RockoRango
Somewhat Threatening Sniper
For starters, I hardly use the skial forums. So if I put this in the wrong place, please advise me or move it to the correct spot if you can. Thanks!
Okay, let’s get started.
There are multiple weapons on vsh that people have started abusing lately (at least on the US server), and makes them almost impossible for saxton hale to kill anyone using them. Let me explain:
1. Baby Face’s Blaster: Allows a scout to outrun hale by a long shot, and a scout using this with good aim can totally obliterate hale without hale being able to ever catch up. Even raging the scout makes it impossible for hale to catch up to him if they have that aim.
Solution(s): Lower the ammo count from 32 to 24, forcing scouts to have to actually play with a fair chance of hale to kill them.
2. Battalion’s Backup: The Direct Hit, which gives 300 damage on mini-crits, severely allows people to abuse this with only two hits after taunting. The hale is unable to kill these soldiers because of The Direct Hit’s knockback and damage. And, ontop of that, they are able to use it during rage, which makes hale unable to kill ANYBODY in his rage, unless they have low health.
Solution(s): Either nerf The Direct Hit, or make The Battalion’s Backup need much more rage to activate.
3. The Loose Cannon: This one is iffy in wether or not this counts as too powerful, since it’s the same in vanilla TF2, but let me give some insight. Because of the ‘donk’ ability, hale gets SEVERELY knocked back, causing him to be unable to kill the demo UNDER ANY CIRCUMSTANCE (if the demo is somewhat competent). And, even if hale is lucky enough to get close, the demoman can just jump away by charging The Loose Cannon underneath them.
Solution(s): Get rid of the knockback capabilities, or at least lower them. Additionally, if the knockback is lowered, add another two clips (24) to its ammo count to account for that knockback reduction.
4. The Mantreads: Now, this one is another one that is arguable, because it is fairly balanced. BUT, it does not include a much-needed negative that is needed to give hale at least a little bit of a chance to catch the soldiers that use these.
Solution(s): add +25% damage from rocket jumps, and +10% fall damage.
5. All Sniper Rifles: Snipers can get to places hale can usually get to by jumping, but the sniper rifles make it impossible for him to get to their position if the snipers can aim.
Solution: Lower the ammo count of Sniper Rifles from 25 to 20, or decrease the knockback reduction Sniper Rifles give.
There are also weapons that have long-awaited buffs:
1. Gunthreads: Nobody uses it anymore, because The Manthreads are so much better now.
Solution(s): add +50% knockback from rocket jumps, and give 25% more health from healthpacks.
2. Eureka Effect: Bring it back with the ability to only be able to go to your exit teleporter.
3. The Winger: Nobody uses it anymore, because of the reduction to goomba damage.
Solution: While equipped, goomba stomps are 50% more effective. If that isn’t possible from a developer standpoint, double the damage made by goomba stomps while it is equipped.
I know this all has a very fair chance of not being seen by the developer that needs to see it, but it’s been getting VERY difficult to be hale when everyone is using the weapons that need a nerf. And that’s coming from me, Rocko, that plays on this server everyday and is one of the top players there. Hopefully, someone can agree, or help adjust the changes that need to be made to balancing on vsh!
Okay, let’s get started.
There are multiple weapons on vsh that people have started abusing lately (at least on the US server), and makes them almost impossible for saxton hale to kill anyone using them. Let me explain:
1. Baby Face’s Blaster: Allows a scout to outrun hale by a long shot, and a scout using this with good aim can totally obliterate hale without hale being able to ever catch up. Even raging the scout makes it impossible for hale to catch up to him if they have that aim.
Solution(s): Lower the ammo count from 32 to 24, forcing scouts to have to actually play with a fair chance of hale to kill them.
2. Battalion’s Backup: The Direct Hit, which gives 300 damage on mini-crits, severely allows people to abuse this with only two hits after taunting. The hale is unable to kill these soldiers because of The Direct Hit’s knockback and damage. And, ontop of that, they are able to use it during rage, which makes hale unable to kill ANYBODY in his rage, unless they have low health.
Solution(s): Either nerf The Direct Hit, or make The Battalion’s Backup need much more rage to activate.
3. The Loose Cannon: This one is iffy in wether or not this counts as too powerful, since it’s the same in vanilla TF2, but let me give some insight. Because of the ‘donk’ ability, hale gets SEVERELY knocked back, causing him to be unable to kill the demo UNDER ANY CIRCUMSTANCE (if the demo is somewhat competent). And, even if hale is lucky enough to get close, the demoman can just jump away by charging The Loose Cannon underneath them.
Solution(s): Get rid of the knockback capabilities, or at least lower them. Additionally, if the knockback is lowered, add another two clips (24) to its ammo count to account for that knockback reduction.
4. The Mantreads: Now, this one is another one that is arguable, because it is fairly balanced. BUT, it does not include a much-needed negative that is needed to give hale at least a little bit of a chance to catch the soldiers that use these.
Solution(s): add +25% damage from rocket jumps, and +10% fall damage.
5. All Sniper Rifles: Snipers can get to places hale can usually get to by jumping, but the sniper rifles make it impossible for him to get to their position if the snipers can aim.
Solution: Lower the ammo count of Sniper Rifles from 25 to 20, or decrease the knockback reduction Sniper Rifles give.
There are also weapons that have long-awaited buffs:
1. Gunthreads: Nobody uses it anymore, because The Manthreads are so much better now.
Solution(s): add +50% knockback from rocket jumps, and give 25% more health from healthpacks.
2. Eureka Effect: Bring it back with the ability to only be able to go to your exit teleporter.
3. The Winger: Nobody uses it anymore, because of the reduction to goomba damage.
Solution: While equipped, goomba stomps are 50% more effective. If that isn’t possible from a developer standpoint, double the damage made by goomba stomps while it is equipped.
I know this all has a very fair chance of not being seen by the developer that needs to see it, but it’s been getting VERY difficult to be hale when everyone is using the weapons that need a nerf. And that’s coming from me, Rocko, that plays on this server everyday and is one of the top players there. Hopefully, someone can agree, or help adjust the changes that need to be made to balancing on vsh!
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