Difference between revisions of "User:MastahDizzy/Mastah's "Project Fortress" Rebalance"
MastahDizzy (talk | contribs) (Added weapons for Scout (Shortstop, Baby Face's Blaster, Back Scatter, Winger)) |
MastahDizzy (talk | contribs) (Added weapons for Pyro (Homewrecker)) |
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* Random critical hits are now disabled by default. | * Random critical hits are now disabled by default. | ||
* Random bullet spread is now disabled by default. | * Random bullet spread is now disabled by default. | ||
− | * Random fall damage deviation is now disabled by default | + | * Random fall damage deviation is now disabled by default. |
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Seven bullets is still a reasonable decrease, but at the very least, it keeps the damage rate reasonable while preserving the mutual trade-off of a pistol that's better at moving, but worse at peppering. | Seven bullets is still a reasonable decrease, but at the very least, it keeps the damage rate reasonable while preserving the mutual trade-off of a pistol that's better at moving, but worse at peppering. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | == Pyro == | ||
+ | |||
+ | {|class="wikitable collapsible {{{state|uncollapsed}}}" width="100%" style="text-align:center;" | ||
+ | ! class="header" width="10%" | Weapon | ||
+ | ! class="header" width="10%" | Changes | ||
+ | ! class="header" width="8%" | New Statistics | ||
+ | ! class="header" width="30%" | Editor's Note | ||
+ | |- | ||
+ | | {{Table icon|Homewrecker}} | ||
+ | | style=text-align:left | | ||
+ | {{c|+|Added:}} +15% damage resistance when active<br> {{c|!|Added:}} User can see their teammates metal count, on top of their own (100 metal)<br> {{c|!|Added:}} User can withdraw and use their metal on buildings<br> {{c|!|Added:}} Melee behaves like a Wrench-type weapon, and can therefore be used to upgrade and repair buildings, on top being able to break sappers.<br> | ||
+ | | style=text-align:left | | ||
+ | {{buff|+100% damage vs buildings}} {{buff|+15% damage resistance when active}} {{nerf|-25% damage vs players}} {{info|Behaves like a wrench, and can therefore be used to upgrade and repair buildings, on top of breaking sappers as well.}}<br> {{info|The user can see their teammates metal count, on top of their own.}} | ||
+ | | style=text-align:left | | ||
+ | The Homewrecker is normally a melee that is way too niche in its use to warrant being used over more competent melees like the Powerjack or the Back Scratcher when it comes to practicality. | ||
+ | |||
+ | By adding the ability to see your metal count and that of your fellow Engineers, on top of being able to help them by gaining the ability to upgrade and repair buildings, the Homewrecker remains a technically situational weapon that now excels at giving support to your Engineer, without overlapping their role as such. | ||
+ | |||
+ | The added damage resistance when deployed also gives the weapon another, more universal utility as a light counterpart of the Fists of Steel, which can justify the use of this melee, even in cases when Engineers may not be around (either because they may set things up, or because nobody picked the class). | ||
+ | |||
+ | Shoutouts for '''Miracule Weep''' for suggesting the idea of turning this weapon into a wrench-like melee. Without him, I would have otherwise been in a bind when it came to its hypothetical balancing. | ||
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Revision as of 11:55, 5 May 2023
This chart is designed with the open intent of suggesting balance changes that fits the vision of an unmodified game of Team Fortress 2, and which can benefit both the casual and competitive community.
Weapon statistics will remain fundamentally simple to prevent confusion and respect the original intent that the developers may have had regarding the title, and as such, most weapons that are significantly underpowered will be appropriately buffed in this chart to be able to contend with the competitively viable options that are made available within the same slot.
Weapons that may not have polarising perceptions of their viability depending on player experience and format will potentially be tweaked to remain equally viable and less frustrating to deal with in the case that they would happen to be.
Now, while this chart is made by myself, based on the personal experiences that I may have on the game, it should be noted that my ideas shouldn't be taken for gospel, and that if you got any feedback, I'll be free to receive it and potentially incorporate within this chart, though I cannot guarantee that your suggestion will be always taken into account! Bleh!
Contents
Core Modifications
Class Changes |
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Gamemode Changes |
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Multi-Class
Weapon | Changes | New Statistics | Editor's Note |
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Reserve Shooter |
Added: +25% more accurate |
Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs |
While the Reserve Shooter is technically good for combos, and can preserve the range of a regular Shotgun unlike the Panic Attack, it's lowered clip size means that it's usage seems redundant when compared to the burst close range capabilities of the Panic Attack, and the consistent range of the Stock. By making this weapon able to switch faster and get better accuracy, the Reserve Shooter gains a niche as a quick option that is better at dealing chip damage and aerial shots on a whim, but also keeps a lower clip size to balance it out against other Shotguns in the meta. |
Family Business |
Added: -15% slower reload speed |
+33% clip size |
Its larger clip size and faster firing rate means that this shotgun really is a slight upgrade to Stock thanks to a faster kill power against light classes, better consistency and strong spammability, which also results in higher damage potential overall. Introducing a mild debuff in its reload speed helps this shotgun retain most of its unique perks from its initial 8-shot clip, while making the reload more noticeable, thus making this weapon better at engaging combat, but also longer to get it back to its full clip, thus making this weapon a strong sidegrade as a result of this small modification. Also, by giving the option for the other classes that can equip shotguns to also use the Family Business, we not only bringing what is basically an easy-to-implement unlock for a third of the game's roster, but we also get the opportunity to have unique decals on the weapon's cross based on the class that equipped it, which can make for nice easter eggs to implement, on top of giving more variety gameplay-wise. |
Scout
Weapon | Changes | New Statistics | Editor's Note |
---|---|---|---|
Shortstop |
Changed: Shove damage increased from 1 to 40 |
Increase in push force taken from damage and airblast |
The Shortstop is a fine weapon by itself, with its better range and quick firing speed giving it a niche as a mid-range Scout primary. However, the shove is usually too hard, flimsy, unrewarding and committal to use, and the reload speed is definitely too slow for a weapon of its type, so, by giving combo potential to the shove and reducing the reload speed, we allow the weapon to be more flexible in its use and less punishing for whiffing shots with. |
Baby Face's Blaster |
Changed: Improved move speed on wearer from -10% to +20% |
+20% faster move speed on wearer |
The speed meter is too unreliable of a mechanic to be properly used, since any ounce of aerial movement and damage taken can easily gut your meter, which results in highly inconsistent speed that can mess with both your footsies and aim, for the variations in movement can throw a wrench at your tracking. An improved speed stat however is quite a powerful perk for a Scout to have, so, by treading the line between stronger grounded speed, lower durability and more predictable air movement without overtuning any trait, we can potentially make the Baby Face's Blaster a proper sidegrade that's much easier to wrap your head around when compared to Stock. Since the lack of air jumping with your primary paired with worse durability against pellets from shotguns and other forms of bullet damage are reliably offset by superior footsies on the ground, it should be fair game for anyone. As a final note, the removal of fall damage is added solely for the purpose of not forcing the player to switch weapons in order to prevent it, primarily as a direct result of becoming unable to air jump when the primary is active. |
Back Scatter |
Removed: No random critical hits |
Mini-crits targets when fired at their back from close range |
The reduced clip size never really made much sense from both a gameplay and graphical perspective, since the Back Scatter's lower accuracy already gives it a unique niche as a weapon that is easier to land shots from upclose, with burst potential if said shots connects from the target's back half of their hurtbox, at the cost of obviously having less range due to the bullet spread being less precise, and thus somewhat less capable of landing pellets as reliably once we fall out of close quarters. With these simpler stats, we effectively make a decent sidegrade to Stock, that is easy to understand, and becomes balanced by virtue of being slightly specialised, but still decently capable at performing the tasks that the regular Scattergun may do. |
Winger |
Changed: Clip size increased from 5 to 7 bullets (-40% instead of -60%) |
+15% damage bonus |
The Winger is actually very useful as a movement option, and the small damage boost can be helpful, but the clip size is usually argued to be made too small when compared to the other pistols available in Scout's arsenal. Seven bullets is still a reasonable decrease, but at the very least, it keeps the damage rate reasonable while preserving the mutual trade-off of a pistol that's better at moving, but worse at peppering. |
Pyro
Weapon | Changes | New Statistics | Editor's Note |
---|---|---|---|
Homewrecker |
Added: +15% damage resistance when active |
+100% damage vs buildings |
The Homewrecker is normally a melee that is way too niche in its use to warrant being used over more competent melees like the Powerjack or the Back Scratcher when it comes to practicality. By adding the ability to see your metal count and that of your fellow Engineers, on top of being able to help them by gaining the ability to upgrade and repair buildings, the Homewrecker remains a technically situational weapon that now excels at giving support to your Engineer, without overlapping their role as such. The added damage resistance when deployed also gives the weapon another, more universal utility as a light counterpart of the Fists of Steel, which can justify the use of this melee, even in cases when Engineers may not be around (either because they may set things up, or because nobody picked the class). Shoutouts for Miracule Weep for suggesting the idea of turning this weapon into a wrench-like melee. Without him, I would have otherwise been in a bind when it came to its hypothetical balancing. |