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While yes, brave jump could have a cooldown and it should help, the main issue is the non cooldown free weightdown
Weightdown makes the boss absolutely unpredictable, you simply can't be anywhere safe, nor punish any of his mistakes because he just pressed control
Detonated a trap on him and sent hale flying? Sorry, he presses CTRL and he's down again
Do you have crits as a soldier and you wanna stop him from flying towards you with a well placed airshot? Sorry, even if you hit he'll just weightdown on you
Combine weightdown with the MASSIVE, ABSOLUTE MASSIVE KNOCKBACK RESISTANCE HE HAS
^ This is a critical issue, He has nearly 100% knockback resistance (At least 80% from my testing), he makes classes that rely on knocking back via damage USELESS (Soldier and Demo, and before someone says "Trolldier", Trolldier should NOT be better than normal Soldier and we both know it)
Knockback resistance should be limited to only a few cases, them being scattergun (Because scout is very fast, and high knockback on it would make him an unreachable machine), minigun (Because 501 DPS), and sentries (because they deal way more knockback than their damage)
It should be ok for a soldier to lift up saxton with a 70 dmg rocket if he hit him directly, saxton is fast, the soldier deserves it, same for the demoman
All other classes should have at least SOME agency if they die to hale or not, at least somewhat being able to hold him just a few seconds away for their team to save them, but with the current knockback resistance he has for EVERYTHING except melee, it's not possible
1- That should be done in all modes, not just VSH
2- A better way to solve the weightdown spam issue, is by doing the following 2 steps together:
a- Disable weightdown for hale if he tries to use it after a brave jump, enable it again once he touches the floor
b- Disable weightdown for hale if he has the "blast jump" condition (AKA, if an explosive knocked him up in the air, or he gets airshotted by an explosive) until he touches the floor
These 2 changes alongside the rework of the knockback resistance to ranged weapons should instantly make hale feel fun to fight as the classes that are now useless, and also give it a little bit of teamwork to give the others a breathing space by being able to hold hale for a few seconds at least
3- Maybe...
4- Bad idea, bodyblocking should be a thing, and used as a strat
5- VALVe should make it so that if you're airblasted, after 1s of being mid air or you touch the floor you regain your air acceleration (currently if you get airblasted you get a 50% less air acceleration until you touch the floor). This should be done for all gamemodes tbh
6- Sure
Personally, I think that Hale might have too little knockback resistance (especially against melee and airblast), as noted by my personal Saxton anecdote - when Hale is prevented from digging into the horde due to knockback, it incentivizes him to instead find (or create) easier targets - those easier targets being people who have split from the main horde. Knockback does benefit the Mercs if Saxton doesn't switch up his strategy, but my idea is that it makes him switch strategy such that he disengages from the team fights.
In general, I think it's important to think of not what players can do, but what your average Joe will do / what they want to do. Increasing knockback resistance probably wouldn't stop Bouncy/Stagefright Sax from being the meta, but it would stop people from becoming Bouncy/Stagefright Saxes. This was my reasoning for a good amount of the 7 suggestions I made.
I wasn't thinking that Hale being stunlocked was a problem - he has the Brave Jump for getting out of that; rather, I was thinking that when a Pyro airblasts Hale straight forward, it prevents him from engaging with the horde - so maybe letting him regain traction with the ground a little sooner would make it so Saxton wouldn't get stagefright.
I haven't seen that much use of bodyblocking, outside of locking Sax in spawn (something Valve doesn't quite like, hence the temporary damage resistance Sax gets), and locking him in the Skirmish FNAF room with an Uber - so maybe just prevent Saxton from walking through Ubered players? Granted, this still probably isn't a particularly good idea - something about it doesn't taste right - but testing it might give Valve some useful insights. Who knows?
Any thoughts or counterarguments?
He has huge knockback resistance, melee has a modification that pushes him more, that doesn't need to change (and could be reduced if you so desire)
This huge Knockback resistance forces everyone to play together, and the only ones who can play away from the group as a roamer is trolldier and spy (Not even scout can because he doesn't have anything to prevent him from being chased down and instantly killed)
We shouldn't "force" people to play in a specific manner, if someone believes they have the skill to hit every single rocket on hale directly, he deserves to stop hale in his tracks, it's as simple as that
If a soldier wants to be a roamer, we should let them, if a scout wants to chase hale and survive thanks to his incredible movement speed AND aiming to push somewhat hale back, he deserves it
Hale should find openings to attack the main group, not have this huge crutch of knockback resistance to brute force their way in (In which most people don't even care because they're gonna go and kill the roamers first)
You can buff hale in ways to help him against groups, mainly being just giving him more HP to have more tries, meanwhile removing (or greatly reducing) the knockback resistance so roaming players can actually play the game
"Bouncing hale" will always be meta, no matter what you do, best we can do is giving some player agency to skilled mercs so that their aiming skills actually matter and make them feel good
mode was never balanced and should've stayed in community