Changes to weapons in VSH that might make them more viable (1 Viewer)

Je Hooft

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Jan 13, 2016
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Hello everyone, it's Lil'Pep. So as you guys know a lot of weapons are severely unused in this gamemode, while others are even disabled. I think that's dumb. Now people are probably not willing to change the weapon stats because it's a lot of work for a game mode that already works fine, but I like to have some more playing styles. So that's why I took the task on myself to make some changes to any weapons that I deem underpowered or are disabled.
But beware: any changes that already are made to certain weapons stay, even when not mentioned.
upload_2018-9-30_13-18-42.png

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That's all. I'm sure none of this is going to be implemented, but I'd at least like an opinion on these changes. Thanks!
 
Right now I don't have time to review all of them, but I'm afraid many of these add additional power to classes that don't really require it.
For instance the scout one, with the soda popper, why would you need to increase speed by +10% when the scout is already faster than the hale without it?
 
Right now I don't have time to review all of them, but I'm afraid many of these add additional power to classes that don't really require it.
For instance the scout one, with the soda popper, why would you need to increase speed by +10% when the scout is already faster than the hale without it?
It would allow the scout to run away, but getting a 2-clip scattergun as a trade-off. It would be a good weapon to use for scouts who are more focused on secondaries, melee or goomba stomps.
Also, I do understand that many of these changes would not be needed, but that's why I made so many. There should be at least one good change in there :^)
 
  • Optimistic
Reactions: Chae and Hellboy
Welp Nice Ideas right there, but
Scout:
-Baby Faces Blaster: Hell no! Never every again this Wep, I remember the horror of this Weapon when u have Critz and u instagain the dam speed with a single hit= impossible to get him even when u try to outsmart him with the jumps.

Soldier:
-Escape Plan: dont need a buff, this wep was my old strat against the hale befor i started with the Marketgardening and the Speedbuff u get with less Health is great (same speed as scout or even faster) also the dam knockback is amazing.
-Stock Shovel: no one is using this weapon, srsly i only see Newbies using it like an Hour then they take something else (wasted time and effort tbh)

Pyro:
**it is alrdy a annoing class, dont need anything dat pushes the hale even more** BUT
-phlog off, hell no, dont need a buff tbh.

Demo:
- Lock and Load: Why? its alrdy like a "i can aim with normal demo Pipes" and if u aim (with critz) at hale feets, u almost gain the same effect like the Double Bonki thingy, trust me i like to use this wep when the map is open.

Engie:
-Pistol: No need for Acc buff. The fact u got like 200 shots and a dam Dispencer with unlimmited (no need to use amp cuz u allways have critz with it)

Heavy:
-Natascha: they got rit of it because the slowing down effect and dat is good.

Medic:
- Why in the world u wanna use any other melee wep then the Ubersaw? i mean wut? u get free ubercharges with it. Why?(even in normal tf2)

Sniper:
- Tbh the sniper is good(small maps) or even to perfect(big maps) there is srsly no need of any range dmg buffs
___The only thing i would like to see is the Bazaar Bargain with just the normal Stats, i mean something dats praise u for having skill/good aim = why the heck not?

Spy:
-* Please remove the dam le lamentrancer. Its a total dickmove Wep with the regain of the Cloak per shot, its ruin the spy by making him to a hiding class and more not.
- Enforcer: i would even like to see this wep with the old stats(pre tough break stats) on the server.

This are some few things that i know from my 4 Years Vsh experience, that srsly would never work out.
Some other things make no sense :p (i mean for me).

But the other i didnt mention, that would be awsome to see those buff/reshape.
 
  • Agree
Reactions: Je Hooft
Welp Nice Ideas right there, but
Scout:
-Baby Faces Blaster: Hell no! Never every again this Wep, I remember the horror of this Weapon when u have Critz and u instagain the dam speed with a single hit= impossible to get him even when u try to outsmart him with the jumps.

Soldier:
-Escape Plan: dont need a buff, this wep was my old strat against the hale befor i started with the Marketgardening and the Speedbuff u get with less Health is great (same speed as scout or even faster) also the dam knockback is amazing.
-Stock Shovel: no one is using this weapon, srsly i only see Newbies using it like an Hour then they take something else (wasted time and effort tbh)

Pyro:
**it is alrdy a annoing class, dont need anything dat pushes the hale even more** BUT
-phlog off, hell no, dont need a buff tbh.

Demo:
- Lock and Load: Why? its alrdy like a "i can aim with normal demo Pipes" and if u aim (with critz) at hale feets, u almost gain the same effect like the Double Bonki thingy, trust me i like to use this wep when the map is open.

Engie:
-Pistol: No need for Acc buff. The fact u got like 200 shots and a dam Dispencer with unlimmited (no need to use amp cuz u allways have critz with it)

Heavy:
-Natascha: they got rit of it because the slowing down effect and dat is good.

Medic:
- Why in the world u wanna use any other melee wep then the Ubersaw? i mean wut? u get free ubercharges with it. Why?(even in normal tf2)

Sniper:
- Tbh the sniper is good(small maps) or even to perfect(big maps) there is srsly no need of any range dmg buffs
___The only thing i would like to see is the Bazaar Bargain with just the normal Stats, i mean something dats praise u for having skill/good aim = why the heck not?

Spy:
-* Please remove the dam le lamentrancer. Its a total dickmove Wep with the regain of the Cloak per shot, its ruin the spy by making him to a hiding class and more not.
- Enforcer: i would even like to see this wep with the old stats(pre tough break stats) on the server.

This are some few things that i know from my 4 Years Vsh experience, that srsly would never work out.
Some other things make no sense :p (i mean for me).

But the other i didnt mention, that would be awsome to see those buff/reshape.

Totally agree with you. BFB is annoying to fight against but I took inspiration from freak fortress 2's mechanics with the weapon. Though that gamemode is very unbalanced so maybe not lol.

Loch 'n load, pistol and natascha are all not very large changes. If you think those changes would be detrimental to the game then I too think that they should be ignored. They weren't my main changes anyway.

As for the stock shovel and Medic melees, what you're saying is exactly the reason that I want to tweak the weapons. IMO every weapon should be used somewhat equally to allow for maximum playability, and Medic+Solly melees are some of the main focuses. I also don't think the Escape Plan should be changed by the way.

I agree with the sniper stuff. The changes were balanced around the sydney sleeper doing more than 600 dmg on a headshot though, and I still don't know whether or not this is intended (it makes the sleeper undeniably the best sniper primary if it wasn't already)

And lastly, yes, I suppose those 48 dmg spies that survive until the end of the round by just cloaking should be stopped too :D
 
  • Like
Reactions: Skorpieo
Trusted spy main Bricky here, i don't think the spy-cicle buff is a good idea. i mean you get pushed around enough as hale, and stunlocks are just annoying as hell.
 
I really like the Hot Hand and Gas Passer suggestions, Having Gas passer be the trade off for flare jumping could force another enjoyable playstyle alternative to pyro that isn't jumping around like a soldier doing 0 damage unless you goomba.
As for Hot Hand, I feel like it'd have to offer some sorta of damage if you're having to charge a melee hit as pyro, you're left too vulnerable otherwise and then the risk just outweighs the reward
 
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Reactions: Brick

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