-1
I said it in the clown sans/thomas thread, but again:
Last time goomba was on, it did health percentage damage, which usually ended up around 1k damage.
I'd say more than half the people turned off goomba (especially regulars and anyone playing hale temporarily turned it off).
I don't know the required falling speed set in the server, but the sourcemod plugin has a default velocity of 360 hmu to activate goomba (velocity to take fall damage is 650 hmu). If any of you have ever played around with "cl_showpos 1" and looked at the velocity value (I'm aware it's angled velocity, not just flat horizontal or vertical), you can see that getting 360 hmu velocity is achieveable from almost any height. Hell, Scout walks at 400 hmu.
That information is important if your point is that it It decreases the usability of class targeting as hale. Why would I kill spies and soldiers first if any class can achieve their damage from just jumping on me from a perch?
on mobility classes like Scout and Soldier. Everyone else is just going to have to stand on perches waiting for that easy 1k damage.
Here are some negatives to goomba:
If goomba were to be added back, it'd just be another meta to align to for low-damage/low-mobility classes.
It narrows map usage to areas with perches such as minegay's floating rails or militaryarea's stair-side shipping crate.
Getting a goomba as soldier on a failed market garden is a "get-out-of-jail-free card", since the goomba rebounds you away from the hale.