Yogii
New Member
- Joined
- Sep 9, 2025
- Messages
- 6
So I've noticed it's kind of impossible for most people to play hale especially when a server is full. Even for regulars. There's maybe 4-5 people that win consistently but mercenaries always stomp the hale which is no fun. I've not modded TF2 before so I don't know how hard these changes will be to implement but I think some of these should help with the situation. The numbers don't have to be exactly as specified I'm just making stuff up to illustrate the change.
- Medics overheal rate should be inversely proportional to the number of medics alive. This might mean when there's 1 medic they overheal as normal. When there's more than one they might overheal at a 50% or 25% rate. The hale does not one shot on this server which I'm guessing is to make medics have more team utility other than just ubering. This is fine until the server is at capacity & you have a few good medics. The team will be constantly overhealed & the medics become really hard to get to without losing 1/4 of your health. Killing targets will take 3-4 hits with some hales depending on items used.
- Engis regenerative metal rate should be inversely proportional to the number of engis alive. Similar to the medic change. This might mean 1 engi gets the full 20 metal per second but 2 would mean they only get 10 metal per second each. Engis set up way too quickly on this server & nests are almost instantly back up after being destroyed when the server is full.
- Snipers melee climb should have a cooldown. Maybe 5-7 secs. This change alone would make matches so much better. I've seen hales duke it out with the last sniper alive for 5 mins straight cause they keep parkouring around the map. This should be a utility for snipers to position themselves on maps, not a mini super jump which has no cooldown. It makes no sense for this sniper ability to have no cooldown while the hales superjump does.
- Spy's diamond back rockets should have a cooldown. Same as sniper change. Maybe 5-7 secs. Ontop of trolldiers being able to essentially backstab, multiple spies rocket jumping at you & also rocket jumping away from you when you try to catch them is the reason a lot of hales lose like 7k health in the first 30 seconds of a match. Again it's like a mini superjump with no cooldown while the hales superjump does have a cooldown. The mercenaries abilties should not be more powerful than the hales. The only class that should have this kind of mobility is soldier.
(skill issue)