Slip

Spectacularly Lethal Soldier
Mapper
It locks hale's movement and can stack with other soldiers firing. Making two soldiers enough to completely lock hale from doing any movement. Being immobile is very dangerous when playing hale, you can lose thousands of health in just a few seconds. To balance the removal, give rockets a damage bonus.

Also consider reworking the Loose Cannon as it has a similar behavior, let alone its insane knockback which essentially cock blocks hale from being able to hunt down a player they're going for.
 
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as if reduced knockback wasn't enough smh. soldier rockets do underwhelming amount of damage alone anyways

-99999
 
The fact that any Soldier has this free utility feels a bit unnecessary, especially considering some of the options Soldier can use along side it, but I wouldn't want it to be fully removed, either.
It'd be a lot more complicated than just removing Rocket Specialist and buffing damage across the board.

Some rocket launchers, such as the Liberty Launcher, wouldn't be at much of a loss to have their RS removed since that weapon is almost exclusively used in Trolldier loadouts.
Other rocket launchers, such as the Air Strike, are only barely viable because of RS, and would need a decent overhaul to make it worthwhile without it.

I think a good approach would be to keep RS on only one or two of Soldier's primaries, and ditch it off the rest, modifying them slightly in the process. This way, Soldier will have a more diverse weapon selection because he'd be able to pick a certain launcher because it has RS, or pick something else for other reasons, such as Liberty Launcher for reduced rocket jumping damage, Black Box for healing, etc.

+1 to rework Soldier's primaries and remove RS off a lot of his weapons.
-1 for the Loose Cannon. Unlike Soldier's RS, there's an actual trade-off; weapons like the Loose Cannon and the Force-a-Nature trade in damage for utility.
 
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The fact that any Soldier has this free utility feels a bit unnecessary, especially considering some of the options Soldier can use along side it, but I wouldn't want it to be fully removed, either.
It'd be a lot more complicated than just removing Rocket Specialist and buffing damage across the board.

Some rocket launchers, such as the Liberty Launcher, wouldn't be at much of a loss to have their RS removed since that weapon is almost exclusively used in Trolldier loadouts.
Other rocket launchers, such as the Air Strike, are only barely viable because of RS, and would need a decent overhaul to make it worthwhile without it.

I think a good approach would be to keep RS on only one or two of Soldier's primaries, and ditch it off the rest, modifying them slightly in the process. This way, Soldier will have a more diverse weapon selection because he'd be able to pick a certain launcher because it has RS, or pick something else for other reasons, such as Liberty Launcher for reduced rocket jumping damage, Black Box for healing, etc.

+1 to rework Soldier's primaries and remove RS off a lot of his weapons.
-1 for the Loose Cannon. Unlike Soldier's RS, there's an actual trade-off; weapons like the Loose Cannon and the Force-a-Nature trade in damage for utility.

Changing to a +1 for removing RS off all Soldier primaries. The increase of Soldiers in meta composition has made this perk incredibly detrimental to Hale.
 
+1
I have to agree, its pretty frustrating when you're trying to get out a certain tight space in every map and all the soldiers are spamming rockets at you; making it hard to for new players or experienced players to win a round.
 
Rocket specialist was already removed on all rocket launchers a long time ago.

It is not possible to change the knockback on loose cannon in any way, that's why I had to disable it in zombie escape.
 
Rocket specialist was already removed on all rocket launchers a long time ago.

It is not possible to change the knockback on loose cannon in any way, that's why I had to disable it in zombie escape.

https://imgur.com/a/i9j2hPK
Rocket Specialist is still in the game.

1MjDPff
 
I searched the entire plugin for the number "488", it is nowhere to be found.

Not quite sure what's causing it then, but this picture was just taken, and it's still definitely available to all RLs.

edit: forgot to say the Direct Hit and Mangler don't get it.
 
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I searched the entire plugin for the number "488", it is nowhere to be found.

Well, it's clear and obvious that direct rockets freeze the hale's movement.

This is especially apparent when you contrast any of the other launchers with the direct hit, which does not freeze Hale in the same way.
 
Well the rocket replacement code was temporarily broken since I copied and pasted it from VSH2, so no attributes were added or removed.

But both versions did not add rocket specialist. It appears that the inspect feature confirms it is removed now.

This is what it was before:

Code:
                    case 127: // direct hit
                    {
                        newItem = PrepareItemHandle(null, _, _, "265 ; 99999.0 ; 179 ; 1"); //  ; 215 ; 300.0
                    }
                    default:
                    {
                        newItem = PrepareItemHandle(null, _, _, "265 ; 99999.0 ; 488 ; 1", (idx == 237)); // Rocket jumper
                    }

This is what it is now:

Code:
                    /// Direct Hit
                    case 127: newItem = PrepareItemHandle(null, _, _, "114 ; 1.0; 179 ; 1.0");
                    /// Liberty Launcher.
                    case 414: newItem = PrepareItemHandle(null, _, _, "114 ; 1.0; 99 ; 1.25");                   
                    /// Air Strike.
                    case 1104: newItem = PrepareItemHandle(null, _, _, "76; 1.25; 114; 1.0");
                    default: newItem = PrepareItemHandle(null, _, _, "114; 1.0");

Neither one added rocket specialist.

Rockets have knockback so they will interact with the boss.
 
Definitely not just knockback. Hale would be frozen in place for a second. Couldn't move in any direction.

Well either way, it's gone in the live version now.
 
Well the rocket replacement code was temporarily broken since I copied and pasted it from VSH2, so no attributes were added or removed.

But both versions did not add rocket specialist. It appears that the inspect feature confirms it is removed now.

This is what it was before:

Code:
                    case 127: // direct hit
                    {
                        newItem = PrepareItemHandle(null, _, _, "265 ; 99999.0 ; 179 ; 1"); //  ; 215 ; 300.0
                    }
                    default:
                    {
                        newItem = PrepareItemHandle(null, _, _, "265 ; 99999.0 ; 488 ; 1", (idx == 237)); // Rocket jumper
                    }

This is what it is now:

Code:
                    /// Direct Hit
                    case 127: newItem = PrepareItemHandle(null, _, _, "114 ; 1.0; 179 ; 1.0");
                    /// Liberty Launcher.
                    case 414: newItem = PrepareItemHandle(null, _, _, "114 ; 1.0; 99 ; 1.25");                  
                    /// Air Strike.
                    case 1104: newItem = PrepareItemHandle(null, _, _, "76; 1.25; 114; 1.0");
                    default: newItem = PrepareItemHandle(null, _, _, "114; 1.0");

Neither one added rocket specialist.

Rockets have knockback so they will interact with the boss.
It's definitely gone now, thanks!
 
@Bottiger

bug regarding this change in the code;

Direct Hit's crits when should minicrit (Attribute 179) isn't working. (The attribute isn't even being attached to the weapon.)
 
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