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Hey! I took a look through your rebalances, and whilst most of them are PERFECT, your buff of the Beggar's Bazooka makes it essentially a direct upgrade to stock (I say this as a Beggar's Bazooka main). For one, the projectile deviation makes it so the Beggar's can't deal with Sentries at all beyond close range, so removing it makes it so the Beggar's becomes better than the goddamn DIRECT HIT for sentry busting. Additionally, the Projectile Deviation helps to exacerbate the explosion radius penalty, as even if you have an explosion radius penalty, that doesn't really matter if its at the person's feet regardless. Finally, those 3 rockets can EASILY take down a Heavy, and allowing this weapon to do so from even mid-range is insane. Finally, since the firing speed of the Beggar's if you just spammed M1 is comparable to stock, and due to you having essentially an infinite amount of rockets due to how the clip draws from the reserve instead of having a clip that you reload into, you have a significant advantage against other Soldiers even with the regular Beggar's. By removing the Projectile Deviation, you remove any sort of counter play the enemy Soldier may have had due to the Projectile Deviation, such as rocket jumping in the air to remove any sort of splash damage you could have benefitted from. The projectile deviation is such an integral part to the weapon that removing it makes it undeniably the best rocket launcher to use, period. It's already good enough with the projectile deviation. The movement and raw damage it has makes it a worthy sidegrade to stock, but removing the rocket deviation makes it an upgrade. Something that I'd suggest as an alternative to your buff would be to instead ''reduce'' the projectile deviation, rather than remove it altogether. Perhaps 2 degrees would suffice, making the launcher more accurate whilst keeping its upsides in check. | Hey! I took a look through your rebalances, and whilst most of them are PERFECT, your buff of the Beggar's Bazooka makes it essentially a direct upgrade to stock (I say this as a Beggar's Bazooka main). For one, the projectile deviation makes it so the Beggar's can't deal with Sentries at all beyond close range, so removing it makes it so the Beggar's becomes better than the goddamn DIRECT HIT for sentry busting. Additionally, the Projectile Deviation helps to exacerbate the explosion radius penalty, as even if you have an explosion radius penalty, that doesn't really matter if its at the person's feet regardless. Finally, those 3 rockets can EASILY take down a Heavy, and allowing this weapon to do so from even mid-range is insane. Finally, since the firing speed of the Beggar's if you just spammed M1 is comparable to stock, and due to you having essentially an infinite amount of rockets due to how the clip draws from the reserve instead of having a clip that you reload into, you have a significant advantage against other Soldiers even with the regular Beggar's. By removing the Projectile Deviation, you remove any sort of counter play the enemy Soldier may have had due to the Projectile Deviation, such as rocket jumping in the air to remove any sort of splash damage you could have benefitted from. The projectile deviation is such an integral part to the weapon that removing it makes it undeniably the best rocket launcher to use, period. It's already good enough with the projectile deviation. The movement and raw damage it has makes it a worthy sidegrade to stock, but removing the rocket deviation makes it an upgrade. Something that I'd suggest as an alternative to your buff would be to instead ''reduce'' the projectile deviation, rather than remove it altogether. Perhaps 2 degrees would suffice, making the launcher more accurate whilst keeping its upsides in check. | ||
− | :Oh dear, I accidentally skimmed over the Backup. +40 health is honestly way too strong, oh god. Now you receive 120 health from health packs, and can survive 2 headshots with overheal, which is further exacerbated by the buff when it is activated. My god, this would almost certainly be banned in all competitive formats. The Backup was strong enough before, I feel like a NERF was needed rather than a buff. | + | :Oh dear, I accidentally skimmed over the Backup. +40 health is honestly way too strong, oh god. Now you receive 120 health from health packs, and can survive 2 headshots and a bodyshot with overheal, which is further exacerbated by the buff when it is activated. My god, this would almost certainly be banned in all competitive formats. The Backup was strong enough before, I feel like a NERF was needed rather than a buff. |
:: Ok, the Phlogistinator. I see what you were attempting, but the way you did it just made the Phlog far too stong. 4 airblasts are still airblasts, and can still EASILY deny Ubers and Projectiles. I believe a better rebalance would be to make the Phlog have an airblast that only affects players. This gives it the ability to still deny Ubers, albeit with a heavily increased cost, but it would still be competitively viable. This also keeps the main weakness of the Phlog of being unable to deal with projectiles, keeping Demomen and Soldiers as strong counters to Phlog Pyros. I also really like the change of making it so only damage with the Phlog increases the meter, which would honestly be a well over due change. | :: Ok, the Phlogistinator. I see what you were attempting, but the way you did it just made the Phlog far too stong. 4 airblasts are still airblasts, and can still EASILY deny Ubers and Projectiles. I believe a better rebalance would be to make the Phlog have an airblast that only affects players. This gives it the ability to still deny Ubers, albeit with a heavily increased cost, but it would still be competitively viable. This also keeps the main weakness of the Phlog of being unable to deal with projectiles, keeping Demomen and Soldiers as strong counters to Phlog Pyros. I also really like the change of making it so only damage with the Phlog increases the meter, which would honestly be a well over due change. | ||
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[[User:XMasterDizzy|MastahDizzy]] ([[User talk:XMasterDizzy|talk]]) 06:15, 16 October 2023 (UTC) | [[User:XMasterDizzy|MastahDizzy]] ([[User talk:XMasterDizzy|talk]]) 06:15, 16 October 2023 (UTC) | ||
----- | ----- | ||
− | |||
− | In regards to the Beggar's, I like your rebalances, and the reduced ammo helps to make the Beggar's not as much as a glue sniffer as it was previously. However, I am still concerned about the explosion radius, because as I said before, it doesn't really matter if you're shooting at | + | Aye, took a look through your feedback to my feedback! |
+ | |||
+ | * '''Medic Saws''' | ||
+ | |||
+ | Yeah, I agree with the Medic Saws bit, I'm surprised I missed the mark with that, considering I used to main Medic, but yea. Medic generally doesn't want to get into melee range, so letting a Medic get some free uber with any of his saws is perfectly fine, considering how messed up in the head you have to be to always go for saws as a Medic, so I completely agree with you on that front. | ||
+ | |||
+ | * '''Phlogistinator Airblast Rebalance Possibility?''' | ||
+ | |||
+ | I do feel like giving the Phlog a full on, normal airblast is still a bit strange, but I do have a better idea. Perhaps, the Phlog would have a meter for airblast? A seperate one from the MMMMPH meter. What I propose is that the Phlog gets 2 or 4 airblasts that can do the same thing as the normal airblast, but when you use up an airblast from that meter, you must wait 5 - 10 seconds for it to recharge. This can add an extra layer of complexity to the Phlog, as now it is just as capable as the other Flamethrowers, however it completely removes the spammability of airblast. This forces the pyro in question to be smart with their airblasts, and carefully time them and space them out so that they aren't left completely defenseless. I feel like this could be an interesting idea, and I'd love to hear your feedback on this! | ||
+ | |||
+ | * '''Pain Train Alter Ego''' | ||
+ | |||
+ | With the Pain Train, I desperately want this thing to be useful at all times, on Offense and Defense. I want to keep the reverting captures thing, but I agree it'd be way too strong. I feel like having a weapon that is the inverse to the Pain Train would be an interesting idea, and my stupid brain forgot that usually when a point is captured, it can't be taken, so allowing a weapon to say "fuck that" to it anyway would be way too strong. I say this, the weapon should take like, 5 - 7 seconds of standing on a point that isn't fully captured by the enemy team to start being reverted, and 10 seconds of standing on the payload to force it back. This allows the defending Soldier or Demoman to be able to revert captures still, while still having to really commit to it. Some downsides could be a max health reduction, damage vulnerability, or even an inability to capture points yourself (KOTH, CP, A/D). | ||
+ | |||
+ | * '''Beggar's Bazooka Rebalance Possibility''' | ||
+ | |||
+ | In regards to the Beggar's, I like your rebalances, and the reduced ammo helps to make the Beggar's not as much as a glue sniffer as it was previously. However, I am still concerned about the explosion radius, because as I said before, it doesn't really matter if you're shooting at their feet anyway, and this change only really makes a difference at long range, though the previous projectile deviation did the same thing, so I guess that works. A rebalance I'm thinking of could be making it have a mechanic similar to the Huntsman! Basically, it has no rocket deviation at the start, but if you begin spamming, the rockets begin to have RNG applied to them (from the Beggar's original 3 degrees to 5 degrees)! This is essentially how the Huntsman works, as it also had RNG, but is perfectly balanced due to it not having it at all times. I feel like keeping the 30% reduced splash radius is a good idea, but I think this idea can really, and I do mean REALLY balance the Beggar's, as it forces the player to be smart with their rockets, and not become unga bunga, as this idea would force the player to either use the Barrage mechanic, or face very, very strong RNG, just as the Huntsman does. You need to be smart with how you'd have to play with these 2 weapons, and time your shots to not be utterly fucked over, or use the in built mechanics of them (barrage for beggar's, headshots for huntsman)! | ||
+ | |||
+ | I'm now going to drop on you a shitton of balance changes I think can be added to improve some of the weapons. | ||
+ | |||
+ | * '''Airstrike''' | ||
+ | What I'm going to say is a buff that would be absolutely needed for the Airstrike. The blast radius of its rockets during blast jumping is abysmal, as for some reason, Valve decided it would be a wonderful to reduce the already smaller blast radius of the Airstrike's rocket to near Direct Hit levels of blast radius. As such, I recommend a buff for you to add is the removal of the smaller blast radius part of the Airstrike's positive of an "Increased attack speed and smaller blast radius while blast jumping". This will help improve it's viability, and allow to to become much more of a threat, being more of an actual bombing weapon. | ||
+ | |||
+ | * '''Mantreads''' | ||
+ | Whilst I appreciate you trying to buff it to stack up to the other secondaries in Soldier's kit, it still falls into the same problem as it's current incarnation in the game: the Gunboats are infinitely better for if you want to Rocket Jump even semi-frequently. What I suggest is giving the Mantreads a blast jump resistance of their own, so that they can stack up against the likes of the Gunboats. 2 values I feel like could be effective are either 30% or a 40% blast resistance. This allows the Mantreads to have more flexibility in it's option, and allows it to have a more applicable use in it's gameplay, and would be an EXTREMELY useful sidegrade to the Gunboats with this addition, due to the wearer never taking fall damage and some blast resistance, albeit less than the Gunboats, allowing this to see more use in competitive play due to the blast resistance on TOP of the already available upsides! | ||
+ | |||
+ | * '''Ullapool Caber''' | ||
+ | Although it is wonderful the Caber now recharges, I feel it takes a bit too long to recharge. 20 seconds is a long time in TF2, so I suggest shaving 5 seconds of that to make the Caber useable more often. | ||
+ | |||
+ | * '''Chargin Targe''' | ||
+ | Ima be straight. 35% damage resistance is not enough, bump it up to 40 percent. It might not sound like a lot, but this allows the Demoknight to be just that little bit more tanky, and live through a lot of situations, which is balanced by that being it's only upside, aside from the crit resistance. 75% However seems like too much, lower that down to 50%, and you've got yourself an amazing defensive Demoknight shield. | ||
+ | |||
+ | * '''Second Banana''' | ||
+ | I'm unsure of the rebalance here? I'm of the opinion the banan is just as good as the Sandvich, but it is certainly outclassed in it's team support utility. However, the banan was already perfect for a roaming Heavy playstyle, so I feel as though you should revert the changes made to it, as it simply goes against what the Banan was for. A roaming Heavy playstyle, which then violates one of your rules in balancing of keeping the identity of a weapon. | ||
+ | |||
+ | * '''Fists of Steel''' | ||
+ | Make it so that it gives an Ubercharge build rate penalty. The Fists of Steel have this well documented busted tech that allows a Medic to build Uber at egregious levels with a Heavy using this weapon, whilst the 2 still engage in normal combat. Please, this is absolutely needed for the balance of the weapon. | ||
+ | |||
+ | * '''Short Circuit''' | ||
+ | Buff the damage of the primary fire to something of consequence, because it does far too little damage as of current. | ||
+ | |||
+ | * '''Concluding Thoughts''' | ||
+ | |||
+ | Overall, I like the current state of your current rebalances, though I will let you know if there can be further improvements. Thanks for listening! [[User:Payn|Payn]] ([[User talk:Payn|talk]]) 03:47, 17 October 2023 (UTC) | ||
+ | |||
+ | |||
+ | (Aye Mastah, it's been a while. Could you take a look at my suggestions? I think you'd like em!) | ||
+ | ----- | ||
+ | |||
+ | Yo '''[[User:Payn|Payn]]'''! | ||
+ | |||
+ | I checked some of your feedback, and opted to propotionally buff the '''Air Strike''', '''Mantreads''' and '''Short-Circuit''''s primary fire, all while nerfing the '''Beggar's Bazooka''' and the '''Fists of Steel''' based on your suggestion, as I don't exactly have any reason not to follow suit with it. | ||
+ | |||
+ | I decided to get a bit creative with the Bazooka though, so I hope you don't mind! | ||
+ | Now, for the other potentially rebalanced weapons, there's a bit of an answer I can give to some of these ideas you've got, so I'll go in order. | ||
+ | |||
+ | * '''Phlogistinator's Airblast''' | ||
+ | |||
+ | A meter-dependent airblast as you suggest it would potentially put the Phlog's airblast capabilities around the same level as the current Dragon's Fury (if not debatably worse), all while lacking the perks of said DF, on top of having a crit meter that's harder fill, and generally worse combo potential. | ||
+ | |||
+ | This would kinda defeat the point of balancing the strengths of the Phlog from being a "feast-or-famine" primary in the base game into a more reasonably tuned "risk/raward" option, since an airblast of this type would genuinely turn the Phlog into a really mediocre option (given how the DF airblast turned out)... So yeah, a higher airblast cost kinda seems about right, now that the crit meter actually takes some effort to fill, and ammo management is already a key skill to have with a class like Pyro, since no ammo means you generally DIE! | ||
+ | |||
+ | Also, it would be kind of a pain to program and then rebalance if it were to be needed, so in the case that I ask a developer for something like that, I'd rather 'em an easier workflow anyway. | ||
+ | |||
+ | * '''Caber's Refill''' | ||
+ | |||
+ | As it currently is, its capabilities as a burst damage option kinda warrants a 20 second cooldown since you typically want to whip it as a strong finisher or a surprise starter. Making it any lower could easily make it the best melee for a conventional Demo without giving reasonable odds to the other options, so it seems already quite solid like that. | ||
+ | |||
+ | * '''Chargin' Targe's Resistances''' | ||
+ | |||
+ | 35% from bullets, explosives and fire is very strong since it allows you to basically sponge through any matchup in the game without bias, and effectively makes the health pool of the Demo much stronger no matter the interaction, which is especially good since Demoknights now get to use their grenade launchers (though to a much lesser extent, due to very low ammunition). | ||
+ | |||
+ | As of its seemingly strong critical resistance, I think it would be important to point out that this type of resistance is actually very situational, as the only class that actually relies on that mechanic is Sniper (whose headshots ignore the buff as you may have noticed). | ||
+ | |||
+ | In fact, the only options that grant non-headshot full critical hits in some shape and form right now are the Backburner, Phlog, Dragon's Fury, Flare Gun and Neon Annihilator (all of which are Pyro options that require specific requirements to qualify for full crits), Chargin' Targe and Splendid Screen (through charged melees), KGB (good luck getting crits without Steak), Frontier Justice and Gunslinger for Engie, Kritzkrieg for Medic, Bushwacka for Sniper, and finally, the Diamondback for Spy... It's not all that much weapons, and a lot of these can be easily avoided or prevented, so in that sense, having the Targe do well in matching up against these weapons can be fair game to make up for the lack of stickies that the Demo has, as stickies are on their own a much better option to have than shields. | ||
+ | |||
+ | Really, its by design meant to be more of a Hybrid Knight/Demoknight tool you wanna use to crank up your durability while having full access to your pipes or when battling against melees, and since critical resistances also apply to those weapons, it also makes it a true counter to random critical hits (if enabled, as they are disabled by default in my ruleset). | ||
+ | |||
+ | It also gives it a genuine niche in Demoknights duels, where its other resistances would make no actual difference (Splendid Screen has stronger damage growth and recharge anyway, Tide Turner got extreme movement, and so, by that logic, the Chargin' Targe can sponge burst damage to make up for its lack of obvious strengths in the ditto). | ||
+ | |||
+ | * '''Second Banana''' | ||
+ | |||
+ | Sandvich is a better support tool that can function very well for self-healing too, while Dalokohs basically outclasses the Banana in the roamer department due to its higher health gain and amazing weapon synergies (the GRU being the biggest outlier there) making it both better suited for healing and tanking in the short-term and long-term than the Banana, thus making that secondary only worth using if your team is doing a bad job at keeping you alive, which then, you may as well use Sandvich since it fully heals you, and a fully healed Heavy can take any medpack to instantly recharge his lunchbox. | ||
+ | |||
+ | Since the Sandvich serves its role as a balanced lunchbox that works nicely as both a pocket and roamer option, while Dalokohs basically debatably trades some pocket potential to be an excellent roamer option too, the Banana not only feels redundant in its use due to the way it has being design, but additionally, it cannot be realistically improved upon its base template without making it still comparatively clash with the game's balancing to make it a proper contender to these picks (like, if you make it better at self-healing, it still wouldn't be a medium medpack, nor would it tank as hard as Dalokohs still, so...???) | ||
+ | |||
+ | So yeah, by design, the Banana was always a weird half-clone of the other healing lunchboxes, and so, assuming you did refer to rule #5 (Weapons should keep their identity if possible.), reworking the Banana into a chiefly support-oriented option not only respects the design philosophy of the game, but since keeping the base identity of the weapon was already established as a failing venture, changing it does not break the rule because of it. | ||
+ | |||
+ | Sandvich is balanced, Dalokohs is roamer-oriented (but still decent for pockets), and now, Banana gets to be pocket-oriented (yet still decent for roamers). | ||
+ | |||
+ | * '''In Conclusion''' | ||
+ | |||
+ | Yeah, most of your ideas are pretty good, and I wouldn't be against some of these ideas I put under further scrutiny if they could somehow find a way to work in a way that feels applicable from the get-go, but yeah, I hope you get the reasoning behind the lines and yeah! Have a good one! | ||
+ | |||
+ | Note: Don't forget to sign your replies to avoid confusion! | ||
+ | [[User:MastahDizzy|MastahDizzy]] ([[User talk:MastahDizzy|talk]]) 06:49, 20 October 2023 (UTC) | ||
+ | |||
+ | ----- | ||
+ | Aye, I'm pretty happy with the condition of the weapons I've been talking about! | ||
+ | |||
+ | * '''Dragon's Fury nitpick''' | ||
+ | |||
+ | The Dragon's Fury doesn't actually do critical damage, just does the equivalent to a crit! So the Dragon's Fury would actually be a pretty darn good counter to a Demoknight if the Pyro is smart, which is perfectly fine. | ||
+ | |||
+ | * '''Pain Train when Joy Car pulls up''' | ||
+ | |||
+ | I also really like how you implemented the idea of the "inversion" of the Pain Train with the Defensive Crowbar, though the name is a little lame, lol. A better name could potentially be "Crowed Defendant" or something like that. | ||
+ | |||
+ | * '''Beggar's Bazooka Rebalance''' | ||
+ | |||
+ | I also like the idea you went with regarding the Beggar's Bazooka, keeps the rollouts with it intact considering most of those include using the Overload and Barrage mechanics of the Beggar's, in addition to preventing mindless glue-sniffing. Those changes should allow to it to become a MUCH more skillful weapon, and would be something I would love to use constantly, even more than right now. I want to say that you should allow like, 3 rockets of spam at first without the double ammo intake, however that's probably my bias towards the admittedly less skillful parts of the Beggar's. | ||
+ | |||
+ | * '''Mantreads''' | ||
+ | |||
+ | With the Mantreads, you really should increase the damage reduction of it, as the 20% equates to a mere 52% reduction in addition to Soldier's innate 40% reduction, which really isn't all that much in the grand scheme of things, and would be barely noticeable. Increase it to 33%, that will make more of a noticeable difference, making it 60% overall combined with the innate reduction due to TF2 doing things multiplicatively instead of additionally. The Gunboats will stay as a mainstay for more common rocket jumping, as its rocket jumps are a 76% reduction overall. The aforementioned changes will make the Mantreads much stronger, which is absolutely needed with how overshadowed it usually is, and can help compensate a wee bit for the decreased upsides of it. | ||
+ | |||
+ | Aside from those very tiny, and I do mean tiny nitpicks, I am really happy with the state of your rebalances right now! | ||
+ | |||
+ | [[User:Payn|Payn]] ([[User talk:Payn|talk]]) 11:16, 21 October 2023 (UTC) | ||
+ | |||
+ | == Project Fortress rebalance == | ||
+ | |||
+ | Hi there, | ||
+ | |||
+ | The new [[Help:Style guide/User pages|guidelines surrounding User pages]] would forbid the [[User:MastahDizzy/Mastah's "Project Fortress" Rebalance|Project Fortress rebalance]] project page, as it seems like it's hosting content for external use. Most people create a document of some kind for this (such as a Google doc), so that would be my suggestion. The page won't be immediately deleted, but will be at some point. | ||
+ | |||
+ | Also, please note the [[Help:Discussion|Discussion guidelines]]. I see the topic above this one does not follow these, as it doesn't properly indent.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 15:24, 11 November 2023 (UTC) |
Latest revision as of 15:24, 11 November 2023
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| s | GrampaSwood (talk) (contribs) 12:45, 1 October 2023 (UTC)
Your weapon rebalances
Hey! I took a look through your rebalances, and whilst most of them are PERFECT, your buff of the Beggar's Bazooka makes it essentially a direct upgrade to stock (I say this as a Beggar's Bazooka main). For one, the projectile deviation makes it so the Beggar's can't deal with Sentries at all beyond close range, so removing it makes it so the Beggar's becomes better than the goddamn DIRECT HIT for sentry busting. Additionally, the Projectile Deviation helps to exacerbate the explosion radius penalty, as even if you have an explosion radius penalty, that doesn't really matter if its at the person's feet regardless. Finally, those 3 rockets can EASILY take down a Heavy, and allowing this weapon to do so from even mid-range is insane. Finally, since the firing speed of the Beggar's if you just spammed M1 is comparable to stock, and due to you having essentially an infinite amount of rockets due to how the clip draws from the reserve instead of having a clip that you reload into, you have a significant advantage against other Soldiers even with the regular Beggar's. By removing the Projectile Deviation, you remove any sort of counter play the enemy Soldier may have had due to the Projectile Deviation, such as rocket jumping in the air to remove any sort of splash damage you could have benefitted from. The projectile deviation is such an integral part to the weapon that removing it makes it undeniably the best rocket launcher to use, period. It's already good enough with the projectile deviation. The movement and raw damage it has makes it a worthy sidegrade to stock, but removing the rocket deviation makes it an upgrade. Something that I'd suggest as an alternative to your buff would be to instead reduce the projectile deviation, rather than remove it altogether. Perhaps 2 degrees would suffice, making the launcher more accurate whilst keeping its upsides in check.
- Oh dear, I accidentally skimmed over the Backup. +40 health is honestly way too strong, oh god. Now you receive 120 health from health packs, and can survive 2 headshots and a bodyshot with overheal, which is further exacerbated by the buff when it is activated. My god, this would almost certainly be banned in all competitive formats. The Backup was strong enough before, I feel like a NERF was needed rather than a buff.
- Ok, the Phlogistinator. I see what you were attempting, but the way you did it just made the Phlog far too stong. 4 airblasts are still airblasts, and can still EASILY deny Ubers and Projectiles. I believe a better rebalance would be to make the Phlog have an airblast that only affects players. This gives it the ability to still deny Ubers, albeit with a heavily increased cost, but it would still be competitively viable. This also keeps the main weakness of the Phlog of being unable to deal with projectiles, keeping Demomen and Soldiers as strong counters to Phlog Pyros. I also really like the change of making it so only damage with the Phlog increases the meter, which would honestly be a well over due change.
- Ok, Ali Baba's Wee Booties. I like it, but becoming impervious to airblast just REMOVES Demoknight's main counter. Remove this one stat, and it'd be perfect. I understand that you did think that Pyro has other options to take down a Demoknight, but he truly can't do much when a Demoknight is charging at them, and one of the main reasons why fire damage in particular is so heavily resisted on Demoknight's shields is because of how oppressive Pyro can be, which is fine because Demoknight absolutely needs a counter.
- With the Minigun overall rebalance, I feel like just allowing a Heavy to suddenly switch to a shotgun like the Panic Attack or hell, even the new Reserve Shooter whilst he's shooting at you would make combat with him feel unfair. Instead, make Heavy still have to unrev his Minigun, but make it faster.
- Ok, Medic melees. 20% is still way too much. 15% would be far more fitting, and the Ubersaw should only gain 20%, with the Solemn Vow receiving 10%. Uber in general is incredibly power, and a mere advantage of 15% is still amazing. Also, Spy Backstabs. The reason they make sound is so that the enemy doesn't get demolished by a single Spy because they can't have possibly told there was a Spy behind them, what with the chaos of TF2. It is, frankly, a questionable and just buffs Spy by removing a main downside of his, the fact that his Backstabs alert the enemy. Besides, it is a melee, and melees make the enemy scream in pain once they die.
- Finally, the Pain Train in your version of it is still useless at defending objectives. Perhaps make it a passive ability of the Pain Train to revert capture progress, or force the cart to be pushed back once you stand on it for 3 - 5 seconds?
Overall, you've made great rebalances, but these are just my major gripes that make a weapon or class too strong. I hope you take this feedback to heart, I really like your rebalances and believe they'd be great for the game as a whole. Best part is, they keep the identities of the weapons (generally)! Sorry I rambled, haha. Payn (talk) 03:35, 16 October 2023 (UTC)
Hey!
I had noticed the feedback you brought on my user page, and I wanted to say that I first of all really appreciate that you took the time to check some of these ideas I had been puttin' out there as it was clear that your feedback came from experience, and that your informed thoughts in regards to the weapons I may have had admittedly missed the mark with (Sorry!) does genuinely help for making this list just a bit closer to, well, I wouldn't call it "perfection" (lmao) but just more palatable compared to what the base game currently offers so far!
Without further ado, I will give you my honest feedback for all the weapons you've examined, and see if I can go with something better instead!
After all, I may be cookin', but sometimes, failure is the key to proper experimentation!
- Beggar's Bazooka
To be fair, I totally agree with all of your feedback regarding how the removal of rocket spread could effectively make the dumpster chaser too strong for its own good, and I will absolutely recognise that it was my bad for underestimating how tap firing could potentially result in a playstyle that feels very UNGA (rockets go brrrr).
However, I had also noticed that when most people on both ends of the Bazooka's argument wanted to find a buff for this weapon, the removal of said spread mechanic was an obvious step forward to make the weapon consistent since the original developers designed TF2 to be a game that rewards calculated decisions both from the player's ability to use their arsenal to its highest potential and make informed decisions relating to themselves, their allies and their enemies, which luck-based mechanics in general do seem to clash against that fundamental principle...
But!... That honestly makes me think that a Bazooka could be fair and balanced even without the factor of luck to make it inconsistent for as long as a proportional debuff could be added to replace that stat, so, knowing the fact that you seem to be very knowledgeable regarding this firearm, would you think there's a way to make the Beggar's balanced while removing its RNG?
I had thought about reducing its reload speed, but then I thought that this would noticeably gimp its rollout potential, which wouldn't change much for the average player, but surely this would be a very frustrating nerf to have for a person that mastered this rocket launcher as its ability to approach would become less impressive as a result, thus clashing with one of the hidden rules of my chart, which was to make weapons feel better in general (while remaining balanced when compared to their stock variants of course!).
So far, I decided to add lower splash radius and lower ammo economy as these nerfs seemed reasonable without turning the weapon into a stat dumpster (no pun intended), so if you jive with that, I'll keep it, but if you got an idea that you would find to be more fitting, let me know cause while I do lab this game thoroughly, and the Bazooka always appeared to be ripe for unique techniques to do with, I admittedly still know less about the Bazooka than you do!
- Battalion's Backup
Totally fair. Actually, I think I had put that seemingly busted change because there's so many powerful secondaries in the Soldier's kit already...
Anyway, I reversed it cause like, yeah, shit just works once you got meter.
- Phlogistinator
Now, that is an interesting one 'cause the idea of an airblast that wouldn't work against projectiles doesn't seem like much of a deep cut, but Phlog is one of those weapons where it will strive off of bad players when you gotta deal with them, but once your competition actually start to learn the matchup, it just ain't it, and given the importance that Soldiers and Demos have for the overall metagame, making an airblast that's gimped by THAT MUCH just feels as if the weapon wouldn't really improve all that much compared to its core design, and debatably worse since meter is locked to primary damage now.
Also, it may not seem all that perfectly obvious, but dealing "primary damage" to fill the meter was also meant to infer that you had to do primary fire, which airblasted projectiles technically are bound to your secondary attack, and as such does not qualify for the meter requirement, so you reflecting a crocket to get more than half of your meter is just not possible. This would give more of a reason to give the Phlog an airblast that's mechanically consistent as any flamethrower that toyed with the way the mechanic functioned on a basic level usually got to be both unpopular picks, and generally underpowered when compared to the Stock.
On the other side, I reflected upon the amount of health you would need to fill the meter, and damn, 300HP doesn't really seem like much at all, so I increased the value to 500HP instead so that its perks become genuinely more difficult to get, and to further reduce confusion, I changed the "primary damage" requirement to be specifically primary fire, just in case!
Again, if you have additional feedback, let me know!
- Ali Baba's Wee Booties
The imperviousness to airblasts was actually a leftover from when the Booties still replace the primary slot instead of being a part of a dedicated slot that did not replace the primary, so in that context, it made sense to give that stat since Pyro could literally nullify your existence with little to no effort (source: I play Pyro a lot and damn does that shit feel cheap for Demoknights).
However, since it is now a part of its dedicated slot, I would totally agree that this stat just ain't necessary anymore, so away it goes!
- Minigun Cancelling
Fair. Guess Heavy bias kicked in a for a bit, which ain't good when you wanna make a balance document lol.
I replaced non-committal spinning with a universally slower spin-down time, since this seems like a fair middle ground between my initial idea and Valve's current take on the class.
- Medic's Saws
I would actually somewhat disagree there because on one side, the Ubersaw is a strong option for sure, and having bad players give free Uber to the pub-stomping Medic and Soldier combo may feel somewhat undeserved, but on the other side, you have to take into account that a Medic DOES not want to engage in melee combat unless they're either absolutely forced to, or they instead have pretty much guaranteed odds of winning the interaction they want to engage with, which usually happens because an enemy overextended or beefed their ability to pick the Medic (in other words, the enemy pulling an Ash Ketchum instead of the Medic being souped up for battle).
When you're the most targeted class in the entire game (and the sole dedicated healer too!), anything that you do that does not pertain to healing or meter building is essentially time lost for you and your team, and since no respectable Medic wants to be a detriment to their team, it falls into sense that the risk/reward dynamic that comes with the current Ubersaw is actually more fair than what someone would think, given all these factors I mentioned in simplified form there.
So really, the conclusion I realistically gotten, and that I could gather when I had seen data from people that main Medic at varying levels of play is not that the Ubersaw should be made substantially worse, but rather that other melees should be more up to par with it, so reducing the normalised Uber-on-hit values to 15% just wouldn't be warranted without nerfing the Ubersaw ability to gain meter itself, which again, as I had explained above, is a strong attribute, but not a game-breaking one, nor a consistent trait since melees as a weapon archetype usually tend to be kinda bad on their own when used against someone that has a gun (source: I'm double season finalist in NHBL, Quarter-Finalist in GiO!, which were both melee-centric tournaments. I also has a solid Demoknight phase on Uncletopia around 2022, though that experience is more casual-ish than competitive, though still worth mentioning here).
- Backstab Scream
Aye, fair enough.
I felt like the combination of the hit noise with the killfeed by itself would give a proper indicator already, but I can also see how newcomers and veterans alike would still not react with those informations, so I reverted my change about stabbed victims not making noise.
- Pain Train
Yoooooo like, okay, I can totally see where you're comin' from, but nah man. This would be way too much!
The Pain Train is really designed to specifically capture unclaimed objectives (though it would be weird to say it like that, so I just said it was an objective-based melee instead), and having it be able to not only fill its base purpose, and then easily reverse control points that would almost be captured by the enemy team (which honestly would have been your team's fault if you almost dropped it), and basically nullify any Payload push by simply existing just sounds way too good given its relative flaws. Like, "Highlander Banlist" levels of being good.
Besides, adding more attributes like that would potentially force me to either turn the Pain Train stats into either a biggie chart, or a description that will have to deliberately make its exact strengths ambiguous, which are both not so good for accessibility.
Props where I can find it though, I guess it could be an interesting idea to create a sort of inverse Pain Train that can find utility in defending objectives instead of capturing them, but making that idea balanced still would be quite the undertaking if you're askin' me! (Could be worth a shot though!)
- Conclusion (Thanks!)
As you can see, I tried my best to adjust some of these ideas you had brought upon the table into my chart, though you will have noticed that not all these made the cut for reasons that I hope will seem reasonable to you, but regardless of it all, your feedback is very appreciated as I try to make this list just right for players of all backgrounds and skill levels! So thanks for your time and help, and peace to you!
MastahDizzy (talk) 06:15, 16 October 2023 (UTC)
Aye, took a look through your feedback to my feedback!
- Medic Saws
Yeah, I agree with the Medic Saws bit, I'm surprised I missed the mark with that, considering I used to main Medic, but yea. Medic generally doesn't want to get into melee range, so letting a Medic get some free uber with any of his saws is perfectly fine, considering how messed up in the head you have to be to always go for saws as a Medic, so I completely agree with you on that front.
- Phlogistinator Airblast Rebalance Possibility?
I do feel like giving the Phlog a full on, normal airblast is still a bit strange, but I do have a better idea. Perhaps, the Phlog would have a meter for airblast? A seperate one from the MMMMPH meter. What I propose is that the Phlog gets 2 or 4 airblasts that can do the same thing as the normal airblast, but when you use up an airblast from that meter, you must wait 5 - 10 seconds for it to recharge. This can add an extra layer of complexity to the Phlog, as now it is just as capable as the other Flamethrowers, however it completely removes the spammability of airblast. This forces the pyro in question to be smart with their airblasts, and carefully time them and space them out so that they aren't left completely defenseless. I feel like this could be an interesting idea, and I'd love to hear your feedback on this!
- Pain Train Alter Ego
With the Pain Train, I desperately want this thing to be useful at all times, on Offense and Defense. I want to keep the reverting captures thing, but I agree it'd be way too strong. I feel like having a weapon that is the inverse to the Pain Train would be an interesting idea, and my stupid brain forgot that usually when a point is captured, it can't be taken, so allowing a weapon to say "fuck that" to it anyway would be way too strong. I say this, the weapon should take like, 5 - 7 seconds of standing on a point that isn't fully captured by the enemy team to start being reverted, and 10 seconds of standing on the payload to force it back. This allows the defending Soldier or Demoman to be able to revert captures still, while still having to really commit to it. Some downsides could be a max health reduction, damage vulnerability, or even an inability to capture points yourself (KOTH, CP, A/D).
- Beggar's Bazooka Rebalance Possibility
In regards to the Beggar's, I like your rebalances, and the reduced ammo helps to make the Beggar's not as much as a glue sniffer as it was previously. However, I am still concerned about the explosion radius, because as I said before, it doesn't really matter if you're shooting at their feet anyway, and this change only really makes a difference at long range, though the previous projectile deviation did the same thing, so I guess that works. A rebalance I'm thinking of could be making it have a mechanic similar to the Huntsman! Basically, it has no rocket deviation at the start, but if you begin spamming, the rockets begin to have RNG applied to them (from the Beggar's original 3 degrees to 5 degrees)! This is essentially how the Huntsman works, as it also had RNG, but is perfectly balanced due to it not having it at all times. I feel like keeping the 30% reduced splash radius is a good idea, but I think this idea can really, and I do mean REALLY balance the Beggar's, as it forces the player to be smart with their rockets, and not become unga bunga, as this idea would force the player to either use the Barrage mechanic, or face very, very strong RNG, just as the Huntsman does. You need to be smart with how you'd have to play with these 2 weapons, and time your shots to not be utterly fucked over, or use the in built mechanics of them (barrage for beggar's, headshots for huntsman)!
I'm now going to drop on you a shitton of balance changes I think can be added to improve some of the weapons.
- Airstrike
What I'm going to say is a buff that would be absolutely needed for the Airstrike. The blast radius of its rockets during blast jumping is abysmal, as for some reason, Valve decided it would be a wonderful to reduce the already smaller blast radius of the Airstrike's rocket to near Direct Hit levels of blast radius. As such, I recommend a buff for you to add is the removal of the smaller blast radius part of the Airstrike's positive of an "Increased attack speed and smaller blast radius while blast jumping". This will help improve it's viability, and allow to to become much more of a threat, being more of an actual bombing weapon.
- Mantreads
Whilst I appreciate you trying to buff it to stack up to the other secondaries in Soldier's kit, it still falls into the same problem as it's current incarnation in the game: the Gunboats are infinitely better for if you want to Rocket Jump even semi-frequently. What I suggest is giving the Mantreads a blast jump resistance of their own, so that they can stack up against the likes of the Gunboats. 2 values I feel like could be effective are either 30% or a 40% blast resistance. This allows the Mantreads to have more flexibility in it's option, and allows it to have a more applicable use in it's gameplay, and would be an EXTREMELY useful sidegrade to the Gunboats with this addition, due to the wearer never taking fall damage and some blast resistance, albeit less than the Gunboats, allowing this to see more use in competitive play due to the blast resistance on TOP of the already available upsides!
- Ullapool Caber
Although it is wonderful the Caber now recharges, I feel it takes a bit too long to recharge. 20 seconds is a long time in TF2, so I suggest shaving 5 seconds of that to make the Caber useable more often.
- Chargin Targe
Ima be straight. 35% damage resistance is not enough, bump it up to 40 percent. It might not sound like a lot, but this allows the Demoknight to be just that little bit more tanky, and live through a lot of situations, which is balanced by that being it's only upside, aside from the crit resistance. 75% However seems like too much, lower that down to 50%, and you've got yourself an amazing defensive Demoknight shield.
- Second Banana
I'm unsure of the rebalance here? I'm of the opinion the banan is just as good as the Sandvich, but it is certainly outclassed in it's team support utility. However, the banan was already perfect for a roaming Heavy playstyle, so I feel as though you should revert the changes made to it, as it simply goes against what the Banan was for. A roaming Heavy playstyle, which then violates one of your rules in balancing of keeping the identity of a weapon.
- Fists of Steel
Make it so that it gives an Ubercharge build rate penalty. The Fists of Steel have this well documented busted tech that allows a Medic to build Uber at egregious levels with a Heavy using this weapon, whilst the 2 still engage in normal combat. Please, this is absolutely needed for the balance of the weapon.
- Short Circuit
Buff the damage of the primary fire to something of consequence, because it does far too little damage as of current.
- Concluding Thoughts
Overall, I like the current state of your current rebalances, though I will let you know if there can be further improvements. Thanks for listening! Payn (talk) 03:47, 17 October 2023 (UTC)
(Aye Mastah, it's been a while. Could you take a look at my suggestions? I think you'd like em!)
Yo Payn!
I checked some of your feedback, and opted to propotionally buff the Air Strike, Mantreads and Short-Circuit's primary fire, all while nerfing the Beggar's Bazooka and the Fists of Steel based on your suggestion, as I don't exactly have any reason not to follow suit with it.
I decided to get a bit creative with the Bazooka though, so I hope you don't mind! Now, for the other potentially rebalanced weapons, there's a bit of an answer I can give to some of these ideas you've got, so I'll go in order.
- Phlogistinator's Airblast
A meter-dependent airblast as you suggest it would potentially put the Phlog's airblast capabilities around the same level as the current Dragon's Fury (if not debatably worse), all while lacking the perks of said DF, on top of having a crit meter that's harder fill, and generally worse combo potential.
This would kinda defeat the point of balancing the strengths of the Phlog from being a "feast-or-famine" primary in the base game into a more reasonably tuned "risk/raward" option, since an airblast of this type would genuinely turn the Phlog into a really mediocre option (given how the DF airblast turned out)... So yeah, a higher airblast cost kinda seems about right, now that the crit meter actually takes some effort to fill, and ammo management is already a key skill to have with a class like Pyro, since no ammo means you generally DIE!
Also, it would be kind of a pain to program and then rebalance if it were to be needed, so in the case that I ask a developer for something like that, I'd rather 'em an easier workflow anyway.
- Caber's Refill
As it currently is, its capabilities as a burst damage option kinda warrants a 20 second cooldown since you typically want to whip it as a strong finisher or a surprise starter. Making it any lower could easily make it the best melee for a conventional Demo without giving reasonable odds to the other options, so it seems already quite solid like that.
- Chargin' Targe's Resistances
35% from bullets, explosives and fire is very strong since it allows you to basically sponge through any matchup in the game without bias, and effectively makes the health pool of the Demo much stronger no matter the interaction, which is especially good since Demoknights now get to use their grenade launchers (though to a much lesser extent, due to very low ammunition).
As of its seemingly strong critical resistance, I think it would be important to point out that this type of resistance is actually very situational, as the only class that actually relies on that mechanic is Sniper (whose headshots ignore the buff as you may have noticed).
In fact, the only options that grant non-headshot full critical hits in some shape and form right now are the Backburner, Phlog, Dragon's Fury, Flare Gun and Neon Annihilator (all of which are Pyro options that require specific requirements to qualify for full crits), Chargin' Targe and Splendid Screen (through charged melees), KGB (good luck getting crits without Steak), Frontier Justice and Gunslinger for Engie, Kritzkrieg for Medic, Bushwacka for Sniper, and finally, the Diamondback for Spy... It's not all that much weapons, and a lot of these can be easily avoided or prevented, so in that sense, having the Targe do well in matching up against these weapons can be fair game to make up for the lack of stickies that the Demo has, as stickies are on their own a much better option to have than shields.
Really, its by design meant to be more of a Hybrid Knight/Demoknight tool you wanna use to crank up your durability while having full access to your pipes or when battling against melees, and since critical resistances also apply to those weapons, it also makes it a true counter to random critical hits (if enabled, as they are disabled by default in my ruleset).
It also gives it a genuine niche in Demoknights duels, where its other resistances would make no actual difference (Splendid Screen has stronger damage growth and recharge anyway, Tide Turner got extreme movement, and so, by that logic, the Chargin' Targe can sponge burst damage to make up for its lack of obvious strengths in the ditto).
- Second Banana
Sandvich is a better support tool that can function very well for self-healing too, while Dalokohs basically outclasses the Banana in the roamer department due to its higher health gain and amazing weapon synergies (the GRU being the biggest outlier there) making it both better suited for healing and tanking in the short-term and long-term than the Banana, thus making that secondary only worth using if your team is doing a bad job at keeping you alive, which then, you may as well use Sandvich since it fully heals you, and a fully healed Heavy can take any medpack to instantly recharge his lunchbox.
Since the Sandvich serves its role as a balanced lunchbox that works nicely as both a pocket and roamer option, while Dalokohs basically debatably trades some pocket potential to be an excellent roamer option too, the Banana not only feels redundant in its use due to the way it has being design, but additionally, it cannot be realistically improved upon its base template without making it still comparatively clash with the game's balancing to make it a proper contender to these picks (like, if you make it better at self-healing, it still wouldn't be a medium medpack, nor would it tank as hard as Dalokohs still, so...???)
So yeah, by design, the Banana was always a weird half-clone of the other healing lunchboxes, and so, assuming you did refer to rule #5 (Weapons should keep their identity if possible.), reworking the Banana into a chiefly support-oriented option not only respects the design philosophy of the game, but since keeping the base identity of the weapon was already established as a failing venture, changing it does not break the rule because of it.
Sandvich is balanced, Dalokohs is roamer-oriented (but still decent for pockets), and now, Banana gets to be pocket-oriented (yet still decent for roamers).
- In Conclusion
Yeah, most of your ideas are pretty good, and I wouldn't be against some of these ideas I put under further scrutiny if they could somehow find a way to work in a way that feels applicable from the get-go, but yeah, I hope you get the reasoning behind the lines and yeah! Have a good one!
Note: Don't forget to sign your replies to avoid confusion! MastahDizzy (talk) 06:49, 20 October 2023 (UTC)
Aye, I'm pretty happy with the condition of the weapons I've been talking about!
- Dragon's Fury nitpick
The Dragon's Fury doesn't actually do critical damage, just does the equivalent to a crit! So the Dragon's Fury would actually be a pretty darn good counter to a Demoknight if the Pyro is smart, which is perfectly fine.
- Pain Train when Joy Car pulls up
I also really like how you implemented the idea of the "inversion" of the Pain Train with the Defensive Crowbar, though the name is a little lame, lol. A better name could potentially be "Crowed Defendant" or something like that.
- Beggar's Bazooka Rebalance
I also like the idea you went with regarding the Beggar's Bazooka, keeps the rollouts with it intact considering most of those include using the Overload and Barrage mechanics of the Beggar's, in addition to preventing mindless glue-sniffing. Those changes should allow to it to become a MUCH more skillful weapon, and would be something I would love to use constantly, even more than right now. I want to say that you should allow like, 3 rockets of spam at first without the double ammo intake, however that's probably my bias towards the admittedly less skillful parts of the Beggar's.
- Mantreads
With the Mantreads, you really should increase the damage reduction of it, as the 20% equates to a mere 52% reduction in addition to Soldier's innate 40% reduction, which really isn't all that much in the grand scheme of things, and would be barely noticeable. Increase it to 33%, that will make more of a noticeable difference, making it 60% overall combined with the innate reduction due to TF2 doing things multiplicatively instead of additionally. The Gunboats will stay as a mainstay for more common rocket jumping, as its rocket jumps are a 76% reduction overall. The aforementioned changes will make the Mantreads much stronger, which is absolutely needed with how overshadowed it usually is, and can help compensate a wee bit for the decreased upsides of it.
Aside from those very tiny, and I do mean tiny nitpicks, I am really happy with the state of your rebalances right now!
Payn (talk) 11:16, 21 October 2023 (UTC)
Project Fortress rebalance
Hi there,
The new guidelines surrounding User pages would forbid the Project Fortress rebalance project page, as it seems like it's hosting content for external use. Most people create a document of some kind for this (such as a Google doc), so that would be my suggestion. The page won't be immediately deleted, but will be at some point.
Also, please note the Discussion guidelines. I see the topic above this one does not follow these, as it doesn't properly indent.
| s | GrampaSwood (talk) (contribs) 15:24, 11 November 2023 (UTC)