Last time VSH saw an overhaul, Hale's side got buffs.
We went from a 10% Hale win rate to a ~35% Hale win rate.
While this was a great step, I believe getting it a bit higher would increase player retention, longevity of the gamemode, and make rounds overall a lot more interesting, tense and fun.
Instead of being "who can get the most damage this round?: the game", I would like to see a balance more akin to vsh1. I don't believe we'd ever reach vsh1's level of Hale win% (>75%), but I believe somewhere around a 50/50 balance or better for Hale would be feasible.
There's not much more we could do for Saxton without making him crazy strong in the hands of the veterans, so the only step left is to tone down RED; namely, addressing a lot of the power creep that VSH has seen over the years to the mercs, specifically the DPS meta loadouts/weapons. I understand that nobody's going to like their favorite class(es) getting nerfed, but there isn't any other options left.
General
Nerf goomba damage by 35%. (1530 MAX -> 990 MAX)
(For the calc, this would change 2%+450 -> 1%+450)
Being able to get near-backstab damage with any class cheapens burst damage as a whole.
Hale
Remove mobility vulnerability (the double damage for jumping mechanic.)
It's too easy to land shots on Hales who land early or mess up their jump-- and gets extremely punishing when individual players can deal out 1000-2000 during the vulnerability window with Huntsman, Iron Bomber, Direct Hit, etc. Good Hales are able to stay in the air long enough to cancel out the vulnerability and/or weighdown after. This mechanic usually just ends up punishing crouchjumpers/newer Hales, who jump straight up and down and are incredibly easy to aim at.
Scout
BFB changes; change +25% damage to -25% damage.
Scout becomes an insane mobile burst damage dealer with this weapon-- an insanely powerful primary that tends to grossly overshadow the others. Scout was never meant to be able to get backstab-type DPS in this gamemode.
Soldier
Nerf market gardener from 3% (1700 MAX) to 2% (1200 MAX).
Soldier was never meant to be a %DPS, and having 10+ soldiers on maps like Minegay, Military etc. make the Trolldiering extremely powerful.
Remove rocket specialist.
Being able to stop a Hale dead in his tracks just by shooting him is an extremely powerful tech that nobody else has. Being a mobile DPS on top of this exacerbates the issue.
Demoman
Iron Bomber changes; reduce damage by 33%.
So long as the projectile hitbox for this weapon is still "broken", this specific grenade launcher overshadows the rest in terms of ease of damage. Reducing its damage will reduce the effectiveness of Demoman's DPS across the board and more appropriately reward those with better aim, should they hit more consistently with the IB, or pick up the Stock/LnL.
Medic
Remove +50% damage bonus on Crusader's Crossbow.
This mechanic just makes Medic capable of strong DPS on top of healing+uber (~337->~220 damage per shot.)
Sniper
Remove +50% damage bonus on Huntsman.
Being able to dish out 465 damage consistently makes this weapon overshadow rifles quite a bit. Toning back down to 310 should take the edge off this weapon.
Increase Sniper Climb damage 15 -> 25.
Sniper's mobility being able to outmaneuver Hales and stall for time or/for RED to catch up is incredibly strong. This nerf will ensure that Sniper Climb is only used sparingly as a last resort or for reaching sniping spots.
Spy
Remove Kunai overheal mod.
Kunai is borderline OP because it can allow a Spy to tank a hit after a stab (and even dead ring right after if it's direct), seen basically as a direct upgrade to the stock knife. VSH2 currently awards Spy with a max overheal HP of 250 after a stab, which is a vsh-specific buff; Kunai Spy in vanilla TF2 gets a max overheal HP of 210, which will not allow a dead ring right after tanking a hit, as well as making the window for tanking a hit a lot tighter.
We went from a 10% Hale win rate to a ~35% Hale win rate.
While this was a great step, I believe getting it a bit higher would increase player retention, longevity of the gamemode, and make rounds overall a lot more interesting, tense and fun.
Instead of being "who can get the most damage this round?: the game", I would like to see a balance more akin to vsh1. I don't believe we'd ever reach vsh1's level of Hale win% (>75%), but I believe somewhere around a 50/50 balance or better for Hale would be feasible.
There's not much more we could do for Saxton without making him crazy strong in the hands of the veterans, so the only step left is to tone down RED; namely, addressing a lot of the power creep that VSH has seen over the years to the mercs, specifically the DPS meta loadouts/weapons. I understand that nobody's going to like their favorite class(es) getting nerfed, but there isn't any other options left.
General
Nerf goomba damage by 35%. (1530 MAX -> 990 MAX)
(For the calc, this would change 2%+450 -> 1%+450)
Being able to get near-backstab damage with any class cheapens burst damage as a whole.
Hale
Remove mobility vulnerability (the double damage for jumping mechanic.)
It's too easy to land shots on Hales who land early or mess up their jump-- and gets extremely punishing when individual players can deal out 1000-2000 during the vulnerability window with Huntsman, Iron Bomber, Direct Hit, etc. Good Hales are able to stay in the air long enough to cancel out the vulnerability and/or weighdown after. This mechanic usually just ends up punishing crouchjumpers/newer Hales, who jump straight up and down and are incredibly easy to aim at.
Scout
BFB changes; change +25% damage to -25% damage.
Scout becomes an insane mobile burst damage dealer with this weapon-- an insanely powerful primary that tends to grossly overshadow the others. Scout was never meant to be able to get backstab-type DPS in this gamemode.
Soldier
Nerf market gardener from 3% (1700 MAX) to 2% (1200 MAX).
Soldier was never meant to be a %DPS, and having 10+ soldiers on maps like Minegay, Military etc. make the Trolldiering extremely powerful.
Remove rocket specialist.
Being able to stop a Hale dead in his tracks just by shooting him is an extremely powerful tech that nobody else has. Being a mobile DPS on top of this exacerbates the issue.
Demoman
Iron Bomber changes; reduce damage by 33%.
So long as the projectile hitbox for this weapon is still "broken", this specific grenade launcher overshadows the rest in terms of ease of damage. Reducing its damage will reduce the effectiveness of Demoman's DPS across the board and more appropriately reward those with better aim, should they hit more consistently with the IB, or pick up the Stock/LnL.
Medic
Remove +50% damage bonus on Crusader's Crossbow.
This mechanic just makes Medic capable of strong DPS on top of healing+uber (~337->~220 damage per shot.)
Sniper
Remove +50% damage bonus on Huntsman.
Being able to dish out 465 damage consistently makes this weapon overshadow rifles quite a bit. Toning back down to 310 should take the edge off this weapon.
Increase Sniper Climb damage 15 -> 25.
Sniper's mobility being able to outmaneuver Hales and stall for time or/for RED to catch up is incredibly strong. This nerf will ensure that Sniper Climb is only used sparingly as a last resort or for reaching sniping spots.
Spy
Remove Kunai overheal mod.
Kunai is borderline OP because it can allow a Spy to tank a hit after a stab (and even dead ring right after if it's direct), seen basically as a direct upgrade to the stock knife. VSH2 currently awards Spy with a max overheal HP of 250 after a stab, which is a vsh-specific buff; Kunai Spy in vanilla TF2 gets a max overheal HP of 210, which will not allow a dead ring right after tanking a hit, as well as making the window for tanking a hit a lot tighter.
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