VSH has been changed recently, Most of this was positive but it did introduce some stuff that are rather... questionable and,... maybe a bit too much.
Alot of regulars are threatening to leave Skial's VSH right now to join other VSH servers, this is not good, this means something was done that they did not like, And after asking them, There's 1 thing that they all agree on:
Remove the 30% faster hitting speed on hale.
I know this is to make the hale stronger, but this made the hale too strong agains't loadouts that rely on melee, Such as Medic ubersaw, Spy backstab, Demoknight,...
The hale was already buffed by alot this update, making him take less knockback, make him move faster. They we're good, but the hit speed was just too much.
Pretty much every regular I have talked to has agreed that this buff made the hale too strong, and I personally think that too.
Revert the airblast cooldown system, But keep the cooldown at 2.0 seconds.
Next topic is the new airblast cooldown system, despite this getting a very small buff, it actually gained another big nerf: Airblast cooldowns on the hale are now globally connected to every hale.
This means if I airblast the hale, No other Pyro can airblast the hale for 2 seconds either, So it's super easy for me to accidently teamkill another Pyro if I airblast the hale in their general direction.
Now, I don't play Pyro much, and I personally like the airblast cooldown since airblast super annoying for me as hale, but this is kinda too much.
Another thing now is that you can still airblast during the cooldown. Why? It was a good way to help you know when the cooldown is over.
You could now airblast 0.1 seconds too early and have a way longer airblast cooldown on the hale.
So what about we change this back to how it was before, The individual airblast cooldown system with disabled airblasts for the entire duration, but keep it at the buffed 2 seconds, It's not much, but it's something.
Add the new "default boss" bug as a feature in /setboss.
This one is rather interesting, There is a new bug around where if you had Trolldier pre-selected in /setboss, You won't be given a boss, You will just become a normal TF2 class with all their weapons with the additional hale's health.
This was really funny to see in action and looked actually fun!
This could be called the "Boosted Mercenary".
This idea to keep this weird bug is rather questionable, so I'd understand if this one won't be considered.
Of course some aspects can be very OP with this, This is why I propose some special changes towards every class as the Boosted Mercenary.
Boosted Mercenary class stats:
Alot of regulars are threatening to leave Skial's VSH right now to join other VSH servers, this is not good, this means something was done that they did not like, And after asking them, There's 1 thing that they all agree on:
Remove the 30% faster hitting speed on hale.
I know this is to make the hale stronger, but this made the hale too strong agains't loadouts that rely on melee, Such as Medic ubersaw, Spy backstab, Demoknight,...
The hale was already buffed by alot this update, making him take less knockback, make him move faster. They we're good, but the hit speed was just too much.
Pretty much every regular I have talked to has agreed that this buff made the hale too strong, and I personally think that too.
Revert the airblast cooldown system, But keep the cooldown at 2.0 seconds.
Next topic is the new airblast cooldown system, despite this getting a very small buff, it actually gained another big nerf: Airblast cooldowns on the hale are now globally connected to every hale.
This means if I airblast the hale, No other Pyro can airblast the hale for 2 seconds either, So it's super easy for me to accidently teamkill another Pyro if I airblast the hale in their general direction.
Now, I don't play Pyro much, and I personally like the airblast cooldown since airblast super annoying for me as hale, but this is kinda too much.
Another thing now is that you can still airblast during the cooldown. Why? It was a good way to help you know when the cooldown is over.
You could now airblast 0.1 seconds too early and have a way longer airblast cooldown on the hale.
So what about we change this back to how it was before, The individual airblast cooldown system with disabled airblasts for the entire duration, but keep it at the buffed 2 seconds, It's not much, but it's something.
Add the new "default boss" bug as a feature in /setboss.
This one is rather interesting, There is a new bug around where if you had Trolldier pre-selected in /setboss, You won't be given a boss, You will just become a normal TF2 class with all their weapons with the additional hale's health.
This was really funny to see in action and looked actually fun!
This could be called the "Boosted Mercenary".
This idea to keep this weird bug is rather questionable, so I'd understand if this one won't be considered.
Of course some aspects can be very OP with this, This is why I propose some special changes towards every class as the Boosted Mercenary.
Boosted Mercenary class stats:
- Global:
- - - - Only 50% of the normal health, this is to compensate for the extra weapons you get.
- - - - Taunt for mini crits is disabled.
- - - - Cannot double jump.
- - - - Cannot rage.
- Scout:
- - - - No changes required.
- Soldier:
- - - - Rocket Jumping gives self damage, It's kind of a psuedo Trolldier if you build a loadout like this.
- - - - Mantreads' extra jump height is disabled to prevent round delay.
- Pyro:
- - - - Airblast cooldown is removed because there's alot of RED's to deal with.
- - - - Gas Passer does not explode on damage, this is too OP agains't groups of RED players, just look at MvM.
- Demoman:
- - - - Sticky Jumping / Loose Cannon jumping gives self damage.
- Heavy:
- - - - To prevent camping in small area's to easily kill RED's, You can only spin up your minigun for 10 seconds, after that you stop spinning and have a minigun delay of 5 seconds.
- Engineer:
- - - - Imagine trying to win agains't 31 RED's as this class, you can't even have time to build sentry nests, but it works when the RED player count is low.
- - - - Can only collect metal from Dispensers and RED kills.
- Medic:
- - - - No changes, Takes a true combat medic skill to play this.
- - - - No self regen.
- Sniper:
- - - - No changes required, climbing and sniping is enough, it's hard to play this at close range.
- Spy:
- - - - Cloak lasts 50% shorter to prevent round delay.
- - - - Can sap buildings.
- - - - Can disguise.