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Maps: know you ♥♥♥♥♥♥♥ maps, it will help you a lot, both fighting and being saxton hale. remember maps can help you flank engineers or catching snipers off guard. Also know where the ammo packs and health packs are it helps you go straight towards them and not just running around potentionaly running into hale while looking for ammo, and knowing where might be if he hides away, you could tell your team that hale could possibly be there and you could prepare a secret assault on hale, catching him off guard. So always keep your eyes on hale and if you don't know where he is, try looking up every now and then seeing if he's about to attack from above and surprise you.
Scout: Soda popper is banned so don't even try. Baby face blaster, you're begging to be raged, but if you use it (sadly) try pairing it up with crit-a-cola(note: bonk atomic punch is banned also, so if you try to equip it you'll get crit-a-cola as a replacement), try to use the crit-o-cola when you know hale will sticking to the ground or chasing you. My suggestion is plain stock, good damage if you know how to aim. pistol is fine if you know where ammo packs are or dispensers, cleaver gets crits already, so time your throws with it carefully, it does a solid 150 and bleed damage. Equip mad milk when you're on a map with a small amount of health packs, it can help soldiers get health back more easily. Pretty boys pocket pistol is kinda meh in my opinion but if you want to use it because of its faster firing speed go ahead just make sure to aim well with it. Melee, best to use wrap or slow hale down with sandman, or atomizer if your cornered and you need a quick escape, or if you're really good you'll use boston basher or sword and hit youself and fly over hale. Also dont use backscatter you'll die if you too close to hale same with shortstop and fan-o-war. Force-a-nature is helpful if you know how to aim and you hit all bullets, this will stop hale's momentem for about a second giving you time to run away or prepare a combo.
Soldier: Mostly every solly(soldier) would attempt to go market gardening which does a lot of damage depending on the number of players at max players, which i think is 32, it will do about 3000 damage or at least 500. To do this go mantreads (mantreads make you rocket much higher then normal and if you land on hale's head it with do a solid 1000, keep this in mind), now the rocket launcher, mainly people go liberty launcher but it eats ammo, so if there's a lot of ammo on the map try liberty launcher, if there's not, go mangler just keep in mind it does more damage then liberty, but you have unlimited ammo. Now gardening is difficult depending on the number of players, if there's less players (5-9 players) hale would most likely have better knowing his surroundings, since he only has to focus on 9-5 players. when you rocket jump strafing can ♥♥♥♥♥♥♥ save you and help you get gardens easier. If you rocket jump and hale's below you try to land in the directions he's going, if it's a straight line it's much easier to pull off, now the market garden has like a small delay on when you hit, so click on hale when you're just about to land and you should get the garden. Gunboats are much different, you take about 15 damage a rocket jump but you don't go as high, if you land on hale it will count as a goomba
(GOOMBAS: if any class not having a stomp effect landing on hale will do about 668 i think, please correct me if i'm wrong) so gardening is somewhat easier, depending on the skill of the player, but in general it's a bit harder. Jesus christ that was just gardening and already got a lot of words. Banners: the best one by far is battilion's backup because it cuts hale's damage by 3/5 which is about 40-30 damage, this can up your team's survivability by like 80%, keep in mind it only lasts for so long, and you need about 600 damage to get the banner, when banners are deployed you can hold the left-click to hold the banner, let go when you think the time is right, but when hale rages and your holding it, it will automatically deploy, this can save you team from rage kills. Buff banner is kinda helpful but main use the backup, conch just sucks in my opinion. To easily get the backup banner equip the direct hit and taunt to get mini-crits, mini-crits will do 338 on a 'direct hit' hehe I'm funny, anyways you need 2 mini-crits or regular crits to get a backup banner. All rocket launcher except the direct hit and cow mangler 5000, will stop hale for a second on a direct rocket, this can stop hale's momentem and mid-air if you can hit airshots, but I can't xd.
Pryo: If you know how to flare jump and airblast like me, then you already know how pryos works. Airblasting does give hale rage by like 10% I think, keep this in mind when airblasting, also for gods sake don't just airblast randomly, this could kill a teammate if a hale uses your airblasts to his advantage, so use airblast to save your team but flare jumping in and airblasting the hale away and you won't let him touch your precious medic, also airblasting vertically can help your team get easy shots while hale is just stuck in the moment of going up in the air so all he can do is jump straight up which can lead to mid-air gardens or sniper shotting or just the whole team attempting to get a sick airshot for their montage. Flare jumping is like the mantreads you go very high, it's very useful, both the flare gun and detonator can be detonated midair, and you get crits for them if you dont use plog (I'll get to that soon), when you flare jump don't just aim down and hope for the best, when you do left-click then really fast right-click, depending on where your aiming, it will send you flying, now the physics of how you flare jump is just really hard to explain, so just practice in a empty hale server and practice flare jumping, when you use flare jumping try to jump when hale jumps and meet him in the air and airblast him away, killing his momentem and his plan. Mostly use stock or degreaser, your opinion both are same to be honest, just faster weapon switch. Just don't use the thermal thruster, it's trash, by the time you pull it out, you're already dead. shorch shot is like gunboats just fire power, you fire downwards and you don't go as high but you could at least make a decent getaway, hitting hale with a direct hit with it will stop his momentem for a second.
Demoman: Your goal is to get 4 heads, if you have 4 heads you can take a 1hit from hale and survive, a main loadout to go for is iron bomber, tide turner, and eyelander or nine-iron, your choice. Bomber for pipe jumping and juggling hale, tide turner for trimping, and eyelander for heads. All gernade launchers paired with sheilds will get crits, so when using bomber aim at hale's feet, it will slightly launch hale a short amount of height, if you're good you can juggle him by constantly aiming at his feet. Trimping you jump and charge onto any ramp and turn left or right depending on the map, you'll go flying away, giving you and hale some space. eyelander, if you don't have a sheild dont even melee unless your a god at juking, mainly stay by your medic when you have a buff over 202 your good to take 1 hit from hale and survive. Loose cannon is good for spamming in corridors and loose cannon jumping, this is holding the cannon charge and just about when the bar reaches the end fire below you and a little to the right to send you flying. Loch-n-load is the same as stock or iron just no pipe jumping and you lose a max clip size by 1, so again aim to juggle hale. Stock, again same thing juggle, it's a bit harder to pipe jump because of the explode time, keep this in mind when trying to pipe jump away. Pipe jumping is fire a pill onto the ground and jumping on it just when it explodes sending a little further from hale.
Heavy: Stay by medics and engineers, or go into spot when hale as to jump over and over again, and you can use knockback from brassbeast to give hale a hard time getting you, if you're paired up with a medic protect him at all costs he will keep you alive and uber you to say thanks. Weapons, mainly use brass beast, instead of 202 you take 160 damage, and you get a damage boost which helps, pair this up with running gloves to keep your ass alive, vsh servers boost heavys speed with the gloves out, so always have this, the other melees just suck. other mini-guns are just your opinion huo-long heater is helpful when hale is constanly on fire, tomislov for sniping i guess, mini-gun has knock-back when hale is in the hale and when you have crits. Knockback wise just use brass beast and ask for a medic. always use sandvich it can save you some of the times. Keep in mind since you're a slow target hale will most likely go for you first. I would suggest playing heavy when theres a medic on your team and a lot of people and engineers for the ammo. If you're on your own, pick a spot where hale might have trouble getting you like on top of a small crate so when hale comes near you, you fire away and when he attempts to jump he won't, the knockback will be too strong and he'll eventually give up or attempt to super jump on you, when this happens either one: run or 2 crouch and aim at him while hes falling and pray to god knockback will
save you.
Medic: You are the most important class in vsh, you keep people over healed at least to 202 and above, this will increase you teams chances of surviving. ALWAYS be building uber it will save you many many many many times, i suggest using crossbow, you have crits and a damage boost and you 15% charge when you get hale, so its very useful when his constant shots on hale. When you think your about to die and you have uber, pop running and always crouch jump, crouch jumping is very useful when hale hits you while ubered for some reason, you will go flying from the knockback from hale's fist, this is very useful for getting back to your team, when you're alone, and you're ubered you will self heal to 300, when its 300 try to go for a ubersaw hit and crossbow. When ubering ALWAYS uber demoman so they can get 4 heads, or uber when you feel like hale is about to rage and uber whoever hales is going for when he rages, you just saved your team, goodjob.
Engineer: Build dispensers to help out your team ammo-wise, build level 2 sentrys, in my opinon they have the best knockback out of the level 1 and 3, put these in high places where hale will have a hard time getting to you. Use level 3 to wrangler jump to hard to reach spots and put down a level 2, and if its in the right place, hale is gonna have a hard time reaching you, to make it more evil make a escape teleporter, so when you think the time is right teleport away secretly, so hale still thinks you're up there and he'll waste time and health on a sentry. use jag, to build fast, because you dont know when hale will pop out of nowhere and kill you. wrangler alway with regular sentrys, pistol with gunslinger, gun is kinda meh but suggest rescue ranger to save your sentry or sentry jump somewhere and not waste time building a teleporter. When using gunslinger pair up with pistol, build a mini, when hale jumps on top of you, pull out pistol and aim at hale the crits you get with the pistol with knockback just a bit for you sentry to keep hale in the air, with big sentries and hale is stuck in the air by knockback, take this chance to run away or use your teleporter, when you do this grab you dispenser so you have metal to build another sentry.
Sniper: use stock or machina or huntsman on a small map. always use cozy camper, this gives you a smg with no crits and still gets the healing ablility, and always use stock melee or reskins your choice, sniper has the ability to climb walls with his melee, but this takes his own health by about 15, use this to get to high places where hale can be shot has easliy, the camper gives your health back, so you dont have to worry about health, but with your melee out you can't be healed by medics, so be nice and pull out your secondary or primary to get heals. stock is good for tracking hale, the tracker will show everyone where hale is, the tracker lasts depending on how long you charged the shot, a fully charged shot does 450. machina does 518 but tracer rounds and no tracker, keep in mind that hale can find where you are by looking at the tracer rounds so becareful. Now try to shoot hale the second he's about to jump so you mess up his jumping, giving the team about 5 seconds of free damage if hale is trying to escape or attack.
Spy: Backstabs are like marketgardens but slightly more powerful it does at least 800 i think, when you backstab you cant backstab for 3 seconds but you can switch to your gun. backstab damage goes further depending on the number of players all the way up to 3500. Knifes, people use kunia a lot but you cant survive a hit from hale unless you use dead ringer, i noticed cloak resistance with kunia with stock watch doesnt save you, when you backstab hale with kunia you get 250 health thats drops slowly, so use this to get another backstab without dying or run away easliy. stock is stock. your eternal reward is same thing as stock but when you uncloak its dead silent, big earner gives you a speed boost when stabbed, so you can easily get away, spy-cicle in same thing as stock in vsh. Guns, i suggest ambassador if you have good aim, ranger so you can get dead ringer back or more cloak, and diamond back, diamond back gives you 2 crits that do a solid 200 damage, when you backstab, amby head shots do 225 short range and 159 at far range.
Would be cool if steam had justified text alignment.