This is gonna be a long one.
If you have to rely solely on Bhop than it is nothing more than a crutch.
I'd say bhop is as much of a crutch as obby, it just evens the playing field a bit. Currently the best way to defeat hale (other than camp obby) is to deal as much damage as you can before you die and hope your teammates do the same. However, this usually doesn't happen due to skill gaps. Basically, I'd rather die to a mistake I made rather than something out of my control, such as simply not being able to outrun or out maneuver hale.
Also some people rather perfer a hale at least being able to kill the red than watching a game of tag between a red and hale
This is where the line between delaying and actively fighting is hard to distinguish, If the red is literally just bhopping away then fair enough, that is delaying. However, if the red is doing 'bombing runs' (Looping around to deal damage whilst maintaining speed) then I'd argue this isn't delaying. Dead people wanting it to end happens every round, lr or not. It simply isn't fun to spectate, I'd argue that hale battling a sentry isn't any more interesting to watch than hale battling a bhopping player.
Don't make it sound like bhop will stop any delaying issues
I think you're referring to this.
Without bhop, the lr is very poor now as it mainly consists of engies camping in obby and is just a long boring round.
By adding bhop, I don't expect people to stop camping in obby, I just like the freedom that bhop gives: to use other classes and not be stuck to one meta.
if anything it will increase the amount of delays in the game mode and it make it last longer as hale has to either catch that bhoping red or the red has to slowly chip away hales hp
I'd say thats the fun part of VSH, trying to deal damage whilst evading hale. A smart hale knows to use his super jump and bhop together and he can go way faster than any red, even if they have the rocket jumper or sticky jumper. Even if the red was to go faster or out maneuver hale, the red takes fall damage everytime they jump plus they have a finite ammount of ammo, the hale just has to be patient and put pressure on the red.
while fighting a camping red the hale can either die in obby or kill the camping red
This would still happen with or without bhop. Not sure what you mean by camping red(if it isn't in obby)
some are weaker than others but outright useless, I say not. real quick run down-Scout faster than hale base speed
Hale gains alot of speed mid-air when he jumps, he can use this to catch up to scout. Hales basespeed is 340 and scout's is 400, so with the added speed hale gets midair, scout can easily be killed.
pyro can air blast/flare jump
Like I said before, their ammo supply is limited, airblast will run out quickly and also builds rage quickly, flare jumping- using the detonator deals alot of self damage to pyro so they could only do it a few times and flare jumping with the other two doesn't give enough extra maneuverability to evade hale for long enough.
solider rocket jumping or knocking hale into the air
Again, rocket jumping does self damage and soldier only has so much ammo, knocking hale into the air consistently enough so he doesn't kill you is technically possible, but a good hale will win that encounter. (I don't expect soldier to kill hale, but bhopping gives him a bit of a chance to do more before he dies.)
demo shield/sticky jumping/trapping
Trimping will only get you so far and only a few maps have trimp spots on them and by the time you have it recharged, hale will aready be there to kill you, same applies for sticky jumping as well as limited ammo. Sticky trapping can be effective to deal a decent ammount of damage, but it almost always end with the demo dying immmediatley, unless the camp in obby.
heavy- weakest of the classes still has knock back- can boost his speed, takes two hits from hale
the knock back is barely noticable and will give heavy maybe an extra second or two at most. His speed boost makes him about the same speed as a medic, I'm not 100 percent sure on that, but even if he was the speed as scout, I already explained why that wouldn't save him. Taking two hits from hale, again will only give him an extra second or two of life.
sniper can mark and deal massive dmg from range
Any class can mark(use /fov 20). He can deal alot of damage form afar but if he isn't in obby and hale sees him, he's dead without bhop.
medic got the uber/crits in one combo
His uber only lasts 10 seconds or so, even if he has the ubersaw and is chaining with another medic, a smart hale knows not to engage until their uber is depleted.
spy has dead ringer/inivis watch and backstabbing
Spies deadringer is a viable option but when it comes to a 1v1 or the hale is focused on the spy, he can track him down fairly easily as even with the dead ringer, spy still takes about 65 damage from hale's hit, so the hale can keep an eye on nearby health packs or medic, but I'd say this is the second best option to camping obby.
TL/DR: Smart Hale can out maneuver any class, adding bhop allows for metas other than camping obby.