this.mp3"
}
"sound_lastman"
{
"1" "saxton_hale/miku/miku_awesome.mp3"
"2" "saxton_hale/miku/miku_come_here.mp3"
}
"sound_ability"
{
"1" "saxton_hale/miku/miku_excuse_me.mp3"
"2" "saxton_hale/miku/miku_no.mp3"
"3" "saxton_hale/miku/miku_huh.mp3"
"slot3" "1"
"4" "saxton_hale/miku/miku_huh2.mp3"
"slot4" "1"
}
"sound_stabbed"
{
"1" "saxton_hale/miku/miku_help1.mp3"
"2" "saxton_hale/miku/miku_help2.mp3"
"3" "saxton_hale/miku/miku_help3.mp3"
"4" "saxton_hale/miku/miku_leave_me_alone.mp3"
"5" "saxton_hale/miku/miku_stop_bothering_me.mp3"
"6" "saxton_hale/miku/miku_stop.mp3"
}
"catch_phrase"
{
"1" "saxton_hale/miku/miku_what.mp3"
"2" "saxton_hale/miku/miku_what2.mp3"
"3" "saxton_hale/miku/miku_what3.mp3"
"4" "saxton_hale/miku/miku_what4.mp3"
"5" "saxton_hale/miku/miku_what_is_this.mp3"
}
"sound_precache"
{
"1" "saxton_hale/miku/miku_song.mp3"
"2" "saxton_hale/miku/miku_triplebaka.mp3"
"3" "saxton_hale/miku/tell_your_world.mp3"
}
"sound_bgm"
{
"path1" "saxton_hale/miku/miku_song.mp3"
"time1" "210"
"path2" "saxton_hale/miku/miku_triplebaka.mp3"
"time2" "236"
"path3" "saxton_hale/miku/tell_your_world.mp3"
"time3" "236"
}
"mod_download"
{
"1" "models/custom/player/miku/miku"
"2" "models/custom/player/miku/leek"
}
"mat_download"
{
"1" "materials/models/custom/player/hatsunemiku/iris_l"
"2" "materials/models/custom/player/hatsunemiku/iris_r"
"3" "materials/models/custom/player/hatsunemiku/mikubody"
"4" "materials/models/custom/player/hatsunemiku/mikubody_blue"
"5" "materials/models/custom/player/hatsunemiku/mikuhead"
"6" "materials/models/custom/player/hatsunemiku/mikuhead_blue"
"7" "materials/hatsunemiku/mikuleek"
}
"download"
{
"1" "sound/saxton_hale/miku/miku_yay3.mp3"
"2" "sound/saxton_hale/miku/miku_awesome.mp3"
"3" "sound/saxton_hale/miku/miku_come_here.mp3"
"4" "sound/saxton_hale/miku/miku_cute.mp3"
"5" "sound/saxton_hale/miku/miku_excuse_me.mp3"
"6" "sound/saxton_hale/miku/miku_go.mp3"
"7" "sound/saxton_hale/miku/miku_go_away.mp3"
"8" "sound/saxton_hale/miku/miku_good_morning.mp3"
"9" "sound/saxton_hale/miku/miku_goodbye.mp3"
"10" "sound/saxton_hale/miku/miku_goodnight.mp3"
"11" "sound/saxton_hale/miku/miku_goodnight2.mp3"
"12" "sound/saxton_hale/miku/miku_help1.mp3"
"13" "sound/saxton_hale/miku/miku_help2.mp3"
"14" "sound/saxton_hale/miku/miku_help3.mp3"
"15" "sound/saxton_hale/miku/miku_huh.mp3"
"16" "sound/saxton_hale/miku/miku_huh2.mp3"
"17" "sound/saxton_hale/miku/miku_i_like_this.mp3"
"18" "sound/saxton_hale/miku/miku_leave_me_alone.mp3"
"19" "sound/saxton_hale/miku/miku_no.mp3"
"20" "sound/saxton_hale/miku/miku_no_way.mp3"
"21" "sound/saxton_hale/miku/miku_see_you_next_time.mp3"
"22" "sound/saxton_hale/miku/miku_song.mp3"
"23" "sound/saxton_hale/miku/miku_stop.mp3"
"24" "sound/saxton_hale/miku/miku_stop_bothering_me.mp3"
"25" "sound/saxton_hale/miku/miku_what.mp3"
"26" "sound/saxton_hale/miku/miku_what_is_this.mp3"
"27" "sound/saxton_hale/miku/miku_what2.mp3"
"28" "sound/saxton_hale/miku/miku_what3.mp3"
"29" "sound/saxton_hale/miku/miku_what4.mp3"
"30" "sound/saxton_hale/miku/miku_yay.mp3"
"31" "sound/saxton_hale/miku/miku_yay2.mp3"
"32" "sound/saxton_hale/miku/miku_triplebaka.mp3"
"33" "materials/models/custom/player/hatsunemiku/eyeball.vtf"
"34" "materials/models/custom/player/hatsunemiku/mikuheadnormal.vtf"
"35" "materials/models/custom/player/hatsunemiku/mikunormalmap.vtf"
"36" "models/custom/player/miku/miku.phy"
"37" "models/custom/player/miku/leek.phy"
"38" "materials/hatsunemiku/mikuleeknormap.vtf"
"39" "materials/hatsunemiku/mikunormalmap.vtf"
"40" "sound/saxton_hale/miku/tell_your_world.mp3"
}
}
 
I lowered the hp and increased the rage requirements to 100. If you want to make any additional changes, here is the config file.
i just finished a roundwhre it was one being hatsune, and is the same, the speed is just horrible, and that thriller rage is the same, annoying as hell, thet was the unfair rage that is just innecesary, with the cleavers is just enoght, in reality, they just use thriller with that hability that is an insta kill, idk but that rage is making the battle with that boss less enjoyable
 
I will reduce the hp to

"health_formula" "((500+n)*n)^1.04"
That good, it will make sence, to have speed you will have to sacrifice health.
So the nerfs will be the HP formula and 100% cost for both rages? That is perfect, and to be sure, i will switch boss to hatsune next time so i can test the impact of the nerf and if it is enought for balance.

One last thing, is it possible to change in the "ability3" "arg2" to zero? Because at least the thriller rage will be possible to survive with uber, like gaben's rage or other bosses "spooks"