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Keres

Uncharitable Spy
Contributor
This is a collection thread so I can make note of current issues with weapon balancing on VSH.
DO NOT send hale complaints like for vagineer. Zeke and I do not balance those.
 

True Darkian

Wicked Nasty Engineer
Contributor
Okay, here's the ones bothering me right now:

* Force a Nature: Generally annoying to deal with, mostly in the knockback.
* Airstrike: Too powerful compared to other rocket launchers, way too easy to use building up a big DPS.
* Market Gardener: Nearly nobody uses it anymore due to the lack of damage.
* Thermal Thruster: Charges way too fast, making Pyro's that keep fleeing hard to kill, especially the Sharpened Volcano Fragment ones.
* Dragon's Fury: Unmatched DPS, creates a lot of damage compared to other flamethrowers, buff the others maybe?
* Natascha: Still does not match the DPS of the stock, it's literally too weak.
* Heavy's Shotgun: Deals very effective knockback for whatever reason with mini crits, can cancel all air momentum making it annoying to deal with in maps like Skyhigh.
* Ambassador: Deals knockback, actually outdamages a class ment for sniping: Sniper, no one goes to backstab anymore and just use this instead because its risk free headshotting while causing knockback and having resistance at will.
* All knives: Too weak, everyone's just running the annoying Amby and run around with cloak resistance for half a round.
* L'Etranger: Less annoying to deal with in knockback or damage, more annoying to kill because they will always have a dead ringer no matter what.
 

Whurr

Uncharitable Spy
huge text dump incoming, not even going to list weapons in class order.

Spy knifes: i'm not even going to beat around the bush. 1,500-2,000 max on backstab is absolutely pathetic. all of spy's knives are beyond worthless when compared to the ambassador. not to mention there are other classes who can deal the same amount of damage with far less risk involved.
Soda Popper: straight upgrade from stock scattergun. dealing enough damage to give yourself extra mobility that only HHHjr can compete with (and even then that depends on the map's layout)
Winger: see soda popper. again, direct upgrade from all of scout's other pistols with basically no downside. and can be combined with soda popper's hype mechanic to let you get to places that nearly rival soldier's rocket jumps.
Atomizer: the de-facto best melee for scout. Fan o' War taking away rage means nothing when you have to constantly be hitting hale with it all the time for the rage removal to even be useful, and Sandman's slow is negated by spamming A+D while moving forward/backward. Atomizer on the other hand, just has a slightly slower deploy speed for... a third jump while active. and again, no downside. re-add -10 health loss on triple jump.
Mantreads: just ban it. no one uses it. Gunboats outclasses it in basically every way. possibly getting up to 1024 damage on a stomp on hale is just not worth it.
Gunboats: reduce fall dmg reduction. there is no reason why soldier should be taking <10 falling damage. health management with this + liberty launcher is a genuine joke.
Cow Manger 5000: literally has no downside because of infinite ammo.
Righteous Bison: lol, lmao. stock shotgun is better than this thing.
Buff Banner: why even use this when taunting grants mini-crits? no seriously. taunts granting mini-crits makes the buff banner 100% obsolete.
Tide Turner: the best shield for hybridknight. period. targe isn't used as much because being able to charge slightly more often doesn't mean anything when you only charge in a straight line. either make tide turner only grant mini-crits or give it a slower charge recharge rate.
Loch & Iron Bomber: compared to stock, damage-wise these are both worse. if you land at least 4 shots with stock you already have dealt more damage than the IB and Loch can (unless the damage on IB was changed recently) and the faster pipe speed + no random pipe spinning doesn't really work out when you can just take stock and potentially still hit hale with a roller. IB is only good for on-demand grenade jumping, which is why people might take targe over tide when using IB.
Razorback: same thing with Gunboats, reduce fall damage resistance. also when compared to sniper's other back secondaries, there's basically next to no reason to not use the razorback. darwin's is worthless, and the health regen on cozy camper means you can get to a few places you would normally not be able to without razorback, but since it doesn't block 1 hit from hale, it is completely worthless once hale catches up to you.
Short Circuit: best engineer secondary hands-down. free minicrits for just having it out and 15 metal every 5 seconds. literally zero reason to use pistol if you care about sentry damage.
All of engineer's wrenches: i think they're all fine IMO.
L'etranger: the real reason why spy got his watches removed when he becomes last man standing, and also didn't get nerfed even though it's why spy can stall with cloak near-indefinitely. due to an issue with throwing kunai's bleed, you can whip this out and get basically infinite cloak for 5s. either reduce cloak gain on hit to +5%, or completely disallow the use of throwing kunai when you have the l'etranger equipped.
Dead Ringer: shit unless you take L'etranger. only good for fooling hales. completely countered by HHHjr's teleport.
Ambassador: completely outclasses all of spy's other revolvers... provided you can aim. if you can land headshots semi-frequently, this revolver will outdamage all of the other revolvers.
Diamondback: absolutely worthless. storing crits on backstab means nothing when the crits themselves don't deal decent damage.
Natascha: extra firing speed does not make up for the lower overall damage each bullet does. stock and brass both outdamage natascha.
don't play pyro enough to give an honest opinion of any of pyro's weapons.