Team Fortress 2

Team Fortress 2

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Loadouts, Tips and Tricks for VSH
By Non
Loadouts, how to use them, and extra tricks about Casual's Vs. Saxton Hale's gamemode that will probably make you suck less.
   
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Synopsis
Semi-decent loadouts, strategy, and information for Casual's Vs. Saxton Hale.
Add a comment to this guide if you want to add a new loadout, or a video of you using a loadout! (Credit will be given.)
WORK IN PROGRESS
Important Gameplay Information
Important Gameplay Changes
* Medics have 30% damage resistance against Hale but get launched back farther
* Melee weapons (except for Disciplinary Action and Demoknight's swords) have 60% extra range to Hale, 25% faster deploy rate and guaranteed crits
* On-kill effects are triggered by hitting Hale (except for Spy weapons, which trigger on backstab, Bazaar Bargain which triggers on headshot, and Air Strike which triggers on every 250 damage to Hale)
* Shields block Hale's primary attack once before breaking
* Jumper weapons have no bonus reserve
* Wrangler's shield no longer blocks damage
* Miniguns deal 40% reduced damage
* Natascha has 15% chance to slow on hit
* Ubersaw grants 50% uber on hit
* Medi Guns have 2x uber with Ubersaw

Less Important Gameplay Changes
* Demoman's sword does reduced knockback
* Force-A-Nature does increase knockback to Hale
* Sentries get 1 assist for every 200 damage to Hale

Saxton Hale
* Primary attack and stomp deals 195 damage to players (and cannot randomly crit)
* Critical punch does 326 damage to players and creates a small explosion
* Health scales with players
* Movement speed scales with health remaining
* Hale can double jump without any cooldown
* Hale takes 75% of normal damage and knockback
* R/P/S instantly kills Hale if they lose

Other
* RED gets mini-crits on 3 players left and crits on 1 player left

Full list of changes and more information can be found here, on the Team Fortress 2 wiki
= Scout
Baby Face's Blaster
Loadout

Strategy
Charge Hale at the start of the match and build the Baby Face's Blaster's speed boost. Chip damage Hale abusing the boost to stay ahead. Additionally stun Hale using The Sandman to slow Hale further, which can help to keep up when Hale is at lower health.

Extras
Replace The Sandman with The Fan O'War to give the team extra damage
Replace Bonk! Atomic Punch with Mad Milk to give classes such as Demoknight, Soldier, and Medics extra healing to tank hits
Replace Bonk! Atomic Punch with The Winger for extra mobility

Showcase
-- none --
= Soldier
One of if not the best class in Vs. Saxton Hale due to how versatile Soldier is, The Battalion's Backup which reduces Hale's primary from 195hp to 127hp (Pyro, Demoman [no boots] all survive first hit without overheal where they wouldn't have otherwise, Scout, Soldier, Pyro, Medic* survives second hit with overheal where they wouldn't have otherwise, Heavy survives second hit without overheal where they wouldn't have otherwise, Heavy survives third hit with overheal where they wouldn't have otherwise), and The Buff Banner (practically free mini-crits).

*Needs testing. 195x0.65x0.70=88.725 which is rounded to 89 by engine, Medic has 150hp/225hp, but also could be 195x0.35=68.25 which is rounded to 69 by engine which would allow Medic to survive second hit without overheal and three hits with overheal. Depends if damage calculation is multiplicative or additive.
Zatoichi (Soldier)
Loadout
Recommended Primaries: Black Box, Rocket Jumper, Direct Hit (does crits when Hale is double-jumping)
Recommended Secondaries: Batallions Backup, Gunboats, Mantreads, BASE Jumper
Melee: Half-Zatoichi

Strategy
Trap Hale in spawn room/corner/etc. and abuse the Half-Zatoichi's extra range to avoid being hit.
Hale's primary does 195hp, and you start with 200hp.
Hitting Hale (deals 195hp and) will heal you for 100hp, allowing you to tank a few hits and reposition.
You can use your rocket launcher, to reposition, or run away.
Engineer's dispensers are your friend! They provide a great source of healing and quick ammo restock for your jumpers.

Extras
Has more range (and in a way, versatility) than Demoknight but less movement speed. No boots are required to push Soldier over the 195hp threshold, freeing a weapon slot.
If you start with the Half-Zatoichi out, switch to any other weapon, switch classes to anything other than Soldier, and then back to Soldier. You will then start without reduced HP.
Also see: Zatoichi Jumper (Demoknight)

Showcase
= Pyro
Use airblast to push Hale into environmental hazards, or deny Mighty Slam temporarily

Denying Hale's Mighty Slam
https://medal.tv/games/tf2/clips/1qxV3FWpyFlN97/d13372CR94tU?invite=cr-MSxUejksNjIwMjgwNTks

Using dispensers and airblast to lock Hale in FNAF room
https://medal.tv/games/tf2/clips/1qxPIi5qCbr3gG/d1337FPOMEIF?invite=cr-MSxDNkIsNjIwMjgwNTks
Stock
Loadout

Strategy
Use airblast to keep Hale away from hitting players and use The Flare Gun for extra damage. Use The Powerjack for generally faster movement.

Extras
Keep Hale in the sweet spot of not being able to melee you while you being able to hit him with your flames.
You can potentially cheese capturing the point by constantly airblasting Hale away.
Alternatively, you could use the Detonator or The Thermal Thruster for increased damage and mobility.
If you have a dispenser nearby, you could constantly airblast Hale away from sentry nests/etc. and even lock Hale into corners of rooms until they can use Sweeping Charge.

Showcase
https://medal.tv/games/tf2/clips/1qxPIi5qCbr3gG/d1337FPOMEIF?invite=cr-MSxDNkIsNjIwMjgwNTks
= Demoman
Arguably one of the best classes in VSH due to high ground movement speed and mobility with sticky bombs.
Zatoichi Jumper (Demoknight)
Loadout

Strategy
Trap Hale in spawn room/corner/etc. and abuse the Half-Zatoichi's extra range and melee weapons extra knockback to avoid being hit.
Hale's primary does 195hp, so this is why we bring boots. (Boots bring your starting HP to 200 and increase your max overheal to 300hp. Without boots, your starting health is 175hp, allowing you to die in one hit, and reduces your max overheal to 260hp, which leads to problems with Hale charging/slamming and comboing you).
Hitting Hale (deals 195hp and) will heal you for around 100hp, allowing you to make a few mistakes and reposition.
Use the Sticky Jumper to reposition, run away, and rollout. Alternatively, you could replace it with the shield to tank an extra hit, although typically your overheal and/or boots obsoletes this "feature" and the charge brings you in range of Hale's attacks.
Engineer's dispensers are your friend! They provide great healing and quick ammo restocking for your jumpers.

Extras
If you start with the Half-Zatoichi out, switch to your Sticky Jumper, switch classes to anything other than Demoman, and then back to Demoman. You will then start with your Sticky Jumper out without reduced HP.
Also see: Zatoichi (Soldier)

Showcase
(unrefined, Tide Turner, 5971 damage) https://medal.tv/games/tf2/clips/1mf0CrJz-ha5O8/d1337VWRoF3f?invite=cr-MSw3STcsNjIwMjgwNTks
= Heavy
= Engineer
= Medic
Generic
Recommended by The Ghost™
Loadout

Strategy
Use Übersaw for 50% charge when hitting Hale and stock to reposition.
Crossbow for healing long range, and Medi Gun to Über classes to deny charged attack (red glowing fist)

Extras
Alternatively, you could use the Kritzkrieg (3x damage for specific classes) or Quick-Fix to mirror your healed target's blast jumping

Showcase
-- none --
= Sniper
Bazaar Bargain + Jarate
Loadout

Strategy
Pick a nice, good, hidden spot and set up camp. When Hale is at lower HP, assuming you have enough heads If Hale is somewhat near you, splash them with piss.
As a last resort, you can use your Kukri to climb up walls to attempt to escape or deal some nice damage and knockback to Hale

Extras
Switch The Bazaar Bargain for The Hitman's Hitmaker if you are confident in aiming
Switch The Bazaar Bargain for The Machina or The Sydney Sleeper and aim for body shots instead if you are not a confident aimer

Showcase
-- none --
= Spy
6 Comments
Twright44 8 Oct, 2024 @ 10:38am 
i thought ubersaw gave 25% uber from hale
Grievous Gaming 3 Aug, 2023 @ 12:13am 
Spy Idea:

L'Etranger
Big earner
Dead ringer

as the spy, try to flank hale while he's busy with the rest of the team, letting you backstab and do some damage. with the Big earner, you will be able to get away quicker and ready yourself for the next stab.

When hale is running at you, or you feel he is close and looking for you, pull up your dead ringer and be ready for the punch. once the ringer activates and you are invisable, go the opposite direction of hale and go as far as you can from him.

From there, shoot him from a distance with the L'Etranger to build up your Dead ringer again, and you should be able to get back into the fight.
The Ghost™ 31 Jul, 2023 @ 11:36pm 
Also here is a video using that Soldier loadout : https://www.youtube.com/watch?v=FJIDSWaOcjM
The Ghost™ 31 Jul, 2023 @ 11:34pm 
For Spy, I would say Kunai or Big Earner to escape from a backstab, dead ringer for extra precaution, and default revolver, diamondback, or Le'tranger for extra cloak time and getting your DR charged up again.

Goal : Backstab hale as much as you can and disguise as teammates since Hale is the only guy on BLU. After a backstab pull out the DR to get away if he is now after you. If not, try and get more backstabs. After running away from a DR use, use your revolver.

If you're the last 3 players cloaking won't be as useful to get away since a ring is under you. Instead use it to get a speed boost or use it to get hit by Hale and be sent flying elsewhere.
Non  [author] 31 Jul, 2023 @ 3:23am 
Added
The Ghost™ 30 Jul, 2023 @ 11:27pm 
I think the best Medic loadout is, Crossbow, Default Uber or Kritz, Ubersaw