Here's a new wave of suggestions for the current weapons, I'll try not to be too nonsensical and make good points to what and why!
First Class: Scout
As it stands with this class, the scout is underpowered and overpowered depending on who is using him. I mean there are high-teir scouts like Critical that deal 5k+ damage without stomps, tech high-teir scout like dr.metean who can get the goombas and go past 4k, and then I see a bunch of players who can't break 1.5k most of the time (including myself). So take my suggestions for this class with a grain of salt (especially if they aren't feasible).
Scout Primaries:
Shortstop> Increase the healing bonus for 20% to 30-50%, that way scouts can reliably take a hit from hale with overheal without the need of the PBPPistol.
BFB> It'd be really awesome if we could replace the running boost mechanic into something that allows the scout to run faster for a short period of time, after dealing enough damage to fill the boost meter. For example, the scout stays running at his normal speed with the baby face blaster, no matter what the meter is at, but when the meter is full, the play could hit alt-fire to give the scout a boost of speed for several seconds.
Force-a-nature> Maybe remove the damage penalty?
Soda popper> Increase the clip by one?
Scout Secondaries:
Winger> Increase the damage bonus to 30%
Crit-a-cola> Make it give a winger if the person is last one standing? The only reason I see the scout should keep it is for the speed boost provided but it's gonna be hard to drink effectively being the only person alive, at least with the winger there is the jump height increase for mobility.
Bonk! atomic punch> Maybe instead of full melee invulnerability, it just resists melee damage by 70%. Oh, and if goombas are allowed under effects, they should be crit.
Scout melees:
Fan-o-war> I'm not sure if you noticed, or if anyone did, but I don't think the Fan actually removes rage per hit. Maybe there's an unnoticed update bug with it but I dunno. Anyway, I was thinking that instead of removing rage, each hit dealt by it increases the healer's ubercharge by 5%. This could allow medics to risk working with scouts. (maybe increase the attack range at least).
Wrap assassin> I like that it has +100% secondary ammo, but maybe it could be increased to +300%. Maybe decrease the recharge time by 15%?
Boston Basher> *troll*Increased melee swing speed*/troll*, or maybe added increase of health kit effectiveness by like 40%
Holy Mackerel> You know how the each hit is shown in the kill feed, why not extend it to giving hale an outline for a few seconds. Like with the standard sniper rifle.
Second Class: Soldier
The jumper that eats hales like babies, and makes them cry that they can't catch him either. Why did valve do the hi-5 thing, but that still doesn't stop him from laying down crockets. Well, there isn't much I'd like to say about this class because he is well balanced for the most part, but I still have a few ideas.
Soldier Primaries:
Beggar's Bazooka> Well, I was thinking if the firing/loading speed should be increased slightly. Or maybe make it so it buffs secondaries or melee items. I also noticed you can't rocket jump as high with it, or maybe the other rocket launchers became more floaty ?_?
Liberty Lawnchair> With it's current ability to reduce self harm for rocket jumping, I was thinking it'd be cool to allow shotguns to get full crits. Kinda like how the demoman gets full crits when he equips a shield.
Direkt Hit> Damage increases with more airshots done in a chain, like 5% each time? Resets when target is grounded.
Rocket Jumper> What I hate about the rocket jumper taking the mantreads effect is that you can't use whichever rocket launcher. You are forced to stay with the standard rockets. What'd be cool if you could could choose what type of rockets you fired on the fly, like the amp menu for the engineer. If that's too OP maybe just at the round start?
Soldier Secondaries:
Buff banner> You know what'd be awesome, if a full banner would allow the soldier to drop 2 half/full ammo packs to pick up. I know it probably wouldn't match well but it would have tons of usage in helping out a team.
Mantreads> I know I suggest this a lot, but it'd be really nice if the mantreads came with a speed/jump height bonus. If you can't rocket jump to oblivion, might as well be able to run there in style. Pair it with the Displinary Action and you got a good thing going for soldier. It'd also work well for Bazooka Soldiers
Conchorer> I like how the weapon is right now after valve buffed it to be usable, however I think that the current effect is a bit limited to vsh. I was thinking of extending the duration by 2 seconds, giving the players a good chance to chase hale to get enough health to back off. It'd also be nice if it allowed 50% overheal via damage.
Back-up battalion> Needs more honks
Reserve shooter> Give us that 4th clip, valve did, it'd do a ton more D:
Soldier Melee:
Equalizer> I was told that if you health was below 10%, you still get a speed boost in vsh. Not to the effect of the escape plan but it still should be there. Could someone confirm if it's true?
Disciplinary Action> The soldier should get a speed boost if he hits hale, but iirc Exile/Voidy said a while back that that caused some bugs.
Escape Plan> As a fun idea, a successful taunt kill hit should do 12% of health damage to hale. Or at least a respawn. Or some awesome music.
Freedom staff> Every successful hit from the freedom staff should have the sound of eagle screeching (I suggest this sound effect:
), or a successful hale kill has the star spangle banner played in the background. Kinda like how a double airshot finish causes a giant explosion.
Third Class: The Pyro (aka airblast for major environemental damage)
No seriously, one of the main schticks for some maps (Garbage Day/the new oriental themed map) is that hale can lose up to 1000 health per second and that is where the pyro excels. OTher than that abuse, the pyro doesn't have much more on his plate for damage. Another thing the pyro could do is get goombas via strategic airblast/flare jumping ways, but that's damage that only exists via a plugin. Implementing a way for standard pyro playthough in vsh is practically impossible as pyros have to work in close encounters against enemies. That doesn't work well when almost all hales can one-shot them with a punch without overheal, and with overheal plus valve's insane fall damage system. Anyway, let's get it going on with some of my ideas.
Pyro Primaries: Let's say for a second that the degreaser is basically the best weapon for pyros in vsh. With it's quick weapon switch and ability to airblast, it allows for a numerous amount of attacking possibilities and maneuvering in vsh. And that the only thing that it lacks is the defense buff + full crits of the phlog. What I suggest is to mix the two and make it as the standard flamethrower for vsh, kinda like how the Medic as the Medi-gun + Kritzkrieg combo. Some sort of tweaking would give pyros a real distrinction from other classes in order to output high amounts of damage while still being able to move at ease. That's my suggestion for Pyro Primaries, just make a useful standard.
Pyro secondaries: I personally would suggest all secondaries get a damage boost outside of full (mini) crits, but for 2 specific weapons...
Scorch Shot> being able to knockback hale or at least getting a better chance to ignite hale is awesome, not being able to get mini/full crit damage after hitting an ignited hale without taunting blows. I suggest maybe increasing the damage done by after burn by 50-70% to make things more interesting.
Manmelter> a supportable godsend against cave johnson as you can extinguish players without using precious ammo to build free crits. But other than that, what use does it have against the other hales? I have no ideas what to do though, but something needs to be done
Pyro melees: It'd be cool if the pyro got a range extension for melee
Fire Axe> Something about swinging the plain ol' fire axe at hale feels good, but maybe the pyro should be able to swing it maybe 15-20% faster.
Axtingusiher/Postal Pummeler> Do you think it'd be possible to not only give full crits, but increase damage dealt toward hale on fire? That'd make this weapon a lot more useful for the airblast melee juggling.
Third Degree> I've been to a server where a medic healing someone using the third degree would get 10% charge per hit, it was fun. Maybe give it a passive effect for pyro like regenerate +1 health per second?
Powerjack> This used to be my main pyro melee before the 20% increased damage to user, as it was a viable weapon to go nut on hale with it to get enough overheal to tank a hit.
Homewrecker> regain +10 primary ammo per hit, again useful for juggling while not giving infinite ammo
Sharpened Volcano Fragment> I wanna be creative with this, not only is a hot Volcano fragment, but it's sharpened too! So maybe alongside igniting hale, it make hale bleed for 6 seconds. That way it's usable in areas with water where hale can extinguish himself.
Fourth class: Demoman
vsh hale catered this class hard, not only does he get full crits with a shield, but he has the fastest primary taunt out of all the other classes. This makes sticky demo viable with 300 damage per sticky. Hell, I went bottle screen demo and I got over 3k 4 times in one map. This class got everything, however, I do feel a bit sad for 3 specific weapons.
Demoman secondary:
The Chargen Targe> I'm pretty sure you all know how useless this this was before it obtained the fireproof buff, then we had to nerf it to break against lemons because Cave couldn't win anymore without 100% precision. So, I suggest two ideas that would make it possibly useful against any hale. 1) You can reset your heads count to gain back the shield if you have 4 or more heads and/or 2) A successful shield bash stuns hale for a few seconds. I'm not sure if either of them are plausable or balanced, but this thing really needs a buff.
Demoman melees:
The skullcutter> Sure you got a damage boost but hell if you'll be able to survive mano-y-mano against hale with that speed, so I suggest maybe allowing a shield an extra hit before it breaks.
The Caber> Few people can understand the excitement of performing a successful critical caber hit to hale, or even the rarer caber goomba. What I suggest so people can experience this is by adding a 100% self damage reduction to this behemoth, so that one attempt doesn't bring the player to less than half his health. Otherwise maybe allowing the caber to regenerate like the spy-cicle after 15 seconds.
Now, for a test idea, differentating the 2 primary shoes:
I think the wee booties should stay as is, while the bootleggers don't increase health, but increase movement speed by a bit and have a heavy reduction to fall damage. It'd be to allow 2 different types of playstyles to a demoknight.
5th class: Le Heavy
We already buffed most of his weaker items and now are a smash to use ^_^, honestly I think the buffalo steak is used much more than the sandvich now <_>
Yet, I still think the eviction notice needs a buff, and I think I came up with a really good idea for what it should be. It should work like the sniper's shahanahsah melee (does 50% less damage while above 50% health while doing 50% more damage while under 50% health) while keeping the high firing speed. It'd make for a great last stand against hale, choosing to fight with fists rather than standing in one spot shooting.
6th class: Engineer
I've had this idea for a long time after reading the unused stats on tf2wiki. Basically, this is a conceptual idea on allowing the...
Eureka Effect: (with these new stats)
- Can't carry buildings
- Builds Minisentries
+ Can place multiple sentries
- No teleport while taunting, but still get refreshed ammo and health (if possible)
- less metal in upgrading
- less metal in repairing
Also, maybe you guys can change the jag to actually have a +30% build rate instead of the current 15% bug.
I don't feel like talk about the last 3 classes in full detail yet (this post took 3 days to get completed with my attention), but I do have two suggestions for the sniper.
Sniper secondary:
Razorback> A long time ago in a distant land, I was told Voidy was attempting to make the razorback work like the demoman's shield for vsh, allowing the demo to take a hit. However it never happened so I suggest maybe if that isn't possible, make it so razorback users take 50% less melee damage.
Jarate> Jarate is practically useless with its 8% rage removal with its long reloading time and not showing whether you hit hale or not. So I suggest 2 alternate ideas:
1) reduce the rage removal to like 4% but let it have either more ammo/faster recharge rate. Gotta spam dem jars at hale
2) Instead of throwing jarate, you can make it so the sniper throws the loose cannon's cannonball at hale. It's actually very fun to do and adds a lot to what a sniper can do.
Please do give this a good read, and pose your own suggestions for weapon buffs and nerfs, someone should really sticky this topic V: