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[Versus Ponyville] Boss Suggestions (Mechanics, Music, Etc.)

1917 posts in this topic

Maybe kinda weird one...

Boss: Octavia
Movement: Superjump
Weapon: Melee, Righteous Bison during rage.

Rage: Slows time (like duoboss Octavia, but not as much), stuns sentries, equips Righteous Bison; Increased movement speed when equipped (but still so that she too moves slower during rages), shoots a number of projectiles with increased ramp-up damage (and huge building damage) as well as having fall-off damage, penetrates players but not buildings, and (ff it's possible) hitbox projectiles increases over distance. (Also if possible) This bison appears as a cello to all players, has an increased magazine (6-7 shots?) and can not be reloaded, but can be kept and used after the rage ends if it isn't empty. Subsequent rages only fill the magazine back up.

Explanation: So, basically, this is my idea for Octavia; A hale that, much like the duohale, slows time, but instead of going all matrix-like uses a bison to deal ranged damage, explaining it as Octavia using the soundwaves of her Cello to damage players and buildings. These soundwaves would be tight and highly damaging at close range (with increased damage to buildings, explaining it as affecting the software), but spread out and deal less damage the further it travels (kinda like real-life soundwaves... expect for the damage part).
Also, Octavia herself is sped up during the rage to make up for the slowed game. To kinda balance this (since players are slow as turtles while Octavia moves faster, but not as much as she would if time isn't slowed), she can only use the bison to deal damage.

Is it op? Depends... while I say things like massive damage and such, I'm only thinking about each shot doing a maximum of 60-70 damage a shot at point blank range, steadily decreasing over 10 or so feet, taking quite a few shots to kill the tankier/overhealed classes. While the penetrating shots can be devastating to tight groups... well, this is vsp, don't clump together. Also, buildings and map can block shots, so use them as cover.

Edit: Or a pomson works too, derp.

 

Edited by Koekelbag
Added a line.

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Not really about a specific hale, but more duo and triple hales in general...

If a partner suicides/is moved by the afk-manager within the first 10-20 seconds of the round or so, is it possible to add their health to the partner that didn't suicide/is afk (or partners if CMC)?

This is... pretty much just me, being pissed that my partner suicided within the first five seconds of the round, after which I practically had no chance to win (and did lose).

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2 hours ago, Koekelbag said:

Not really about a specific hale, but more duo and triple hales in general...

If a partner suicides/is moved by the afk-manager within the first 10-20 seconds of the round or so, is it possible to add their health to the partner that didn't suicide/is afk (or partners if CMC)?

This is... pretty much just me, being pissed that my partner suicided within the first five seconds of the round, after which I practically had no chance to win (and did lose).

Just letting you know, if your duo/triple partner suicides at the start of the round it's bannable(you can report it), plus it's wasting your time cause you lose all your queue points and they only lose half of theirs which is unreasonable actually, it'll be better to at least refund half of your queue points if they suicide at the start on purpose so you can play your duo/triple hale round again with someone else that is willing to play hale with you.

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On ‎1‎/‎31‎/‎2016 at 6:02 PM, Zeke Aileron™ said:

Just letting you know, if your duo/triple partner suicides at the start of the round it's bannable(you can report it), plus it's wasting your time cause you lose all your queue points and they only lose half of theirs which is unreasonable actually, it'll be better to at least refund half of your queue points if they suicide at the start on purpose so you can play your duo/triple hale round again with someone else that is willing to play hale with you.

But what if they have to go do something, thus they have to suicide?

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what if we had the voice lines from scream fortress 2013 rare spell reactions. like maybe there should like when some hales use there rage like lets say if discord  was to use he's rage some of the mercs well use one of there rare spell reaction voice lines (example: https://wiki.teamfortress.com/w/images/8/8e/Sniper_sf13_magic_reac01.wav?t=20131030202321 ) 

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REMOVE the third degree effect on any hale that has it (I'm looking at you Mare Do Well and Lauren.) There's barely any good users, if any at times, that are willing to play Medic against Mare Do Well or Faust since they are easily killed healing other patients. Its a dumb mechanic that should stay in vanilla pubs, not here.

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Boss: Rara (Countess Coloratura)

Weapon: Saxxy

Class: Medic (or soldier?)

Movement: Superjump

Main Rage: She becomes her model version (aka Countess Coloratura), this causes her to be slower and has a beacon on her, but it also 'distracts' nearby players (slows them down and perhaps slows their firing speed and weapon switch speed).

Reload rage: She breaks her sound, causing all players to have their game sound be completely muted (meaning they cannot hear if their hits connect, nor can they hear medic cries, or deaths of other players. This also mutes microphones).

Music: I don't know of any Fanmade songs, but of course the music from the show works.

 

Boss: Gordon Freemane (I have suggested this before, but I might try and make it better slightly)

Weapon: Freedom Staff (appears as crowbar in third person), shotgun (appears as half life 2 shotgun in third person), Liberty Launcher (appears as half life 2 rpg in third person)

Class: Soldier

Movement: Superjump

Main Rage: He is given a rocket launcher/RPG. The rockets fired can be guided using the crosshair (is this possible to code?). It has three shots.

Secondary rage: He is given a shotgun.It has 8 shots and can be double-fired using the secondary fire.

Music: Various Half Life 2 soundtracks, I would recommend 'Last Legs', 'CP Violation', 'Nuclear Mission Jam', and 'Sector Sweep'. EDIT: You might have to shorten the beginning of nuclear mission jam. I also recommend 'Apprehension and Evasion', 'You're Not Supposed To Be Here', and 'Vortal Combat'.

 

Boss: Mane six (I know that this existed and was removed, but perhaps this can be balanced, with a unique rage style)

Weapons and classes: Same as the normal versions of the hales (Twilight is an alicorn in this). However, weapon damage is debuffed a lot.

Movement: Twilight and rarity have a teleport, the rest have superjump (as usual, pinkie's recharges faster).

Rage: This rage is unique. Each pony must have a full rage in order to activate, and it is very difficult. Once rage is fully charged, they activate the elements of harmony and become their 'rainbow powered' forms. In these forms, their weapons do a lot of damage, and they move fast. If one of them dies, they can still charge it together, as long as three or more are left.

Mini-rages: Each boss has a minirage. Twilight can summon a spellbook with 3 fire spells and 2 teleport spells. Rarity can disguise herself. RD can give herself a speed boost. Fluttershy can blow away close players. Pinkie can make nearby players laugh along with herself. AJ can stun nearby players (partial stun, not full).

Death rages: If a boss dies, it will create a small death rage, most based on their normal rage. Twilight stuns nearby players in the same manner as her normal rage, Rarity makes the other bosses invisible for a short while, Rainbow Dash slows time temporarily (I believe her rage originally was this), Fluttershy ubers the other bosses temporarily (like when her bear dies), or perhaps she slows nearby players. Pinkie covers other player's screens with her normal rage effect, and AJ fully stuns nearby players.

Other Balances (this boss only): Players have multiple lives. When they lose one, they are reset to a just spawned state (demos have no heads, regenerated shield, etc), and are given ten second speed and uber (maybe uber for only five seconds?) Also, shield items can still be used after they have been destroyed (except ones designed to be shields, like the razorback etc.).

Engineers can build buildings much faster and have stronger buildings. Also, spellbooks generate spells much faster and now have tp spells. Spies will instacloak on backstab. Medic ubercharge starts at 50% and lasts twice as long.

Demoknights and KGB heavies have more health, and the Horseless Headless Helper lasts for longer. Pyros can now build up a damage bonus for hitting the boss with their flamethrower. Soldiers banners last for longer, and scouts milk regenerates faster. Feel free to make any other balances.

Music: Whatever was on the old Mane Six hale.

Most of these probably won't be added, but maybe you could atleast consider them?

EDIT: Also, you should make it so that whenever someone plays seapony, the actual classes yell in annoyance, just to add to it.

Edited by staryoshi06

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9 hours ago, staryoshi06 said:

Death rages: If a boss dies, it will create a small death rage, most based on their normal rage. Twilight stuns nearby players in the same manner as her normal rage, and AJ fully stuns nearby players.

Mini-rages: Each boss has a minirage. Twilight can summon a spellbook with 3 fire spells and 2 teleport spells.

Also, spellbooks generate spells much faster and now have tp spells.

How about not suggesting anything Stun related, that's the most annoying rage to ever be created and used, if it was just being feared sure that'll be fine cause players can still move and fear rages are the most basic and balanced rages that bosses use in general as a base, plus it was already noted that stun rages were not going to be used anymore considering that a majority of people severely hate it.

Twilight getting a spellbook for 3 fire spells is ok but getting teleport spells is not, and for the thing about teleport, it's a bugged mechanic which in turn is not used, even for bosses that have it as a base movement ability can get stuck in certain places on certain maps if done right.

But overall it depends on what type of teleport spell you're referring it to, like the straight forward teleport, the throw object forward and teleport to it,  or the hale to merc teleport, cause the latter two are the ones that can make bosses stuck.

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9 hours ago, ThunderRunner said:

@staryoshi06

 

 

Teleport spells can get players stuck and outside the map at some locations (example: outside area of castle siege), which is why the spellbook doesn't have it anymore.

Ahh, I see.

7 hours ago, Zeke Aileron™ said:

How about not suggesting anything Stun related, that's the most annoying rage to ever be created and used

I meant the partial stun, aka the fear stun where people can move, for Twi. I can see the annoyance for AJ, I just didn't want to make her death rage the same as her mini-rage.

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18 hours ago, staryoshi06 said:

Ahh, I see.

I meant the partial stun, aka the fear stun where people can move, for Twi. I can see the annoyance for AJ, I just didn't want to make her death rage the same as her mini-rage.

Ok, cause Fear is always better to use.

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New death-rage suggestion for Applejack in the mane six boss: Since she is a rather strong pony, when she is defeated, she goes onto her 'last legs', during which she is ubered and has an 'apple launcher' (grenade launcher that shoots apples like braeburns rage), but she will be really slow and cannot super jump. She obviously cannot be damage, but she will slowly bleed out, eventually dying (start her with say, 100 health, losing one health every half second?)

Also, the way I think the group rage could work is that they equip their elements of harmony if they are ready to rage and once they all do, it activates (yes I know the elements were gone by the time rainbow powers were available, but do you have any better suggestions?)

Also, can I have any comments or suggestions about the other two bosses I suggested?

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I'm not going to retype this, but I'll link it because I don't know if many people considered it.

(yes, I know, stun rages, I wrote that a year ago)

Also, a suggestion for a passive-style 'equalise' effect for starlight: when she is boss, disable custom trails and models.

Edited by staryoshi06

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On 5/29/2016 at 2:11 PM, staryoshi06 said:

I'm not going to retype this, but I'll link it because I don't know if many people considered it.

(yes, I know, stun rages, I wrote that a year ago)

Also, a suggestion for a passive-style 'equalise' effect for starlight: when she is boss, disable custom trails and models.

I'll explain and perhaps modify the spellbooks for matter horn and Mane six Twilight:

Matter horn: Fire and ice spells will use the red and blu fireball models respectively, and will arc like a meteor spell.

Fire will not do initial damage (except for pyros or players with fire resistant items), but the afterburn does damage, and it also knocks back. As said, death effect is disintegration.

Ice ball will do damage (extra damage on pyros and fire resistant items), apply the frost effect from the spycicle and snowflake effect (perhaps even a blizzardy storm effect?) and slow effect. As said, death effect is ice statue.

Lightning spell does hurt players, but will not kill them, and as said will frighten them (very small range and short length, or perhaps no loss of speed.)

Mane six Twilight: Going to redo these.

Five rocket spells: Like fireballs when seapony is being played. Shoots a low damage rocket.

Three fireball spells: Unlike matter horn, these are normal fireballs, with no arc, and using the blue model.

One jump spell: This is a special one. After being blasted into the air, twilight will release a barrage of low damage pumpkin bomb rockets (the orange ones with purple trail and different explosion) surrounding her.

Also, might try and rethink rages for some of the power ponies:

Radiance: Turns herself into a pink crystal pony, making her unable to catch fire and slightly more damage resistant. It also, instead of frightening sentries, temporarily applies a sapper that doesnt do damage, but still needs to be destroyed..

Zapp: Same, but tornado applies a temporary fall damage immunity (meaning if you fall off the map you tp back to spawn like a boss would).

Mistress mare-velous: Obviously the scouts will have to be in blu. The whip rage shouldn't stun, but just slow down and perhaps pull closer. Also by 'achievement earned effect' I meant basically goomba stomp effect.

Fili-second: Obviously walking on walls won't work, maybe just make super jump charge really fast, and have no/less cooldown?

Hum drum: As I said, no rage. To balance it, obviously more health and faster speed, and maybe you should also nerf sentry knockback for this boss since he won't be able to counter it?

Also for the mane six boss: Again, AJ's death-rage is what I said above. Maybe her mini-rage should give her the apple launcher like it does on her death rage, but with much less ammo.

Flutters' death rage should be the slow down, and twilight's death rage should perhaps, I don't know, summon a dead player as a spike minion, with maybe 500-1000 health and a flamethrower? (if somehow no players are dead, twilight will become spike, or if one of the other mane six are dead, they will)

Also, the mane six boss should require 16 or more players to select, you should be able to select any of the characters to play as.

And also, for the rainbow powers, obviously give them rainbow trails, and perhaps change their weapons to gold/australium/festive if possible? (Twilight = still freedom staff but makes gold statues, rarity = australium knife, RD = festive bat, Flutters =festive ubersaw, AJ = Golden wrench, and Pinkie = Golden pan).

Edited by staryoshi06

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7 hours ago, [TGP] BensPortal™ said:

Remove Spy Hale Damage Bonus

If you're thinking of nerfing spy hales, doing that would be too much. They'd deal about 40*3=120. I'd say lower to +50-60% which is usually common and fair for nerfed spy hales.

 

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5 minutes ago, ThunderRunner said:

If you're thinking of nerfing spy hales, doing that would be too much. They'd deal about 40*3=120. I'd say lower to +50-60% which is usually common and fair for nerfed spy hales.

 

120, what? The visual stats on the weapon are not accurate at all. I'm not exactly sure how much damage each does, but I know for a fact that Rarity does more than 210 damage, and Chrysalis might as well. Flutterbat is the one hale that does under 150ish if I remember right, and it's fine there. They shouldn't be doing over 200 damage at all imo.

If it were up to me, they'd be doing ~175ish, 200 at most, to where it's one shotting light classes, but not demolishing Heavies for no reason. Shouldn't have to explain why Spy hales should get less damage than normal ones.

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29 minutes ago, Aurotzel said:

120, what? The visual stats on the weapon are not accurate at all. I'm not exactly sure how much damage each does, but I know for a fact that Rarity does more than 210 damage, and Chrysalis might as well. Flutterbat is the one hale that does under 150ish if I remember right, and it's fine there. They shouldn't be doing over 200 damage at all imo.

If it were up to me, they'd be doing ~175ish, 200 at most, to where it's one shotting light classes, but not demolishing Heavies for no reason. Shouldn't have to explain why Spy hales should get less damage than normal ones.

It's the fact that spies and scouts melees deal less damage, the snippet of code is tripled. This also applies to other weapons and classes if they are below a certain damage, which is why Balloonicorn deals more than 195 dmg with +50% damage bonus and Maud Pie dealt like 390 dmg if I was right with +100% dmg bonus. Even if spies or scouts are above a certain damage, it could deal less than using +200% dmg bonus.

That's how this damage method works for their weapon attributes.

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Spy Hales still do way too much damage regardless of whatever Damage Bonus they have, on another server that i play on, Spy Hales damage are completely balanced in this way:

  • They have no Damage Bonus at all (and have a hidden stat that makes their damage set at 65 per stab that's not a back-stab no matter what, so the player has to rely on actual Skill/trick-stabs/matadors/pure spy mechanics)
  • They can't disguise at all (unless their rage gives them one)
  • They don't ever go invisible at all (unless their rage gives them one)
  • +20% more damage vs buildings (cause their knife requires this no matter what)

I'd rather'd get back-stabbed by the Hale instead of taking a 210+ knife stab to the face as a Demo with 4+ heads which is frustrating.

Spy Hales are the only bosses that i think should require actual planning of taking mercenaries down with a plan of stealth, never up close and personal with their given rage mechanic. Sure current Rarity has the mechanics of a good Spy Hale, but her damage is the main Problem cause she can just walk up to a mercenary and stab them for 210+ damage with no effort at all.

Edited by Zeke Aileron™
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19 minutes ago, Zeke Aileron™ said:

Spy Hales still do way too much damage regardless of whatever Damage Bonus they have, on another server that i play on, Spy Hales damage are completely balanced in this way:

  • They have no Damage Bonus at all (and have a hidden stat that makes their damage set at 65 per stab that's not a back-stab no matter what, so the player has to rely on actual Skill/trick-stabs/matadors/pure spy mechanics)
  • They can't disguise at all (unless their rage gives them one)
  • They don't ever go invisible at all (unless their rage gives them one)
  • +20% more damage vs buildings (cause their knife requires this no matter what)

I'd rather'd get back-stabbed by the Hale instead of taking a 210+ knife stab to the face as a Demo with 4+ heads which is frustrating.

Spy Hales are the only bosses that i think should require actual planning of taking mercenaries down with a plan of stealth, never up close and personal with their given rage mechanic. Sure current Rarity has the mechanics of a good Spy Hale, but her damage is the main Problem cause she can just walk up to a mercenary and stab them for 210+ damage with no effort at all.

Seen another server halves the damage of every spy hales because they could deal 360 dmg before and now deals 162 dmg each hit.  This has them balanced in a good way.

I would not go for the 65 dmg and rely on the spy mechanic stuffs, it's not a part of the mode and would not like everyone to go this new way if added.

The disguise and invisibility aren't a part of spy hales, just a feature to add.

For building damage, it would require higher bonus if damage is set to like +50-60% with +100% building damage.

Edited by ThunderRunner

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Fluttershy shed.mov

Abilities: weigh down, 10 second cool down for super jump.

rage: summons weaker dead animals as minions.

weapon: chainsaw on hit give a bleed effect.

everything else is the same like fluttershy

 

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7 hours ago, Brony4SENPAI(づ◔ᴥ◔)づ said:

weapon: chainsaw on hit give a bleed effect.

 

 

Anything that has a Damage Bonus with a Bleed Effect is literal Hell.

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