Adressing Balance Issues in Hale

  1. Re: Adressing Balance Issues in Hale

    #6090
    Shooter` wrote View original post
    Not that I play VSH all the often but the "less bullets more damage" thing is stupid; even if you hit every shot at any range it will still be lower DPS than the pistol after the first clip is done. The weapon's just balanced badly because the lower clip size takes away so much damage that it's just not a viable weapon.
    have you paired it with the soda popper yet

    i mean there's a reason as to why they're in a set
  2. Re: Adressing Balance Issues in Hale

    #6133
    crab wrote View original post
    have you paired it with the soda popper yet

    i mean there's a reason as to why they're in a set

    Soda Popper + Pistol = 100% more effective.

    But this is a Hale suggestion thread. Even if it is somewhat viable in normal TF2 it is unarguably useless in Hale.
  3. Re: Adressing Balance Issues in Hale

    #6136
    How about "crits whenever it is supposed to minicrit" on the soda popper.
  4. Re: Adressing Balance Issues in Hale

    #6140
    Miaumon wrote View original post
    How about "crits whenever it is supposed to minicrit" on the soda popper.

    That sounds great. It's a good alternative to the High Five play style.
  5. Re: Adressing Balance Issues in Hale

    #6169
    Soda Popper updated.
    Ideas for the winger and the beggars bazooka next plz.
  6. Re: Adressing Balance Issues in Hale

    #6721
    Miaumon wrote View original post
    Ideas for the winger and the beggars bazooka next plz.

    Well the pistol with crits can do 540 damage with all 12 hits. Winger does maybe 260 with all 5 of its crits? Double damage should be fine to even it out with the pistol.
    Dunno about bazooka, maybe try to remove the rocket deviation to make it aim better for Hale?
  7. Re: Adressing Balance Issues in Hale

    #7026
    Dunno if this is an open tread or not, but the Battalion's Backup.

    This needs to have damage reducers for fall damage as well, as the only way to get use from it is if Hale attacks you, and that can send you flying across the map with only 13 health left. Upon landing, you could die from the fall damage you couldn't stop because of the random knockback Hale seems to have, which makes putting yourself in danger for the team seem a bit moot.

    If it gets a health boost, Fall damage reducer or combination of both, it would be more practical to use said Battalion's Backup. Otherwise, there's no real opportunity to make use of it, which saddens me greatly.

    (also the buff banner could give full crits when used, but that's a different matter entirely...)
  8. Re: Adressing Balance Issues in Hale

    #7654
    BEGGAR'S BAZOOKA:
    It is an interesting spread weapon indeed; I think raising the rocket amount to 4 or 5 would be good.
    Reloading it is the subjective part IMO; if he reloads too fast, its overpowered. Your suggestion about being able to escape with it like a rocket launcher is a good point. I think it should have the ammo expansion, and only the first rocket be INSTANT to load in, but only when rocket jumping somehow. Perhaps, while the soldier is ducking, jumping, and looking down towards his feet all simultaneously. I don't know if that's programmable, but I think it would make beggars balanced.

    Another suggestion is reducing clip size, but make the rockets homing after .5 or .25 seconds of being launched. (delay for rocket jumping)

    THE ESCAPE PLAN:
    Escape plan is good, but not fast enough to escape, even with low HP. Equalizer is good with low HP, but the hale's range is so wide, you'll never get on him head-on. I suggest you combine the 2 weapons. if soldier would equip either the equalizer or escape plan, replace it with the fusion weapon. (Like the medic's custom kritzkrieg.)
  9. Re: Adressing Balance Issues in Hale

    #7656
    Can we increase ammo required for airblast? So annoying when Pyros can just spam it to hell.
  10. Re: Adressing Balance Issues in Hale

    #7666
    rasengan0 wrote View original post
    BEGGAR'S BAZOOKA:
    It is an interesting spread weapon indeed; I think raising the rocket amount to 4 or 5 would be good.
    Reloading it is the subjective part IMO; if he reloads too fast, its overpowered. Your suggestion about being able to escape with it like a rocket launcher is a good point. I think it should have the ammo expansion, and only the first rocket be INSTANT to load in, but only when rocket jumping somehow. Perhaps, while the soldier is ducking, jumping, and looking down towards his feet all simultaneously. I don't know if that's programmable, but I think it would make beggars balanced.

    Another suggestion is reducing clip size, but make the rockets homing after .5 or .25 seconds of being launched. (delay for rocket jumping)

    THE ESCAPE PLAN:
    Escape plan is good, but not fast enough to escape, even with low HP. Equalizer is good with low HP, but the hale's range is so wide, you'll never get on him head-on. I suggest you combine the 2 weapons. if soldier would equip either the equalizer or escape plan, replace it with the fusion weapon. (Like the medic's custom kritzkrieg.)
    i don't understand why you believe soldier needs a buff when he's one of the strongest and most annoying classes right now.
  11. Re: Adressing Balance Issues in Hale

    #7667
    BLAKUboy wrote View original post
    Can we increase ammo required for airblast? So annoying when Pyros can just spam it to hell.


    Please, think of the goombas. How will I support my high damage?

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