That's the Bushwacka. The Shahanshah is completely different.Plinko wrote:The Shahansha doesn't do anything except no-crit, unless the combatants are allowed to use jarate, then it just crits, it won't fit the theme.Bronze Fox wrote:We already did the Shiv; one that used the Shahanshah would be much more exciting.
MeleeMania Season II Finale - Red Carpet Gala
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Re: MeleeMania Season II Finale - Red Carpet Gala
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Re: MeleeMania Season II Finale - Red Carpet Gala
Shahanshah, with Darwin's Danger, would make an interesting meleemania. You start out with Homewrecker strength weapons, then when someone's in the red, their weapon becomes Backscratcher strength, meaning the potential for lots of sudden comebacks, especially since a -25% damage critical can't one-shot a Darwin's Danger sniper, but a +25% one can. I think this match would go very well in a double's tourney.
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Re: MeleeMania Season II Finale - Red Carpet Gala
Heavy:
Gloves of Running Urgently - You have at most 50 seconds to kill each other before the -6 HP/sec kills you. I forget if Sandviches are taken away during Meleemania, but allowing the use of them would keep combatants from losing health between fights. (By "use" I mean being able to switch to them before the match starts to prevent HP drain)
Warrior's Spirit - +30% damage and -20 health still isn't enough for a crit to instakill another Heavy with the same weapon. Matches will be over quicker, though.
Eviction Notice - This one might be the best bet. Rapid-fire punches would make for a more interesting fight.
Sniper:
Darwin's Danger Shield - A must have for more interesting Melee fights.
Shahanshah - Zork pretty much summed it up nicely. Plus, it's the only Sniper melee we haven't done that actually has an effect, since the Bushwacka is just a kukri that crits when it should normally minicrit (which isn't going to happen during Meleemania)
Pyro:
Powerjack - A little dangerous in that you take 20% more damage from melee with it. Not too interesting, though.
Back Scratcher - +25% damage. Matches will be over quicker than with the Powerjack.
Sharpened Volcano Fragment - -20% damage results in longer fights, plus a crit doesn't immediately kill the other guy.
Spy:
Conniver's Kunai - Very quick matches since two swings will kill, if it isn't a backstab.
Big Earner - 3 swings to a kill. Bluh.
Engineer:
Southern Hospitality - Standard damage plus bleed means shorter matches.
Jag - 25% less damage means longer matches. Maybe. I think a crit will still kill a 125 hp Engineer
Eureka Effect - It's a wrench that teleports you to spawn. It has no fighting benefit for Meleemania.
Soldier:
Disciplinary Action - 70% longer melee range and 25% less damage makes for an interesting fight. The Market Gardener wouldn't cut it, I think.
Demoman:
Ali Baba's Wee Booties/Bootlegger - Necessary for longer matches.
Scotsman's Skullcutter - I forget if we did this one already, but 20% extra damage would shorten a match.
Claideheamh Mor - Not too interesting, but the -15 health would possibly go a long way in shortening matches.
Ullapool Caber - 185 on a direct hit. Enough to kill a normal Demoman, but not a Boot Demoman. Might be exciting now that I think about it.
Persian Persuader - I have no idea. It gives no benefit for fighting.
Scout:
Boston Basher - Best idea ever.
Sun-on-a-Stick - Longer matches, with a ridiculous weapon
Atomizer - Less damage and a slower swing speed. I don't think Triple Jumping would be seen much in the ring.
Holy Mackerel - Secondary prize for highest amount of slaps on enemies?
Medic:
Vita-Saw - The only Medic weapon that bestows a side effect to the Medic, though I doubt 10 less HP would make a difference
Solemn Vow - Allows the Medic to see his enemy's health. Strategic? Maybe.
Gloves of Running Urgently - You have at most 50 seconds to kill each other before the -6 HP/sec kills you. I forget if Sandviches are taken away during Meleemania, but allowing the use of them would keep combatants from losing health between fights. (By "use" I mean being able to switch to them before the match starts to prevent HP drain)
Warrior's Spirit - +30% damage and -20 health still isn't enough for a crit to instakill another Heavy with the same weapon. Matches will be over quicker, though.
Eviction Notice - This one might be the best bet. Rapid-fire punches would make for a more interesting fight.
Sniper:
Darwin's Danger Shield - A must have for more interesting Melee fights.
Shahanshah - Zork pretty much summed it up nicely. Plus, it's the only Sniper melee we haven't done that actually has an effect, since the Bushwacka is just a kukri that crits when it should normally minicrit (which isn't going to happen during Meleemania)
Pyro:
Powerjack - A little dangerous in that you take 20% more damage from melee with it. Not too interesting, though.
Back Scratcher - +25% damage. Matches will be over quicker than with the Powerjack.
Sharpened Volcano Fragment - -20% damage results in longer fights, plus a crit doesn't immediately kill the other guy.
Spy:
Conniver's Kunai - Very quick matches since two swings will kill, if it isn't a backstab.
Big Earner - 3 swings to a kill. Bluh.
Engineer:
Southern Hospitality - Standard damage plus bleed means shorter matches.
Jag - 25% less damage means longer matches. Maybe. I think a crit will still kill a 125 hp Engineer
Eureka Effect - It's a wrench that teleports you to spawn. It has no fighting benefit for Meleemania.
Soldier:
Disciplinary Action - 70% longer melee range and 25% less damage makes for an interesting fight. The Market Gardener wouldn't cut it, I think.
Demoman:
Ali Baba's Wee Booties/Bootlegger - Necessary for longer matches.
Scotsman's Skullcutter - I forget if we did this one already, but 20% extra damage would shorten a match.
Claideheamh Mor - Not too interesting, but the -15 health would possibly go a long way in shortening matches.
Ullapool Caber - 185 on a direct hit. Enough to kill a normal Demoman, but not a Boot Demoman. Might be exciting now that I think about it.
Persian Persuader - I have no idea. It gives no benefit for fighting.
Scout:
Boston Basher - Best idea ever.
Sun-on-a-Stick - Longer matches, with a ridiculous weapon
Atomizer - Less damage and a slower swing speed. I don't think Triple Jumping would be seen much in the ring.
Holy Mackerel - Secondary prize for highest amount of slaps on enemies?
Medic:
Vita-Saw - The only Medic weapon that bestows a side effect to the Medic, though I doubt 10 less HP would make a difference
Solemn Vow - Allows the Medic to see his enemy's health. Strategic? Maybe.
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Re: MeleeMania Season II Finale - Red Carpet Gala
Little do you all know that we're actually relaunching as "Primarymania". Muahaha!
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Re: MeleeMania Season II Finale - Red Carpet Gala
I just want to play the medic class. That way I can show everyone how boss I am with a Bonesaw.
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Re: MeleeMania Season II Finale - Red Carpet Gala
We already had that, it was called the Highlander TourneyFlaming Cheese Wheel wrote:Half-Zatoichi night. Even with the Basher it might take you a few seconds to bleed to death. Katanas? Not so much.
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Re: MeleeMania Season II Finale - Red Carpet Gala
The Highlander event was only one night...
But it was AWESOME and we should do it again.
But it was AWESOME and we should do it again.
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