Miles Kilo

Sufficiently Lethal Scout
We balanced red and hale by mub's make vsh 2 great again but still couldn't remove explosive weighdown so here
Let's have Explosive weighdown for certain bosses?
Remove it from:
Christian brutal sniper
Bunny
vagineer
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Keep it for:
Saxton Hale
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So far just remove it from bosses that get equipment when they rage, makes it fair
Since hhh doesn't have explosive weighdown he isn't included

(Still the thread is just for the explosive part and not the thing that makes you go down faster)
 
This suggestion has been closed. Votes are no longer accepted.
Please stop, weighdown remove threads have already been denied.
It is an essential ability to stop delayers.
 
+1
Anything to stop the endless weighdown torment which some hales take advantage of in EU servers. However, while this may work, I still do believe simply reducing the damage/impact of weighdown would be a much more efficient implementation.
Pig.
 
Please stop, weighdown remove threads have already been denied.
It is an essential ability to stop delayers.
Its perfectly logical to protest agaisnt what you believe in, and thats by sticking to what you think needs taken action, and actively suggesting ways to combat and introduce different rules by starting petitions and votes.
Additionally, I've never seen you use weighdown to "stop delayers" . The weighdown function makes little different to delayers, arrows, superjumping do however.
 
-1

We're not done balancing, and I still do not understand the point here.

Weighdown explosion cannot oneshot any class from full HP.
On top of being a diversion utility, this mechanic is still extremely useful for catching Trolldiers, Kunai Spies, BFB Scouts, and chipping away at the health of players who would otherwise be able to tank a Hale hit, such as Demoknights.

These are all extremely common occurrences on VSH US and removing one of the main tools provided to handle those types of REDs would make it that much harder on Hale.

Rage is a mechanic designed for handling crowds of people, it's not meant as a mechanic for handling single players, hence the history of the "single rage" stigma (and how vsh2 makes single rages weaker.)

In the future, if our VSH2 becomes Hale-sided and we need to start looking at tweaks for nerfing bosses, this would be a good idea.
 
-1

We're not done balancing, and I still do not understand the point here.

Weighdown explosion cannot oneshot any class from full HP.
On top of being a diversion utility, this mechanic is still extremely useful for catching Trolldiers, Kunai Spies, BFB Scouts, and chipping away at the health of players who would otherwise be able to tank a Hale hit, such as Demoknights.

These are all extremely common occurrences on VSH US and removing one of the main tools provided to handle those types of REDs would make it that much harder on Hale.

Rage is a mechanic designed for handling crowds of people, it's not meant as a mechanic for handling single players, hence the history of the "single rage" stigma (and how vsh2 makes single rages weaker.)

In the future, if our VSH2 becomes Hale-sided and we need to start looking at tweaks for nerfing bosses, this would be a good idea.
Doesn't one shot but when on maps that doesn't have alot of health kits he can spam and kill reds, like cmon now and how are you supposed to catch a trolldier if he flies it's an explosion on the ground
 
Doesn't one shot but when on maps that doesn't have alot of health kits he can spam and kill reds, like cmon now and how are you supposed to catch a trolldier if he flies it's an explosion on the ground

Medics and dispensers and mad milk and concheror exist, not to mention most of our maps in rotation have ungodly amounts of health.

I'd agree with you if every map was as health-scarce as, say, APG, but the vast majority of our current maps have large amounts of resources. If it was like 2011 VSH where every single map in rotation had only like 2 small health kits, I'd be down with removing the explosion.

As for how I use the mechanic to catch a Trolldier; superjump after him when he rocket jumps and weighdown explosion where he lands, chips his health further down, making it harder or not possible for him to rocket jump away again.
 
Medics and dispensers and mad milk and concheror exist, not to mention most of our maps in rotation have ungodly amounts of health.

I'd agree with you if every map was as health-scarce as, say, APG, but the vast majority of our current maps have large amounts of resources. If it was like 2011 VSH where every single map in rotation had only like 2 small health kits, I'd be down with removing the explosion.

As for how I use the mechanic to catch a Trolldier; superjump after him when he rocket jumps and weighdown explosion where he lands, chips his health further down, making it harder or not possible for him to rocket jump away again.
What about a 30 second cooldown