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Dork Sauls IV: Bloodboner

Scarcely Lethal Noob
I used to play VSH back in the day, but I took a long hiatus from tf2, only coming back earlier this year. Have there been any major changes to the VSH game mode in the last 6 years? I remember playing as HHHH, Saxton, Vagineer, and the Christian Brutal Sniper in Freak Fortress maps. What else has been introduced? Have people changed their tactics a whole bunch, and has anything been banned or changed?
 

Meowcenary

Gaben's Own Aimbot
Contributor
I couldn't comment on Freak Fortress as I don't play there.

As far as VSH goes:
- Same bosses remain (HHH, Saxton Hale, Vagineer, Easterbunny)
- Saxton Hale (the boss) got a model update since 2012 if I recall correctly
- Headless horseman can climb walls by hitting his axe on a wall
- Snipers can do the same in terms of wall climbing with a stock melee weapon
- Snipers do headshot damage on a body shot making headshots unnecessary
- stock sniper rifle hits on a boss can make a red/blue outline around the boss that players can see through walls for a short amount of time
- direct rocket hits very temporarily stop bosses from moving (at least with the stock rocket launcher)
- Either the man treads or the gunboats reduce fall damage and increase rocket jump distance. Can't remember which one was which
- Invisible spies have reduced damage taken allowing them to survive at least one hit by a boss

That's all I can recall ,its been awhile. But generally there hasn't been anything too dramatic that was changed.
 

Dork Sauls IV: Bloodboner

Scarcely Lethal Noob
I couldn't comment on Freak Fortress as I don't play there.

As far as VSH goes:
- Same bosses remain (HHH, Saxton Hale, Vagineer, Easterbunny)
- Saxton Hale (the boss) got a model update since 2012 if I recall correctly
- Headless horseman can climb walls by hitting his axe on a wall
- Snipers can do the same in terms of wall climbing with a stock melee weapon
- Snipers do headshot damage on a body shot making headshots unnecessary
- stock sniper rifle hits on a boss can make a red/blue outline around the boss that players can see through walls for a short amount of time
- direct rocket hits very temporarily stop bosses from moving (at least with the stock rocket launcher)
- Either the man treads or the gunboats reduce fall damage and increase rocket jump distance. Can't remember which one was which
- Invisible spies have reduced damage taken allowing them to survive at least one hit by a boss

That's all I can recall ,its been awhile. But generally there hasn't been anything too dramatic that was changed.
Hey, thanks a lot! I actually remember the snipers being able to climb. They had that in at least Freak Fortress when I stopped playing. It's good to know that a lot of the base mechanics have stayed the same.
 

Meowcenary

Gaben's Own Aimbot
Contributor
Hey, thanks a lot! I actually remember the snipers being able to climb. They had that in at least Freak Fortress when I stopped playing. It's good to know that a lot of the base mechanics have stayed the same.

Keep in mind those things are regarding VSH. Freakfortress is something else entirely. Same boss battle concept but different balance