New Suggestions about VSH2

Discussion in 'Suggestions' started by Ijikaru, Sep 22, 2019.

  1. Ijikaru

    Ijikaru Truly Feared Pyro

    Steam:

    Hey girls and boys, you are now welcome to post every single suggestions, ideas or issues about some balance changes ect ect you have in VSH2.

    VSH2 is more flexible approach it allows alot of changes with the plugins and everything in general.

    You have a description right here if you need : https://forums.alliedmods.net/showthread.php?t=286701

    And the script right there : https://github.com/VSH2-Devs/Vs-Sax...addons/sourcemod/scripting/modules/handler.sp

    You are welcome to talk about anything until your point make sense so if you have an idea please type more than 3 words about it.
     
  2. Ijikaru

    Ijikaru Truly Feared Pyro

    Steam:

    I'm gonna start to say that I just don't think demoman need to be able to regain his shield it's just too frustating for the hales and in my eyes it's quite overpowered.
     
  3. True Darkian

    True Darkian Spectacularly Lethal Soldier

    Steam:

    On request of Ijikaru, I have to repost my opinions to this thread.
    I have also added a few extra's from when I played VSH2 again.

    My opinions of VSH2 today:

    Positive notes are in green.
    Negative notes are in red.

    Scout:

    • The Back Scatter now deals crits when it would normally mini crit, This makes the Back Scatter finally a good weapon to use in VSH.
    • The Soda Popper is allowed again and works like in vanilla, I don't see any problems with it since Valve changed the way to gain Hype with damage instead of running.
    • The Baby Face Blaster was nerfed to a 4 shell capacity, But also received a 25% less accurate nerf and disables double jump, This killed BFB users, It sure needed a nerf, but this one was too much.
    Soldier:
    • The Mantreads now stop fall damage, making rocket jumping a little easier, Nobody likes fall damage anyway.
    • The Liberty Launcher now has a +25% explosion radius buff, I don't know why? But sure.
    • The temporary movement stun when you directly hit a rocket on the hale is removed, It rewarded good aim with rockets and I don't see why it's removed.
    Pyro:
    • The Thermal Thruster's mid-air 2nd charge has been removed, There was no problems with that.
    Demoman:
    • The Loose Cannon, which already was a pain to deal with as hale, has been buffed even more for people who are extremely good at it, such as @klurifax , They can now loose cannon jumps for 50% less damage than before, This one needs to be reverted.
    • Shields apparently now recharge after a while, I don't know how long... 30 seconds? 1 minute? In the hands of good demo's, it takes a while to hit them once, now that the shield is gone, they will stay away from you more until they regain it, allowing to survive yet another hit while they also harvested 4 heads from you to survive yet another hit incase their shields do not recharge in time, This is very hard to deal with for the hale.
    Heavy:
    • The G.R.U and Bread Bite no longer makes you lose health per second, instead you take twice the amount of damage from a hale punch while holding it, This is a good change because the health degeneration was something that was annoying, but you still have to be careful with hales that can now one hit you if you hold this.
    • The hale can now steal thrown food items to prevent them to be given to other RED's, However, It was confusing first because it looked like the hale gained health from this, but the plugin already removes that gained health automatically, so there's no problem with this.
    • Miniguns now deal 15% extra damage while being healed by a medic, This means that all heavies will always deal 15% more damage because there's almost always a medic with them, I don't see the point of this because Heavy + Medic combinations can already lead to huge damage, especially when you trap the hale in a room.
    Engineer:
    • The Frontier Justice got an interesting buff, It already was kind of a good shotgun to use in VSH, but it was very underused, now it's slightly more better to use, It already gave you crits when your sentry aimed at the hale, but now it gives you up to 3 Revenge Crits after your sentry shot the hale, which stays with you at all times until you use them.
    • All wrenches now give +25 Max health, I have no problem with this change, It makes sentry jumping slightly less deadly.
    • The Gunslinger now gives +55 Max health, It still won't let you survive 1 hale hit though, but this is a positive change.
    • All primaries now minicrit the hale when he's launched in the air by explosions, This rewards skilled Engineers with a small damage boost if Demo's and Soldiers love blasting the hale in the air with explosions.
    Medic:
    • Ubering yourself won't overheal yourself anymore, This was not a fun thing for hales, A lonely medic could just overheal himself to the point where he can survive 1 hit and then use the crossbow or ubersaw to deal damage + gain more uber, and once the hale got close or the medic got hit, they brought their medigun back out and heal that overheal up again.
    • When a medic gets hit by the hale with full uber, but did not pop, He survives the hit but his uber is drained back to 31%.
    • Apparently ubercharge builds faster now with healing? I don't know what to say with that, All I know is, medics are slightly easier to deal with now as hale. (Thank god)
    Sniper:
    • The Shooting Star finally works like the Machina in VSH now.
    • The delay between melee hits to climb walls have been made longer, so snipers need more time to climb up and gain less height, This makes it harder to reach higher area's where they are hard to kill.
    • The Razorback acts like a demo shield, which can block 1 hale hit!
    • The Cozy Camper no longer gives you a non-crit SMG, I don't know how I feel with this one.
    Spy:
    • The Spy had a nailgun (Acted like an Syringe Gun) replacing the sapper at first, People wondered why though since the Spy already is a strong class for VSH, This has been replaced by a throwable Kunai which acts exactly the same as the Flying Guillotine, I find this a better replacement of the sapper than the Nailgun.
    • Uber on backstab has been removed, Thank god, It still rewards a speed boost though similar to the Big Earner, I'm fine with that.
    • Spy takes like about 25 damage when Dead Ringered from each hale hit instead of 62, Making Dead Ringer spies much harder and more annoying to kill.
    General:
    • All hales now take 30% less knockback instead of just the HHH Jr. and Saxton Hale.
    • Easter Bunny's bombs when he rages actually look like easter eggs now.
    • HHH Jr. now has a visible climb limit counter up to 10 until he has to touch the ground again to put it back at 0, This is nice to know how many climbs you have left, You couldn't see that in VSH1.
    • All hales apparently gets one hit when hit by the train in Skyhigh, regardless of how much health he has.
    • When the last RED alive is a scout, the hale's rage meter goes up at a very fast rate on it's own, He can litteraly use rage every 15 seconds, or faster if the Scout is actively dealing damage.
    • I heard from people that hales no longer take damage from spikes in Egyptyspot in VSH2.
     
    • Like Like x 2
  4. Ijikaru

    Ijikaru Truly Feared Pyro

    Steam:

    Last changes :

    [​IMG]

    Cvars are working nicely so you should be able to use your skins on every weapon if I'm not wrong.
     
  5. Ijikaru

    Ijikaru Truly Feared Pyro

    Steam:

    @Bottiger btw we kinda need your help for the mvm rockets plugin (the one paralyzing the hale when you direct him) and for the !noboss plugin it actually don't reset the point normally cause the way people get points is different (you always get 10 points in the queue but if you do alot of dmg u get a bonus like 3,5,6 ect ect.)
     
  6. Bottiger

    Bottiger Administrator

    Steam:

    We are running vsh1 right now.
     
  7. Bottiger

    Bottiger Administrator

    Steam:

    We are back on vsh2. BFB and rocket launchers have been copied from vsh1.55. Everything else was fixed by Nergal.
     
  8. Ijikaru

    Ijikaru Truly Feared Pyro

    Steam:

    So it's already more balanced that the last time but I would like to know if it's possible to add !halemusic to the !hale menu cuz he we used to remove the hale music like that

    I got some feed backs too so the spy is now better, I have no more complains about demoman, got some complains about BFB cuz it was supposed to be nerf with VSH2 but idk bottiger took the one from 1.55 so meh why ?

    The Mantreads nerf is in my eyes deserved but it seems like players doesn't want to talk about it, most of the players feel like it should jump higher not as high as in the past but still and we should be able to stomp the hale while using mantreads cuz it's not possible atm.

    The change on the razor back is loved by the community

    oh and another thing HHH jump is now lower, I don't really get why cuz it was one of the worse hale to play on some map and I feel like he should be able to go higher when he hit a wall.

    And medic is now unplayable cuz it been nerfed to the ground.
     
    Last edited: Sep 27, 2019
    • Agree Agree x 1
  9. Bottiger

    Bottiger Administrator

    Steam:

    That is a question for nergal.

    As I have said multiple times, the first thing we need to do is make it so people can't complain the plugin is worse than 1.55. Then we can slowly improve on it instead of hastily making changes which will result in mistakes.

    This seems like a question for nergal as well. I don't see why that boss would jump lower.

    I will need specifics. If its just mediguns not having the same stats as 1.55, I can fix that.
     
  10. Ijikaru

    Ijikaru Truly Feared Pyro

    Steam:

    For the medics the changes are just about the mediguns not having the same stat.

    For the HHH I'm 500% sure he is jumping lower but I will ask nergal.

    And for the Mantreads we need to reverse the changes and see what we can do about it later too cause most of the players playing on Military 24/7 use the weapon so.
     
  11. Yuuki

    Yuuki Notably Dangerous Demo-Knight Contributor

    Steam:

    Here is what i have to say about this. The devs need to stop changing between VSH2 and VSH1. If you guys cant get VSH2 working yet then keep it on VSH1 and use a test server for your VSH2 stuff cause your messing with peoples game play and what items they use.
     
    • Dumb Dumb x 1
  12. Ijikaru

    Ijikaru Truly Feared Pyro

    Steam:

    Medic is fixed, soldier is fixed so everything should be okay.
     
  13. Yuuki

    Yuuki Notably Dangerous Demo-Knight Contributor

    Steam:

    soldier still cant do stomps
     
  14. Bottiger

    Bottiger Administrator

    Steam:

    We already fixed everything that people reported before. We don't know what to fix until people start complaining. There are very few differences between vsh2 and vsh1 now.
     
  15. Yuuki

    Yuuki Notably Dangerous Demo-Knight Contributor

    Steam:

    then why run with vsh2 if people REALLY like vsh1
     
  16. Bottiger

    Bottiger Administrator

    Steam:

    Because vsh1 is old an has no one updating it anymore.
     
  17. Ijikaru

    Ijikaru Truly Feared Pyro

    Steam:

    As bottiger said Vsh 1.55 is not updated anymore and what don't you like about VSH2 we literally changed every single things that was 2 different from Vsh 1.55.
     
  18. Yuuki

    Yuuki Notably Dangerous Demo-Knight Contributor

    Steam:

    i didnt say i never liked it. im saying what i heard from other people.
     
  19. Yuuki

    Yuuki Notably Dangerous Demo-Knight Contributor

    Steam:

    cant the community update it then?
     
  20. Bottiger

    Bottiger Administrator

    Steam:

    No one updated it since 2015. The code is a mess, and I can't do all the updates by myself when I need to maintain over 9 different game modes plus Rust.

    As Iljkaru said, it is the same as 1.55 balance wise now, there's no reason for them to hate vsh2 now.
     
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