Difference between revisions of "Versus Saxton Hale"
m (→Gameplay changes: Updating sentry gun damage con, mini-sentries deal 20% less damage, gave a proper reference to wrangler damage scaling, as well as giving proper references to other things. mentioning RS and DH crit hale while he is in the air.) |
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{{pro}} Explosives and fire deal 50% more damage against Hale.<br> | {{pro}} Explosives and fire deal 50% more damage against Hale.<br> | ||
{{pro}} The [[Force-A-Nature]] deals increased knockback, which applies within a range of up to 600 [[Hammer unit]]s.<ref>mercs\merc_traits\single_class\scout_stronger_fan.nut</ref><br> | {{pro}} The [[Force-A-Nature]] deals increased knockback, which applies within a range of up to 600 [[Hammer unit]]s.<ref>mercs\merc_traits\single_class\scout_stronger_fan.nut</ref><br> | ||
− | {{pro}} The [[Direct Hit]] and [[Reserve Shooter]] | + | {{pro}} The [[Direct Hit]] and [[Reserve Shooter]] deal Critical hits while Saxton Hale is in the air.<ref>mercs\merc_traits\all_class\airborne_minicrits.nut:L24-27</ref><br> |
{{pro}} Landing a successful hit with the [[Market Gardener]] while rocket jumping deals damage based on player count. The formula used is '''(maxhealth / mercs) / 2.5''', where '''maxhealth''' is the health that Hale started with and '''mercs''' is the number of players on the RED team that were alive when the round started. This number is multiplied by 3 due to being a Critical hit, then multiplied by 0.75 due to Hale's innate 25% Crit resistance. This always deals a minimum of 500 damage and causes a crowd cheering sound effect to play.<ref>mercs\merc_traits\single_class\soldier_market_gardener.nut:L26-36</ref><ref name=spy_backstabscript/><br> | {{pro}} Landing a successful hit with the [[Market Gardener]] while rocket jumping deals damage based on player count. The formula used is '''(maxhealth / mercs) / 2.5''', where '''maxhealth''' is the health that Hale started with and '''mercs''' is the number of players on the RED team that were alive when the round started. This number is multiplied by 3 due to being a Critical hit, then multiplied by 0.75 due to Hale's innate 25% Crit resistance. This always deals a minimum of 500 damage and causes a crowd cheering sound effect to play.<ref>mercs\merc_traits\single_class\soldier_market_gardener.nut:L26-36</ref><ref name=spy_backstabscript/><br> | ||
{{pro}} [[Telefrag]] damage is calculated the same way as the [[Market Gardener]], but (maxhealth / mercs) is multipled by 2 instead of divided by 2.5.<ref>mercs\merc_traits\single_class\engineer_telefrag_scaling.nut:L18-21</ref><ref name=spy_backstabscript/><br> | {{pro}} [[Telefrag]] damage is calculated the same way as the [[Market Gardener]], but (maxhealth / mercs) is multipled by 2 instead of divided by 2.5.<ref>mercs\merc_traits\single_class\engineer_telefrag_scaling.nut:L18-21</ref><ref name=spy_backstabscript/><br> | ||
Line 89: | Line 89: | ||
{{pro}} On-kill effects are now triggered on-hit instead. Demoman sword weapons,<ref>mercs\merc_traits\single_class\demo_head_collecting.nut:L25-42</ref><ref>mercs\merc_traits\single_class\demo_katana.nut:L22-30</ref> the [[Killing Gloves of Boxing]],<ref>mercs\merc_traits\single_class\heavy_kgb_crits.nut:L24</ref> the [[Warrior's Spirit]],<ref>mercs\merc_traits\single_class\heavy_warriors_spirit.nut:L25</ref> the [[Candy Cane]]<ref>mercs\merc_traits\single_class\scout_candy_cane.nut:L24-29</ref>, and the [[Powerjack]] are triggered every hit. The on-kill effects of the [[Ali Baba's Wee Booties]] and [[Bootlegger]] also trigger on every melee hit. Spy knives trigger on every backstab,<ref name=spy_backstabscript/> the [[Bazaar Bargain]] triggers on every [[headshot]],<ref>mercs\merc_traits\single_class\sniper_head_collecting.nut:L21-26</ref> and the [[Air Strike]] triggers on every 250 damage done to Saxton Hale.<ref>mercs\merc_traits\single_class\soldier_airstrike.nut:L29-37</ref><br> | {{pro}} On-kill effects are now triggered on-hit instead. Demoman sword weapons,<ref>mercs\merc_traits\single_class\demo_head_collecting.nut:L25-42</ref><ref>mercs\merc_traits\single_class\demo_katana.nut:L22-30</ref> the [[Killing Gloves of Boxing]],<ref>mercs\merc_traits\single_class\heavy_kgb_crits.nut:L24</ref> the [[Warrior's Spirit]],<ref>mercs\merc_traits\single_class\heavy_warriors_spirit.nut:L25</ref> the [[Candy Cane]]<ref>mercs\merc_traits\single_class\scout_candy_cane.nut:L24-29</ref>, and the [[Powerjack]] are triggered every hit. The on-kill effects of the [[Ali Baba's Wee Booties]] and [[Bootlegger]] also trigger on every melee hit. Spy knives trigger on every backstab,<ref name=spy_backstabscript/> the [[Bazaar Bargain]] triggers on every [[headshot]],<ref>mercs\merc_traits\single_class\sniper_head_collecting.nut:L21-26</ref> and the [[Air Strike]] triggers on every 250 damage done to Saxton Hale.<ref>mercs\merc_traits\single_class\soldier_airstrike.nut:L29-37</ref><br> | ||
{{neutral}} Demoman shields absorb 50% of the incoming damage before breaking. If the damage would normally kill the Demoman, it leaves him at 1 health instead. Broken Demoman shields retain the charge ability.<ref>mercs\merc_traits\single_class\demo_shield.nut:L32-54</ref> Additionally, it also absorbs 70% of the damage from the Saxton Punch! ability.<br> | {{neutral}} Demoman shields absorb 50% of the incoming damage before breaking. If the damage would normally kill the Demoman, it leaves him at 1 health instead. Broken Demoman shields retain the charge ability.<ref>mercs\merc_traits\single_class\demo_shield.nut:L32-54</ref> Additionally, it also absorbs 70% of the damage from the Saxton Punch! ability.<br> | ||
− | {{neutral}} Weapons and cosmetics | + | {{neutral}} Weapons and cosmetics using [[Pyroland|Pyrovision]] are forcibly disabled in order to prevent Saxton Hale from playing Heavy voice lines.<ref>mercs\merc_traits\all_class\no_pyrovision.nut:L14-25; ''Hale is technically a Heavy with Voice Pitch shifted to 0. Pyrovision overrides that shift enabling Heavy's lines.''</ref><br> |
{{con}} The [[Rocket Jumper]] and the [[Sticky Jumper]] have their bonus reserve ammo removed.<ref>mercs\merc_traits\single_class\demo_jumper_ammo.nut:L24-28</ref><ref>mercs\merc_traits\single_class\soldier_jumper_ammo.nut:L24-28</ref><br> | {{con}} The [[Rocket Jumper]] and the [[Sticky Jumper]] have their bonus reserve ammo removed.<ref>mercs\merc_traits\single_class\demo_jumper_ammo.nut:L24-28</ref><ref>mercs\merc_traits\single_class\soldier_jumper_ammo.nut:L24-28</ref><br> | ||
{{con}} Demoman's sword weapons deal reduced knockback.<ref>https://www.teamfortress.com/post.php?id=206724</ref><br> | {{con}} Demoman's sword weapons deal reduced knockback.<ref>https://www.teamfortress.com/post.php?id=206724</ref><br> |
Revision as of 21:33, 25 July 2025
![]() | “Gotta move that gear up!” This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide. Notes: Summer 2025 Update changes |
“ | What is VS Saxton Hale? It's in the name! You fight Saxton Hale! Or you play as Saxton Hale and fight the Mercenaries. Are you ready to face 23 enemies at once? ‘Cause they surely aren’t ready to face you!
— Publicity Blurb
|
” |
Versus Saxton Hale, also styled as VS Saxton Hale or VSH, is a community-created game mode added in the Summer 2023 Update with the July 12, 2023 Patch. It features Saxton Hale (as the BLU team) pitted against the RED team's mercenaries in a large-scale arena.
Contents
Gameplay
When a round starts, one player is chosen at random to play as Saxton Hale on the BLU team, and the rest are assigned to the RED team with one goal: to kill Saxton Hale on behalf of their new boss, Gray Mann, who acts as the announcer. The gameplay is similar to Arena mode; players have one life and are unable to respawn once killed. Players who join a server after a round starts must wait until the next one in order to participate. There are no protected respawn areas or resupply lockers on the map, but health kits or ammo boxes can be found across various locations.
Both Hale and the mercenaries have an arsenal of abilities that can be used against each other. Saxton Hale (BLU team) wins when all the mercenaries are killed; Mercenaries (RED team) win when Saxton Hale is killed. Each game also has a 4-minute timer until the middle control point unlocks, when the control point unlocks, mercenaries or Hale can also capture the control point and win the game. Saxton Hale's health is visible at all times near the top of the screen.
Both Saxton Hale and Gray Mann are voiced by Matthew Simmons.
Saxton Hale
As Saxton Hale, players have several different abilities to help take on the mercenaries. These abilities display most of their information on the HUD, except for the Weightdown ability. A regular melee hit from Saxton does 195 damage (157/117/77 damage to buildings depending on their level) and his health scales with the amount of players on RED he is fighting. Saxton Hale can use all-class taunts, several of which have unique animations.
Saxton Hale has a set of attributes that persist throughout the round. By default, Hale has a 25% resistance against all damage sources (including Crits) and 75% Knockback resistance, and has a 3x damage multiplier for his only primary weapon. Random Critical hits are disabled on-wearer, and Hale has an increased melee range and a bound multiplier of 1.2x and 1.1x, respectively.[1]
Saxton Hale can stomp players, similarly to the Mantreads, dealing between 64 and 193 damage to the player landed on depending on his downward speed.[2]
Saxton Hale cannot be impacted by fall damage, nor can he be healed by a Medi Gun or through health kits. Saxton has a 3x control point capture rate multiplier, but is additionally not able to pick up flags from any team.[1]
Initiating the Flippin' Awesome or Skullcracker taunt as Saxton acts as a taunt kill against the mercenary it was used on.[3][4] Additionally, the Rock, Paper, Scissors taunt can insta-kill Hale should he lose, regardless of the amount of health he has.[5]
Saxton Hale's movement starts at 107% speed (322 Hammer units/s) when moving forward. Saxton's speed ramps up to 520 Hammer units/s as he takes damage, reaching max speed at 25% of his health left.
Saxton's Health
Saxton Hale's health is dependent on the number of opponents he faces[6], represented by n in the following formulae:
- Against 1 opponent, Saxton Hale's health is set to 1000.
- Between 2 and 6 opponents, Saxton Hale's health is set to 45n2 + 2800(0.3 + n/10)
- Between 7 and 23 opponents, Saxton Hale's health is set to 45n2 + 2800
- Above 23 opponents, Saxton Hale's health is set to 2000(n - 23) + 26600, resulting in a fixed increment of 2000 health for every opponent.
The formula result is rounded down to the nearest multiple of 100. Saxton Hale's health is determined at the end of setup time.
RED players | Health |
---|---|
1 | 1,000 |
2 | 1,500 |
3 | 2,000 |
4 | 2,600 |
5 | 3,300 |
6 | 4,100 |
7 | 5,000 |
8 | 5,600 |
9 | 6,400 |
10 | 7,300 |
11 | 8,200 |
12 | 9,200 |
13 | 10,400 |
14 | 11,600 |
15 | 12,900 |
16 | 14,300 |
17 | 15,800 |
18 | 17,300 |
19 | 19,000 |
20 | 20,800 |
21 | 22,600 |
22 | 24,500 |
23 | 26,600 |
24 | 28,600 |
25 | 30,600 |
26 | 32,600 |
27 | 34,600 |
28 | 36,600 |
29 | 38,600 |
30 | 40,600 |
31 | 42,600 |
Sweeping Charge
Saxton charges up his right fist as he yells in preparation for a flying punch that knocks opponents away (default key: R). This ability can be held down to wind up for up to 3 seconds while mid-air, and indefinitely while grounded[7], freezing Saxton in place with a glowing blue fist. While winding up, Saxton is immune to all sources of knockback[8] and takes 50% less damage.[9] Upon releasing the charge button or winding up for 3 seconds while mid-air, Saxton is sent flying in the direction he's facing. While charging forward, mercenaries can only be hit once for 55% of their maximum health[10]. Engineer buildings however, are damaged for 11% of their maximum health[11] on every tick that Saxton is charging forward. Saxton moves at about 467% speed (1400 Hammer units/s) during the Sweeping Charge. The Sweeping Charge deals fire damage.[12]
Saxton Punch!
Saxton Punch! starts with a 30 second cooldown and begins counting down once the setup time ends[13], slowly charging up a devastating attack. When fully charged, Saxton's left forearm will turn bright red with a dark red aura and Critical hit sparks all over it. Saxton will also say a voice line, alerting the mercenaries. Upon striking an enemy with Saxton Punch!, a shockwave is sent out dealing 195 base damage to the punched target and damaging all targets in front of Saxton based on their proximity for up to 70% of their maximum health.[14] Damage is doubled for all buildings.[15] Saxton Punch! deals explosive damage.[16]
Mighty Slam
While Saxton is airborne, he has the ability to perform a ground pound (default key: Ctrl), slamming into the ground with great force. Upon hitting the ground, a big shockwave is sent out in every direction from the point of impact, dealing up to 75% of his targets' maximum health, with damage fall-off.[17] Damage is doubled for buildings.[18] To trigger this ability upon landing, Saxton's fall speed must have been greater than 500 Hammer units/s, or 300 with severe Jump Fatigue.[19] This ability has a cooldown of 15 seconds. Mighty Slam deals explosive damage.[20]
Brave Jump
Similar to Scout, Saxton has the ability to perform a double jump, although his second jump allows him to reach significantly greater heights far beyond any classes' typical abilities (even the Soda Popper's six HYPE jumps or rocket jumping). Brave Jump launches Saxton upward and forward in the direction he's holding. This ability does not have a cooldown and instead requires Saxton to touch the ground in order to perform the ability again. If Brave Jump is used 3 times without waiting 2 seconds after landing between each jump, the recovery time will increase to 3 seconds and cause Saxton to suffer from "Jump Fatigue". Jump Fatigue causes Brave Jump to become weaker, by making the jump weaker and lowering gravity. Consecutively jumping 2 more times before recovering will increase the recovery time to 4 seconds and worsen the effects of Jump Fatigue.[21] After waiting out the recovery time, Brave Jump can be used at full strength again.[22]
Weightdown
While Saxton is airborne, he can quickly descend from any height (default key: Ctrl). This ability aids him when using Mighty Slam and when stomping on the heads of mercenaries. Upon releasing the crouch button his gravity will return to normal.
Mercenaries
As the mercenaries, players have a few abilities to aid in fending off Saxton. All classes have voice lines specific to Versus Saxton Hale, although all of the new lines are voiced by James McGuinn rather than their official voice actors. These trigger automatically under certain conditions.
Wall climbing
Every mercenary has the ability to scale surfaces with the use of a melee attack. Upon striking a surface, the player is launched upwards to reach advantageous positions with ease. Each successive strike on a surface reduces the height the player is launched until the 5th strike where it plateaus. Upon contact with the ground this effect resets. [23]
Last Mann Standing
When there are less than 4 mercenaries left, all surviving players deal Mini-Crit damage. In addition, they are given a beacon effect visible even when cloaking. The last surviving mercenary is granted full Critical hits in addition to Mini-Crit damage.[24]
Gameplay changes
Some existing gameplay elements (such as classes, weapons, and buildings) have had changes of varying degrees:
Explosives and fire deal 50% more damage against Hale.
The Force-A-Nature deals increased knockback, which applies within a range of up to 600 Hammer units.[25]
The Direct Hit and Reserve Shooter deal Critical hits while Saxton Hale is in the air.[26]
Landing a successful hit with the Market Gardener while rocket jumping deals damage based on player count. The formula used is (maxhealth / mercs) / 2.5, where maxhealth is the health that Hale started with and mercs is the number of players on the RED team that were alive when the round started. This number is multiplied by 3 due to being a Critical hit, then multiplied by 0.75 due to Hale's innate 25% Crit resistance. This always deals a minimum of 500 damage and causes a crowd cheering sound effect to play.[27][28]
Telefrag damage is calculated the same way as the Market Gardener, but (maxhealth / mercs) is multipled by 2 instead of divided by 2.5.[29][28]
Sentry Guns are awarded 1 assist for every 200 damage inflicted to Saxton Hale.[30]
The Wrangler's damage reduction lets upgraded Sentry Guns take an extra hit from Saxton Hale.[31]
Medics have a 30% damage resistance against Saxton Hale's attacks, 100% faster Übercharge rate[32], and are knocked back with an extra 300 Hammer unit force.[33]
The Hitman's Heatmaker has an added 7x Focus multiplier for each hit.[34]
Spies take 50% less damage from Saxton Hale while cloaked.[35]
The Diamondback receives 2 Critical hits every time Saxton Hale is backstabbed.[36]
The Conniver's Kunai gives a minimum of 180 health and a maximum of 270.[28]
Melee weapons for all classes (except the Spy) deploy 25% faster, have guaranteed crits (except for the Market Gardener and Holiday Punch), and have a 60% increased melee range in a 350 Hammer unit proximity between Hale and the player (the Disciplinary Action, Half-Zatoichi, and Demoman's sword weapons are unaffected by this range increase).[37]
On-kill effects are now triggered on-hit instead. Demoman sword weapons,[38][39] the Killing Gloves of Boxing,[40] the Warrior's Spirit,[41] the Candy Cane[42], and the Powerjack are triggered every hit. The on-kill effects of the Ali Baba's Wee Booties and Bootlegger also trigger on every melee hit. Spy knives trigger on every backstab,[28] the Bazaar Bargain triggers on every headshot,[43] and the Air Strike triggers on every 250 damage done to Saxton Hale.[44]
Demoman shields absorb 50% of the incoming damage before breaking. If the damage would normally kill the Demoman, it leaves him at 1 health instead. Broken Demoman shields retain the charge ability.[45] Additionally, it also absorbs 70% of the damage from the Saxton Punch! ability.
Weapons and cosmetics using Pyrovision are forcibly disabled in order to prevent Saxton Hale from playing Heavy voice lines.[46]
The Rocket Jumper and the Sticky Jumper have their bonus reserve ammo removed.[47][48]
Demoman's sword weapons deal reduced knockback.[49]
All Miniguns deal 30% less damage when Crit-boosted.[50]
The Natascha has an 85% reduced chance of triggering the slowdown-on-hit ability.[51]
Sentry Guns have a 50% damage penalty, and Mini-Sentry Guns have a 20% damage penalty.[52]
The Wrangler's shield does not reduce damage from Saxton Hale's abilties like Mighty Slam, Saxton Punch!, and Mighty Slam.[36]
The Baby Face's Blaster loses 20% of its boost upon Wall Climbing.[53]
Backstabs do not instant kill and instead deal damage based on player count. This is calculated in the same way as the Market Gardener.Cite error: Closing
</ref>
missing for <ref>
tag
- Rarely while Saxton is using Sweeping Charge or Mighty Slam, the Sandvich or Frying Pan viewmodel may appear in his hands from a Spectator's first person view. It may disappear upon switching spectator targets.
- Backstabbing Saxton with the Your Eternal Reward (or Wanga Prick) without having disguised during that round may list the disguise's weapon or name as
unknown
. - When Colorblind mode is enabled, two Jarate symbols appear above Saxton when soaked; the top being the default visible to all users, the bottom being the colorblind symbol.
- During the "Waiting for Players" phase, the game distributes players between RED and BLU equally. This can also happen during the game itself, in which case Saxton Hale will not spawn but the Hale portrait may still shows up at the top part of the HUD.
- Sometimes, a player may appear as Saxton Hale despite not being chosen as Saxton Hale.
- It is possible to earn the Heavy achievement Communist Mani-Fisto as Saxton Hale.[54]
- If Saxton Hale is killed by the Spy-Cicle while in the air, the statue assumes the reference pose.
Trivia
- Hale's Fists have a Strange counter of 9001, referencing the It's Over 9000! internet meme.[55]
Gallery
- Saxton Hale Taunts
- Other
- Unused content
See also
References
When updates release, the code will likely have shifted a few lines or have moved somewhere else entirely.
- ↑ a b bosses\saxton_hale\saxton_hale.nut
- ↑ bosses\generic\passives\head_stomp.nut:L34-40
- ↑ Video demonstrating the Flippin' Awesome taunt
- ↑ bosses\generic\misc\taunt_handler.nut:L107-124
- ↑ Video demonstrating a Rock, Paper, Scissors victory against Saxton
- ↑ bosses\generic\misc\setup_stat_refresh.nut:L14-33
- ↑ bosses\saxton_hale\abilities\sweeping_charge.nut:L107-117
- ↑ bosses\saxton_hale\abilities\sweeping_charge.nut:L130
- ↑ bosses\saxton_hale\abilities\sweeping_charge.nut:L234
- ↑ bosses\saxton_hale\abilities\sweeping_charge.nut:L202
- ↑ bosses\saxton_hale\abilities\sweeping_charge.nut:L203-207
- ↑ bosses\saxton_hale\abilities\sweeping_charge.nut:L217
- ↑ bosses\saxton_hale\abilities\saxton_punch.nut:L33
- ↑ bosses\saxton_hale\abilities\saxton_punch.nut:L85
- ↑ bosses\saxton_hale\abilities\saxton_punch.nut:L87
- ↑ bosses\saxton_hale\abilities\saxton_punch.nut:L95
- ↑ bosses\saxton_hale\abilities\mighty_slam.nut:L92-97
- ↑ bosses\saxton_hale\abilities\mighty_slam.nut:L98-99
- ↑ bosses\saxton_hale\abilities\mighty_slam.nut:L57
- ↑ bosses\saxton_hale\abilities\mighty_slam.nut:L110
- ↑ bosses\generic\abilities\brave_jump.nut:L35-37
- ↑ bosses\generic\abilities\brave_jump.nut:L81-85
- ↑ mercs\merc_traits\all_class\melee_wall_climb.nut
- ↑ mercs\merc_traits\all_class\last_mann_standing.nut:L16-23
- ↑ mercs\merc_traits\single_class\scout_stronger_fan.nut
- ↑ mercs\merc_traits\all_class\airborne_minicrits.nut:L24-27
- ↑ mercs\merc_traits\single_class\soldier_market_gardener.nut:L26-36
- ↑ a b c d mercs\merc_traits\single_class\spy_backstab.nut
- ↑ mercs\merc_traits\single_class\engineer_telefrag_scaling.nut:L18-21
- ↑ mercs\merc_traits\single_class\engineer_sentry.nut:L51-55
- ↑ bosses\generic\misc\building_damage_rescale.nut:L17-35
- ↑ mercs\merc_traits\single_class\medic_uber_rate.nut:L22-26
- ↑ mercs\merc_traits\single_class\medic_resistance.nut:L25-29
- ↑ mercs\merc_traits\single_class\sniper_focus.nut
- ↑ mercs\merc_traits\single_class\spy_invis_res.nut:L24
- ↑ a b https://www.teamfortress.com/post.php?id=206934
- ↑ mercs\merc_traits\all_class\melee_buffs.nut:L38-50
- ↑ mercs\merc_traits\single_class\demo_head_collecting.nut:L25-42
- ↑ mercs\merc_traits\single_class\demo_katana.nut:L22-30
- ↑ mercs\merc_traits\single_class\heavy_kgb_crits.nut:L24
- ↑ mercs\merc_traits\single_class\heavy_warriors_spirit.nut:L25
- ↑ mercs\merc_traits\single_class\scout_candy_cane.nut:L24-29
- ↑ mercs\merc_traits\single_class\sniper_head_collecting.nut:L21-26
- ↑ mercs\merc_traits\single_class\soldier_airstrike.nut:L29-37
- ↑ mercs\merc_traits\single_class\demo_shield.nut:L32-54
- ↑ mercs\merc_traits\all_class\no_pyrovision.nut:L14-25; Hale is technically a Heavy with Voice Pitch shifted to 0. Pyrovision overrides that shift enabling Heavy's lines.
- ↑ mercs\merc_traits\single_class\demo_jumper_ammo.nut:L24-28
- ↑ mercs\merc_traits\single_class\soldier_jumper_ammo.nut:L24-28
- ↑ https://www.teamfortress.com/post.php?id=206724
- ↑ mercs\merc_traits\single_class\heavy_minigun_nerf.nut:L25
- ↑ mercs\merc_traits\single_class\heavy_natasha_nerf.nut:L25
- ↑ mercs\merc_traits\single_class\engineer_sentry.nut:L39
- ↑ mercs\voice_lines\all_class\wall_climb.nut:L41
- ↑ Video of Saxton Hale getting the Communist Mani-Fisto achievement
- ↑ Creator confirming the reference
Cite error: <ref>
tag with name "melee_buffsscript" defined in <references>
is not used in prior text.
Cite error: <ref>
tag with name "medic_uber_ratescript" defined in <references>
is not used in prior text.
Cite error: <ref>
tag with name "engineer_sentryscript" defined in <references>
is not used in prior text.
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