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We try to balance the game


AdamWTS

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ITT we will try to make the game more balanced by changing the mechanics and weapon stats. Bonus points for making underused weapons viable again.

 

SCOUT:
- Crit-a-cola: deathmark duration increased from 2 seconds to 5 seconds
- Back Scatter: removed accuracy penalty
- Soda Popper: "hype" meter also charges when taking damage
- Winger: clip size penalty reduced from -60% to -50%
- Atomizer: removed damage penalty

SOLDIER:
- Equalizer: now grants 20% ranged damage resistance while deployed, along with +50% melee damage vulnerability
- Beggar's Bazooka: receives 33% more ammo from ammo drops
- Mantreads: now reduce rocket jumping damage by 20% and falling damage by 50%, removed knockback resistance

PYRO:
- All flamethrowers' damage continually decreases after 3 seconds of constant fire, requiring 1,5 seconds to charge to full power again
- Backburner: airblast consumes 40 ammo instead of 50
- Third Degree: 20% damage penalty, mini-crits al players connected via a healing beam
- Takes much less damage from reflected grenades
- Stronger push force on planted stickybombs
- Phlogistinator: "mmphh" charge now fully heals the Pyro while taunting, granting him  mini-crit damage and speed boost for 8 seconds.
- Rockets deflected by a Pyro fly slightly faster
- Can now breathe underwater

- Axtinguisher: reverted to Gun Mettle stats, extinguishes a target when hit

DEMOMAN:
- Stickybombs cannot be detonated mid-air, fire rate increased by 10%
- Grenade Launcher reload delay reduced to 1 second

HEAVY:
- Afterburn damage taken increased to 4HP/tick
- Negates splash damage if hit directly with an explosive
- Sandvich: healing a teammate shortens recharge time by 50%
- Eviction Notice: removed damage vulnerability penalty

ENGINEER:
- Jag: Removed damage penalty vs buildings

MEDIC:
- no changes

SNIPER:
- Classic: 20% damage resistance while charging
- Razorback: now recharges when equivalent of 100% ammo is replenished

SPY:
- Dead Ringer: Removed speed bonus, slightly increased damage resistance
- L'Etranger: Cloak on hit increased from +15% to +20%, added 20% firing speed penalty
- Bumping with an enemy player while cloaked decreases the cloak meter by 15% (does not apply to Dead Ringer)

- Your Eternal Reward: Decloak sound is more silent

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Sydney sleeper is a underrated weapon

Third degree seems shit now since it was supposed to be a BETTER AxE

And for the finale

Why isn't family business a multi class shotgun

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I strongly dislike some suggestions:

•Atomizer: The damage penalty should and will remain, as it would become a straight upgrade from the standard bat without

•Phlog charge is good as it is now. Healing makes so that pyro players don't care where to use it, just deploy and destroy. A bad behavior, especially for new players. Speed boost is also OP considering you don't need to aim carefully to deal extreme damage, especially with crit/mini-crit flames

•Pyro uses flames. With the exception of shotguns/melee, this class has no use underwater. Other than being a not so common scenario, water may be abused to camp/hide, if the player isn't penalized for doing so (like it normally is). Plus, pyro's mask runs on filters, there is fuel for the flamethrower in its tank, not air

 

I also suggest putting the entire stats for the weapons, maybe comparing with the current ones.

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Axtinguisher

Revert it back to gun mettle stats, maybe add a extinguishes target when hit, this would stop consecutive hits

 

YeR

Reduced (not completely silent) decloak sound, like the Saharan spy buff before

 

The demo and pyro breathing underwater change you mentioned is horrible. This basically strips away the ability to counter jumpy scouts, especially ones with the soda popper. Unless you are fucking around as pyro shark, the breathing underwater thing would be next to useless.

 

Jag is fine as it is, otherwise it's basically a straight upgrade to stock.

 

Removing the damage vulnerability on eviction notice would make it a straight upgrade to stock

 

Are you high?

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Lmfao

 

Horribles :

 

-SCOUT

 

 - Soda Popper: "hype" meter also charges when taking damage [This weapon is allready pretty overpowered as it is]

- Atomizer: removed damage penalty [lmao,it would be just a straigt update to stock,which it already is,and it should be nerfed in some way,it's already overpowered as slin said]

 

 

-SOLDIER

no special stuff

 

-PYRO

- Can now breathe underwater [Why,just why? He's allready fireproof,he doesn't need that buff]

 

-DEMO

- Stickybombs cannot be detonated mid-air, fire rate increased by 10% [NO,JUST NO,this would change demoman by a mile,and air pogos would be impossible,meaning the demoman's mobility is significantly smaller,also the sticky is not made only for trapping,that's why you have the scottish resistance]

 

Other ones are meh.

 

also why is a trader boi trying to rebalance the game 8)?

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*tries to make tf2 better*

 

Makes it worse instead

 

So you say I have chances for being hired to Valve? ( ͡° ͜ʖ ͡°)

 

Edited, give your own ideas too

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just let volvo fuck it up. they dont even care about this game. as we know, their developers dont actually play the game, which will make every update have bad stuff in it.

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These changes would make dealing with pyros worse, also don't make your favorite classes have just buffs instead of having some nerfs

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SCOUT:

- Crit-a-cola: deathmark duration increased from 2 seconds to 5 seconds

- Back Scatter: removed accuracy penalty

- Winger: clip size penalty reduced from -60% to -50%

 

 

5 seconds on crit-o-cola will kill this weapon entirely. Maybe 3 seconds should do the trick.

 

Back Scatter change is the only thing I can agree on.

 

Winger is mostly used for it's jump height.

 

The only thing that I would nerf in term of Scout's weapons would be Force-A-Nature. Why it deals more dmg than stock? (FaN = 113 at most, Stock = 105) Incresing damage penalty to 20% will equal out the max damage.

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