I think a 100 player special at the end of the series that goes over the ways 100 players affects the max damage would be kinda cool and would keep the series consistent pre and post 100 player TF2
@@Underworlder5nah, ethnic Australians are a thing just by virtue of australium making them literal super humans. He's a cultural Aussie but he doesn't have that australium blood
Glad to see Saxton getting a dedicated video within this series. The Saxton Punch ability takes 70% of the enemies' max health (falls off with distance) on top of 195 of a normal punch. If you'll make a video about Hale _taking_ damage, beware that there's several mechanics dynamically modifying the damage Hale will take, the combined effect of which is not fully understood even by me. Also, the Sweeping Charge deals Burn damage, therefore should be resistible by the Vaccinator.
Burn damage? Good to know for my vaccinator, it's hard to guess when you can die from a single of those attacks, and then have to wait 5min to try again, is there a point for the bullet résistance, apart from resisting a taunt kill?
I got a quick question. Could you make it so that engineer gets the same doubled upgrade rate and instant redeploy that he gets in Mannpower? The engineer takes so long to put up his buildings and yet all Saxton needs to do to destroy one is to press R or hold Shift. I know that Engineers were the bane of Saxton's existence within your original source mod, but I think you over corrected quite a bit. Another quick question. Could you put Brave jump on a cooldown? It is pretty difficult to do anything as Spy when Sacton spends the entire game in the air. It's pretty difficult to die as Saxton when you spend the entire round in the air.
@@redstonewarrior0152 Engineer is already extremely powerful if left unchecked. Giving him an easy path to that power is undesirable. Currently a Sentry will either deal respectable damage or force Hale to waste an ability on it. Brave Jump on cooldown would be a bad idea because when your muscle memory doesn't cause the result you expected is one of the most annoying feeling there is. In simpler words, people would try to brave jump and be extremely annoyed that it didn't work.
It has its in-game balance reasons, but i also like to think Medic has a resistance to Saxton Hale because it was in the contract he signed with the Devil
@@ameep168 well its actually on the contrary, if medic's wish was "resistance to australians" then that explains why the sniper CAN hurt the medic, cause the sniper is actually a new zealander! hahaha
7:55 a tidbit about the RPS taunt is that demo's shields can actually make him survive a hit from it! i had a case where i RPS'd my friend at the end of a round, they survived, but died to the pit in nucleus anyways lol
4:17 technically speaking saxton hales abilities were updated to be resisted by the vaccinator since there is no code in the game files for vsh (outside the vscript packed inside the maps and the stuff used to make it work in casual)
@@alistar-ik3dq bit late to this, but with hale on one team, everyone else is on the other, and (unless I'm mistaken) the stomp doesn't transfer between team members
I think for the 100 player calculations, it is really only necessary to add it if there is interesting multiplicative damage (like the Mantreads) or some other unique thing (like multiple instances of damage like the Bison), otherwise we can just slap two zeroes on the end of the single enemy kill and call it a day
Does Saxton not inherit the mantreads stacking for his stomps? Cause if he did you'd just have to put him second last in the soldier tower and get as much as soldier theoretically.
Do the max health damage numbers increase with the dalokahs bar and/or overheal? (I'd expect probably not with overheal, but maybe the chocolate bar could increase the max damage?) Similarly, could you get lower damage numbers by attacking a scout with the sandman equipped and a vac uber+battalions backup? Medic has that base resistance, but a sandman scout has 40 less HP...
4:44 I think the charge punch for some reason might be classified as fire damage since 1, it's got the fire aura animation around it during the charge, and 2, it melts Spycicles.
Seeing the gameplay at the end made me wonder what it would've been like if Valve decided to make Saxton Hale the literal 10th class, but he kept all his stats from VSH. So you'd have a ton of health equivalent to the enemy player count, but like before his passive would be that he cannot be healed by friendly Medics, dispensers, or pick-up health and ammo kits. The more I think about it, he'd probably still be broken to fight against (especially when he now has a team to back him up) and maybe a slight hot take, but it probably would remove the uniqueness of VSH being the only way to play as him. At the end of it all, I'm just happy that this game even got a new playable character, in-fact he's now become my favourite because of VSH being added officially.
I actually played a mod like that (it doesnt exist anymore sadly). Each team would have one "hero" with thousands of health and activated abilities but limited healing and weapons. Most fun I ever had in tf2.
I'd love to see a video with max damage against Saxton factoring in all the unique weapon quirks. Also I'd like to point out that the Enforcer doesn't pierce any of Saxton's natural resistances such as when charging a charge attack, which is a huge missed opportunity imo.
Just realized... if Saxton's punches does a small explosion as a means of allowing it to hit multiple targets that are standing in each other then would it be possible to have it where all melee weapons do that and have that as a way of eliminating the problem where your teammates can eat your melee hits? At the very least, something akin to that?
Id be really interested in seeing the balance changes to vsh I remember when the ubersaw gave 50 uber on hit for exsample no more 2 swing personal uberchains 😢.
So glad to see this bonus Saxton Hale episode. I'm afraid however that Soldier's totally legit number will never be beaten. EDIT: I think for the 100 player scenario for the classes already covered you should make a short in between episode where you simply give us the calculated 100 player numbers and finish the video with Soldier's new super duper hyper ultra number.
Both the medic and the Pyro can achive the same uber high damage stat using the exact same method. That doesn't change the fact that the number can't be beat.
Wait a minute. They gave the vaccinator the ability to resist Saxton's special attacks? You're telling me that Valve finally made some kind of balance change to a weapon, and it was _buffing_ Medic's arguably most overpowered and infuriating unlock? This upsets me _greatly._
Buffing it in one game mode where you have little to no way to resist the one OP AF player when it logically should have had the buff anyway. If you can deal over half a class's health with one hit, then your enemy should at least get a shield of paper-mache and wood
Doesn't really matter how much damage you'd be able to do to Saxton through most means since RPS, which has a higher win rate for Saxton specifically coded in, deals all his health in damage. Even against 99 players
I don't know if this will count, but the max damage for the Zatoichi is even higher than 4995. In MvM, the Samurai Demo has 650 health. I used addcond 11 to crit-boost the sword, and a crit Zatoichi against a Samurai Demo did 5850. You can make the argument that MvM shouldnt be counted, but Jim did count it for Medic, so I figured I'd mention that
Good luck renting the NASA computers for when you revisit the highest ammount of damage Soldier can do but with 100 players, chief. Don't think any other computer in the surface of the planet can handle a number that theoratically high
Hey After Breakfast with SquimJim, I have a question that has nothing to do with the video. It's scream fortress time again and i stumpled across 3 cheaters who i have met multiple times now on precipice. They are no bots but just regular players with cheats and cosmetics so they won't get kicked. One of them even had a VAC-ban at one point. I have reported them all already. Obviously i can't show any proof but i have the 3 profiles saved and if it is possible to send them to you in private you might join after them and see for yourself. I don't know if i can just link 3 random links in a youtube comment. I thought if you see how they cheat you can make a little video about it and link the profiles in your description so that people who want cheaters banned can report them as well. I don't know if this is helping but it is worth a try. I'm sorry if this is a lot to read. But i can write their names here maybe some of the other viewers have met them as well: the janitor oscar Pierre.
Shounic has actually maintains a vanilla TF2 server and has gotten it stable to the point of actively been enjoyable to play, even as it comes with some drawbacks. I recommend checking out his recent videos on how he's optimized his 100 player server. Maybe that could help.
The number one thing that seems to cause problems on 100 player servers is cosmetics. The game isn't optimized to handle that many cosmetics in a server. Servers that installed plug-ins to disable any cosmetics gained drastically noticible improvements to where you could very easily say that it's playable from a responsiveness standpoint
Saxton can deal an obsurd amount of damage to one person using just his index finger, but a punch to the face apparently doesn't cut it. Saxton skipped fist day to dedicate his build to finger day.
Now with an increased player count, the soldier Man tread stomp is going to climb even further into the unfathomable. If it doesn't crash the game outright.
Since Saxton can stomp enemies like the soldier with the mantreads, would it be possible to stack soldiers on top of each other and get stupid damage like in the soldier video?