Good evening. The title of this post pretty much says it all. Talk has been going around the LZ VSH Community that the time has come to finally admitt that the servers are... well... taking a turn for the worse. I am not going to drag on since plenty of people will be expressing their opinions on this one. A lot of people are thinking that LZ VSH is going down hill because of the mass complications from multiple plug ins, nerfs/ buffs and quite frankly I agree. We keep hearing that "it'll get better player count wise"... but to be honest here... it kinda isn't going to happen. I have recently been playing other particular VSH servers from various communities and the majority are either almost basic versions but with minor plug ins i.e certain weps removed like S.C and B.F.B. You may be thinking "who would wanna play those versions"... but news flash.. apparently as many as possible... these servers are constantly full or almost full all day. I am going to cut to the chase and ask what many have been thinking (hopefully they'll back me up) and that is to give server #2 (baring in mind this thing has been empty for months) a complete fresh restart to work at a better angle at making VSH a more fun mod to play. Thanks. P.S. I hear plenty of people are also suggesting other changes for other game modes/ servers and that if they could kinda keep it to a seperate thread. Need to keep this one to VSH #2 related. Cheers.
I agree and support this idea. LZ VSH needs restart and with less nerfs/buffs in game that makes it impossible to play. Played on Vanilla VSH and had more fun then LZ
I completely agree with Comedian, vanilla vsh with a few necessary plugins would be... FACKING AMAZING. Especially since VSH #2 is dead anyways, so why not try it out.
Yes, go with a bare minimum of plug ins (like the rocketme without a cooldown). I'm not sure which other plugins we had back then. Also don't keep the names vsh #1 and #2, because those names are associated with what we have now.
I thought we had already established that VSH #2 is getting stripped of most plugins... and since I was looking forward to that, I don't have anything to say against it this time either. Maybe having no reviving and other powerful buffs for the mercs will actually balance out basically infinite airblasts and annoying as hell FaN-Scouts. Oh, I know that's why you want it Zafie, don't even start denying it... Edit: Maybe also to address the naming that Darkness talked about, maybe call them VSH Modded and VSH Vanilla (even though it's obviously not vanilla TF2, but more vanilla VSH)?
[EU] Lethal.Zone TF2 VSH - LETHAL SAXTON HALE (because, you know, hale almost never wins and also because Lethal.Zone) [EU] Lethal.Zone TF2 VSH - VANILLA SAXTON HALE (play on Versus Saxton Hale)
I agree. I find it hard to relax with a round of VSH if either no one is around or everyone is complaining. I don't know if the server quality has something to do with the teamplay, but I really want to see a change. I like the idea that it would be divided into two different servers, but you can assume that Vanilla VSH will be hella full
Nothing much to add, the idea of having one server vanilla and another modded is probably going to attract more people than two modded servers. We only need to hope that people will notice the change.
VSH #2 is now plugin-lite: Same core plugin as VSH #1 (for good reason) No revivemarkers No smokebombs No homing rockets Airblast limiter is still present (again, for good reason) Any other plugins for removal? (Servers not renamed yet, will change later)
Already told @rswallen this directly, but I was thinking about removing (or at least nerfing) the special shotguns. Soldier doesn't get anything from it, since his gives him homing shotguns (and those get removed). Pyro should (if at all) only ignite Hale at really good meat shots. So like 85-90 damage. Heavy should only get less (if any) healing from his shotgun. Turn it down to at least 50% of the damage. Engineer should still keep his metal gaining shotgun, since SC will be disabled anyway (we agreed on that right? ). In return for all the nerfs to the mercs, Hales should get regular knockback again (not the -75% they have on the main server, but only -50% at maximum). On that topic, how about Engineer gets some sort of similar caps for metal as Heavy gets for health (talking about the main server now)? Like, when the Engineer has more than 300 metal, he can't gets crits from taunting anymore and can't get more than 500 metal. Widowmaker shouldn't give more metal than the regular shotgun (at least not when you have more than 200 metal), since you can basically have infinite ammo if you have at least minicrits. Comedian thought this was a good idea too, and if the most annoying SC Engi in the world agrees to it, I think that's pretty good
Agreed on the shotgun; soldier doesn't really need something imo, pyro already ignites the hale when dealing around that dmg point (I think, atleast doesn't ignite at like 36 dmg), yes on limiting heavy's hp gain per shot, if sc stun is getting removed, the metal gain shouldn't be that big of a problem. Putting a limit in place like you suggest could work, but I wouldn't link it with not being able to taunt. I noticed the medic's both jumps are still there; syring gun and jumping with your healing target. I don't know why, but I would get rid of the syring gun jump. Encourages teamwork because a medic needs someone else to get away from a location. Getting uber and using that to be safe against hale also sounds more appealing than just the medic jumping away. Not sure. Maybe also make the hale able to goomba stomp again? Jumping on someone's head now only deals 50 damage, and kinda unrewarding. Only using weightdown and landing on someone's head kills the target.
I was talking about the main server (with revive and all the other plugins). Since the SC is still enabled there, it should get limited. Agreeing with both of those suggestions.
Also the Haletoggle needs to go. This is an absolute must. People shouldn't be able to choose not to be hale. If they really want to, then you should see that as a sign of imbalance.
Question would be, can jelly do all these request, because this does take some effort on his side. I do agree to get more down to basics, but his version does have better internal workings afaik. But pretty much: - no sc - no medic needle jump - no hale toggle - possible remove the goomba protection from hale.. seems vsh is empty at this moment, if we want to move forward at least try and get them full guys. Without people it will eventually die for both so pick a server and stick with it, doesn't matter if one dies as long as we have 1 that has people.
Players have always had this ability (the resetting of queue points). Haletoggle simply makes it easier, leads to less situations where there is an unwilling or suicidal boss player (ie if you reset your points at the last second, next in queue can't) and prioritises those that want to play as the boss. Take it away and there'll be a lot more in the way of suicides, reconnects and spectators. Far better to fix the imbalance (remove plugins, update mapcycle player limits)