Pot Head Wabbit

Gore-Spattered Heavy
Contributor
The config that was made for fixing arena hale endings broke certain minigames, Hale used to have to little health so know there's a stripper config to raise hales max hp, the only problem is that it sets hales health to a virtually unkillable amount without cornering hale and having them let us kill them.
 
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I think the problem has nothing to do with any config, or plugin, it's that the health scaling amounts built into the map might be too large. But I can't rule out interference from external things entirely without more info.

I joined the US server today and when the Arena was chosen, there were 29 live reds. According to someone who was killed early in the game, Hale had ~55k HP.

Whether this is too large an amount is hard to say without seeing some decent fighting going on. Most of the red players when I was watching seemed to be hanging around not participating in the fight.

My advice is to do some more playing, and take note of how many live reds there were, how much health the blue guy received, and what people were doing in the fight. We can decide what to do from there.
 
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I think the problem has nothing to do with any config, or plugin, it's that the health scaling amounts built into the map might be too large. But I can't rule out interference from external things entirely without more info.

I joined the US server today and when the Arena was chosen, there were 29 live reds. According to someone who was killed early in the game, Hale had ~55k HP.

Whether this is too large an amount is hard to say without seeing some decent fighting going on. Most of the red players when I was watching seemed to be hanging around not participating in the fight.

My advice is to do some more playing, and take note of how many live reds there were, how much health the blue guy received, and what people were doing in the fight. We can decide what to do from there.
we had a fight earlier on ancient memes with 25k health, less than half of what you saw and even with everyone actively fighting we didnt stand a chance, one time we literally flamed hale for 5+ minutes with a flamethrower to kill him on supermarket.
 
we had a fight earlier on ancient memes with 25k health, less than half of what you saw and even with everyone actively fighting we didnt stand a chance, one time we literally flamed hale for 5+ minutes with a flamethrower to kill him on supermarket.

Any more data you can provide would be greatly appreciated.
 
Any more data you can provide would be greatly appreciated.
not really besides the fact we shouldn't have to trap hale in a corner to get any semblance of a fair fight, the reason people abuse the bfb so much is because it's the only weapon that even gives you a chance against hale otherwise he has way to much hp and fucks your day up, something similar happens where pyros blast hale off the pyramid using air blast, we shouldn't need to resort to these fucky methods to kill hale.
 
Airblasting is a legitimate gameplay mechanic. But I agree having to trap the Hale should not be a requirement.

By data I mean more examples of: Hale's HP, number of red players, etc. across multiple maps if possible. It's important to gather as much data as possible to arrive at a good set of health figures. There's a risk of releasing an update where the health is still too high, or too low, which wastes everyone's time.
 
Airblasting is a legitimate gameplay mechanic. But I agree having to trap the Hale should not be a requirement.

By data I mean more examples of: Hale's HP, number of red players, etc. across multiple maps if possible. It's important to gather as much data as possible to arrive at a good set of health figures. There's a risk of releasing an update where the health is still too high, or too low, which wastes everyone's time.
on average its usually around 30k when theres around 20 people and up to 50k+ when there servers full if I had to guesstimate. we have a game where only 6 people where alive and hale still had over 8k health so probably around there.
 
Bonjour.

Supermarket v4b has been released with updated health scaling values. In addition, the system no longer applies an overheal to blue. Instead, it raises max health so there is no drain. Health from kits is scaled down to normal class amounts but the kits and ammo packs in this map's arena seem to be restricted to red anyway. Backstab damage is capped at 300. All thanks to the power of VScript.

For anyone interested, the health scaling calculation is: player's class max health * (number of live reds * 2) - player's class max health.

For example, if the blue player was a pyro with 175 HP and there were ten live reds, their health would be scaled to 3325.

With thirty live reds, the pyro's health would be 10325. A soldier would have 14750. When I played the current version on Skial I was seeing upwards of 70k at 30 players so this is a huge reduction and we should see much smoother matches. Enjoy!