Dragontamer

TF2 Admin
Contributor
Being a scout, it's annoying to get healed by medics every 5 seconds when you're trying to do the boston basher + baby face blaster combo (hit yourself twice so you shoot faster) so it ruins your chance to use rapid fire with it. If both weapons could block healing that would be great for the combo.
 

Sargent¥

Australian Skial God
Contributor
That's why you use your secondary to allow the medic to heal you. Even with the crit-a-cola you could just make the bfb block healing, not the boston basher.
But what's the point if one blocks healing and the other doesn't? The moment you put away either of the 2, the healing just happens again and you're back at square one. If the change were to happen, it'd be on both, not one. Especially if it's a universal combo in VSH
I don't understand your point here. I'm pretty sure the battalion's backup wasn't meant to be used as a combo with the Zatoichi and direct hit, yet it is still being used by soldiers, which doesn't need something that takes up your secondary slot (although the pistol on vsh is pretty bad anyways) and simply needs a taunt to boost the meter to full in three hits.

Even if these two weren't meant to be a combo, let's say the boston basher was removed. Scouts could just jump and take some fall damage until they're low enough to use rapid fire.
I understand that but if people had an issue with this combo, they'd be complaining about it in the form of a suggestion, much like a lot of this thread is right now. Fact is, this thread isn't in an overwhelming weigh-in on one side or another. I'm not giving a +/-1 because I don't play Hale, therefore, I don't want to make a change to it without understanding first hand. That said, there's only 2 supporters so you're gonna need to garner more support if you want this change to happen.

Now, regarding your second point, the fall damage is extremely inefficient and again, medic's could still heal you. If we were to make the change where Medics couldn't heal you, then you're stuck with what I previously mentioned, a potential to stall the game at no cost at the current time. In the case with Soldier, sure, he can jump away from Hale but he can only do that so long before he either kills himself of blast damage or fall damage (unless he goes to the packs) or Hale camps the packs because the Soldier decides to just run away. With Scout, Hale can't camp the packs because the Scout wants to be at low health. If the Scout just simply runs away, what's Hale going to do other than try to read his movements, something that's a skill. There shouldn't be a ground where Hale has to read movements (a skill) versus Scout just hitting himself and outrunning Hale (no skill).
I play as Hale when I get the chance and whenever I see scouts using this combo their an easy kill using either rage or just using the super jump to get to them really quick.
Rage in VSH is a timed mechanic that scales with damage. It's also meant to tackle groups as far as I'm aware. To have to use it against one person is a bit absurd. In regards to super jump, there's a skill to that too and, if you're playing that combo, surely, there's some minimal skill involved to kite Hale's landing position and retreat once again.

In conclusion, the costs Hale has to make and skill Hale has to have seems far more than what this specific Scout combo has to make and have. I don't think buffing it to make it more easily doable is something we should be doing.
 

Brimp

Somewhat Threatening Sniper
Lets be honest this is the most annoying crutch for vsh and everybody hates it and when they become hale and have to go against it themselves they hate it, or they do the other option where they resetq so they can say *I don't hate it because I don't even play hale*. This combo is just a big waste of time and the scouts know it.
 

bl0

Positively Inhumane Poster
Contributor
You'd probably end up wasting more time than actually doing damage.
 

Dragontamer

TF2 Admin
Contributor
Everyone's stating that you'd "waste time" when in reality you could potentially deal over 4000 damage.
But what's the point if one blocks healing and the other doesn't?
If you want to help a medic escape, you take out the Boston basher. Really, you don't need it for anything else other than damaging yourself, which you can do after you get the medic to safety and the overhead depletes.

Also, you're forgetting a key thing if there's a scout wasting time: capping the point. Capping the point is something that Hale can do if the game is dragging on for too long or he's at low health. It seems that a lot of people are forgetting this.

I didn't say to use rage only for the scout. Usually the scout is going to run up close to you, so you bait him into an area full of people, rage, kill him first then target all the other classes.