Right, so what is your proposed solution?
Fixing the range so that it isn't as OP as now, maybe making it higher then the eyelander or a bit less then the whip to try it out and maybe changing classes hale has the most trouble with.
Pyro | Increasing airblast cost by 10%
Soldier | Increasing self blast damage by 5% - 15%
Engi | Unable to place any buildings on the control point.
Scout | The more scout attempts to run away from the hale and be inactive in outputting a lot of damage, he gets slower overtime, (1% after 4 seconds) until it caps out at 10%. Scout is able to counter this by doing damage
Spy | Increasing the cooldown for the deadringer.
Medic | Maybe making it so that medics have a revive cap? As in, they can only revive a max amount of players since medic is real op in VSH being able to turn the tides of a game. Since if there are 3 medics you have to kill them max 6 times, and in the time they're alive they can revive the players hale killed. So maybe making medic have a max amount of revives (that'll increase the more players join) will make it easier for hale
Heavy | Decreasing the damage a heavy can do by 5 - 10%
Demo | The stickybomb launcher, quickiebomb launcher and scottish resistance will not be able to get crits from taunting, you will also not be able to place stickies on the Control Point.
Sniper | Increasing the damage the sniper takes when climbing.
(Engineer's with telefrags, Medics with uber + revives, Pyro with airblasts, Trolldier and Scout) like for example not allowing engi's to place a teleporter at CP, or giving pyro a higher airblast cost.
Usually there are new players who starts play as hale , and dont mind if the server has 5 players, if that 5 players are like experts in VSH ,Saxton have a low probability to win the round then i will add my personal experience .
I've playing VSH mode (Saxton hale) for a long time and i can say if the game has <25 players for hale is currently impossible to play for a lot of reasons.
I do have to agree that whenever the game has 25 players it's almost impossible to win as hale, but maybe changing the classes which usually demolish the hale (Demo with sticky traps on CP and Engi with a telefrag on CP | Pyro with pushing the hale around the entire time | Trolldier | Scout) can work with maybe helping the hale win more frequently or make it easier instead of having a range where you're able to hit people from behind.