:DD

Somewhat Threatening Sniper
When I am playing at vsh servers I have noticed that hales can get rage too easily, which usually causes rage spamming. Rage spamming is bad for several reasons first of all hale can get several free kills because rage spamming. Second of all I think many rages in row is just ridiculous. Spamming just ruins the game because no one can do anything.

Also many hales like to rage after when they have just got backstabbed, which I think is pretty wrong because it seems almost like an punishment who has made high damage to hale and then instant rage and get killed.

So what I am suggesting is that we should make it so that rage wouldn’t be gotten that easily. Rage meter should be higher. I believe that when rage meter is higher and hale should suffer more damage before he could get the rage. Vsh matches would became more interesting what they are now. Now you can easily see someone winning in vsh still 10k health left, which is kind of boring. But if we rise the damage that hale needs for rage I am sure that matches will became more interesting.

Thanks for listening.
 
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I'll be laughing if the middleground would be to increase the rage requirement just slightly enough to be noticable while making the system auto-rage once the bar fills
 
I think a lot of you are misinterpreting this suggestion. It isn't a suggestion to completely take out rage, that would be a terrible idea. However, if the damage that needs to be done to Hale to activate rage is raised a bit (notice, I said a bit), that would be a nice middle ground.

The idea to raise the limit for a few days is great, do that if you can.
 
I think average hales could also do great with less rage.

They already get destroyed on small maps while using rage constantly. And that's without this suggestion in place

If you get anything other than Saxton Hale for a small map on a full 32 slot server you may as well forfeit the round because the knockback alone will gurantee that you'll spend most of your time flying through the air and getting pinned in corners by sentries. I've even seen good Hales who have been here for a very long time who know how to do their shit who still had to rage the everloving daylights out of people on small maps just to have a chance of survival.

Again you're taking one balance issue and thinking you're fixing it while causing two more balance issues.
 
It's part of the game, jeez - people will be complaining about mini sentries next *eyeroll*
as the old meme states:
n5032434c80975.gif
 
It's part of the game, jeez - people will be complaining about mini sentries next *eyeroll*
as the old meme states:
n5032434c80975.gif

Well,no one is asking to remove the rage but just increase a lil' bit the damage needed to use it so I can't see why reply that.
It's like nerfing the minisentry a bit, not removing it.
 
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Well,no one is asking to remove the rage but just increase a lil' bit the damage needed to use it so I can't see why reply that.
It's like nerfing the minisentry a bit, not removing it.
I think the point is that SH is supposed to be a tough bastard that takes no shit, raging is simply an expression of the character.
The crux of the matter is whether the game is fair and balanced.
Does the raging hale always win, is he completely unbeatable, or is it just harder to beat him?
 
A skilled spy with a pocket medic can make Hale rage so much that he can tear appart the whole red team in less than 2 minutes without chance of surviving or even attacking him, nerfing the rage will allow the red team to survive a bit more. The point of this nerf is to give the red team more chance of surviving, not to remove completely the rage or not to use it.
 
Changing to a +1.

I can see their point, a nerf would be nice but NOT a removal or a huge change.


We never asked for that, it would be stupid to remove the rage or completely nerf it. Thanks for changing your mind.
 
Here's my two cents on the matter.

Rage is extremely powerful, even in the hands of a complete newbie, it completely strips any ability to defend for those unfortunate enough to be in Hale's vicinity.
To an extent, raging is useful for slowing the pace and be able to crowd control at ease if Hale suddenly feels overwhelmed. As it stands now, Hale doesn't even need to check for dangers that lurks because he has a fail-safe constantly ready at hand. I agree with increasing the requirement for gaining rage, I feel this will encourage more thinking on how to approach situations that might pop up, and as a result better actions and possibly a more enjoyable experience for everyone.
 
+1 on that. The thing is that Good Hale can tear apart enemy team without a single rage.
I think actually that it should be removed/remade.

Thing is that there are 4 sitatuions in the game:
1) hale is noob, others are noobs - Rage alot, noone knows what happens.
2)Hale is good, others are noobs - He tears apart everyone with/without rade in minutes.
3)Hale is noob, Others are good - He dies too easy because he don't know how to play at all, ragespam that doesn't help at all.
4) Hale is good, others are good - Hale tears apart whole team, no matters how team tries.

Ragespam doesn't help hales to survive.

I (Rape/Humiliate/Destroy/kill) enemy team when I'm hale without a rage. Maximum damage that is done to me in 90% of times is 2k.

But the thing about it is that noone probably will change anything. The mod is old, many new stuff/weapons doesn't work there, stuff is not updated.
 
+1 on that. The thing is that Good Hale can tear apart enemy team without a single rage.
I think actually that it should be removed/remade.

Thing is that there are 4 sitatuions in the game:
1) hale is noob, others are noobs - Rage alot, noone knows what happens.
2)Hale is good, others are noobs - He tears apart everyone with/without rade in minutes.
3)Hale is noob, Others are good - He dies too easy because he don't know how to play at all, ragespam that doesn't help at all.
4) Hale is good, others are good - Hale tears apart whole team, no matters how team tries.

Ragespam doesn't help hales to survive.

I (Rape/Humiliate/Destroy/kill) enemy team when I'm hale without a rage. Maximum damage that is done to me in 90% of times is 2k.
It normally does, unless the Hale is either not trying at all or is just really bad. And just because there are good Hales doesn't mean they can win every time without rage so your +1 to remove it is awful, rage is there to help Hales so removing it will make people stop playing the gamemode.
 
That's the point of VSH. It's supposed to be a challenge.

That's awfully vague... Care to elaborate?
I don't see a challenge aspect in being incapacitated for a shorter period so you can be neutralized with no real way to defend oneself.
All hope for survival is being overhealed so you can soak a hit and even this is based on luck because hale's hits have a damage spread around 175-235.
Crossing your fingers, hoping for the best that Hale either ignores you or is busy with another target.
 
That's awfully vague... Care to elaborate?
I don't see a challenge aspect in being incapacitated for a shorter period so you can be neutralized with no real way to defend oneself.
All hope for survival is being overhealed so you can soak a hit and even this is based on luck because hale's hits have a damage spread around 175-235.
Crossing your fingers, hoping for the best that Hale either ignores you or is busy with another target.
The challenge is trying to beat Hale without dying and rage makes it even harder to survive, therefore a harder challenge.
 
unless the Hale is either not trying at all or is just really bad.
90% of hales are Terrible
They or
a)Rage constantly
b)Don't do anything at all to win and just acting like everything is already done
c)Ask people to kill them
d)Camp
e)Noobs and rage on 1 person(Srsly! Rage for a fucking sniper that is killed from 1 hit, can't knockback you/get far away fast? Seriously?),
I know some people. They tear apart all 31 players team in some minutes without a rage.
If you like the m1+w hales that consta rage - go ahead.
They count on rages and do nothing to win cuz they can rage. That's all.
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Die
 
Is anyone else keeping in mind the consequences of reducing rage

If you do end up forcing hales to play more smart, you can bet you're going to be fighting him a lot more in enclosed areas which is a death sentence.

You're also gonna have to watch a lot more camping, watching hale chase down a single BFB scout for 6+ minutes and watch Hale fail at killing spies evading him until the end of the round timer runs out.

I'm just sayin', when you force Hale's to play more smart you're not going to see him out in the open nearly as much. You'll be fighting competent hales in tight places instead of open areas and rounds will drag on much much longer when he's going up against scouts (which on US at least generally take up an average of 6 minutes for a hale to kill skilled VSH scouts when they're the last ones) and spies

Something to keep in mind. I'd rather have a arguably OP rage rather than reduce it causing balance issues for hales on small maps (which are rather popular on VSH US) and watching the server empty out because Hale is forced to hunt down BFB scouts and spies due to reduced rages

And no not every map has a cap, and the majority of the hales refuse to use it when the map does have one available
 
The challenge is trying to beat Hale without dying and rage makes it even harder to survive, therefore a harder challenge.

The scenario mentioned is when a player is already raged, the way I interpreted Renegade's vague statement saying it's a challenge to avoid Hale's fists when you are a sitting duck.
I believe there is no challenge as explained in my previous post, as it makes out to be incredibly one-sided, therefore no challenge is present.
 
The point of VSH is to defeat Hale. And obviously, it's possible with the rage meter being where it's at. Of course it's going to be challenging. And like Meowcenary pointed out:
Is anyone else keeping in mind the consequences of reducing rage

If you do end up forcing hales to play more smart, you can bet you're going to be fighting him a lot more in enclosed areas which is a death sentence.

You're also gonna have to watch a lot more camping, watching hale chase down a single BFB scout for 6+ minutes and watch Hale fail at killing spies evading him until the end of the round timer runs out.

I'm just sayin', when you force Hale's to play more smart you're not going to see him out in the open nearly as much. You'll be fighting competent hales in tight places instead of open areas and rounds will drag on much much longer when he's going up against scouts (which on US at least generally take up an average of 6 minutes for a hale to kill skilled VSH scouts when they're the last ones) and spies

Something to keep in mind. I'd rather have a arguably OP rage rather than reduce it causing balance issues for hales on small maps (which are rather popular on VSH US) and watching the server empty out because Hale is forced to hunt down BFB scouts and spies due to reduced rages

And no not every map has a cap, and the majority of the hales refuse to use it when the map does have one available

The scenario mentioned is when a player is already raged, the way I interpreted Renegade's vague statement saying it's a challenge to avoid Hale's fists when you are a sitting duck.
I believe there is no challenge as explained in my previous post, as it makes out to be incredibly one-sided, therefore no challenge is present.

Two words: Dead Ringer.