User:MastahDizzy/Mastah's "Project Fortress" Rebalance

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Revision as of 11:18, 5 May 2023 by MastahDizzy (talk | contribs) (Added weapons for Scout (Shortstop, Baby Face's Blaster, Back Scatter, Winger))
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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!

Core Modifications

Class Changes
  • Random critical hits are now disabled by default.
  • Random bullet spread is now disabled by default.
  • Random fall damage deviation is now disabled by default
Gamemode Changes
  • Capturing the intelligence doesn't grant critical hits by default.
  • If the enemy intelligence is dropped, it can then be returned instantly when it is touched.
  • The intelligence will remains on the ground for 75 seconds instead of 60 before being automatically returned.


Multi-Class

Weapon Changes New Statistics Editor's Note
Reserve Shooter
Reserve Shooter

Pictogram plus.png Added: +25% more accurate
Pictogram plus.png Changed: Deploy speed increased from 20% to 40%

Pictogram plus.png Mini-crits targets launched airborne by explosions, grapple hooks or rocket packs
Pictogram plus.png +25% more accurate
Pictogram plus.png This weapon deploys 40% faster
Pictogram minus.png -34% clip size

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
Family Business

Pictogram minus.png Added: -15% slower reload speed
Pictogram comment.png Added: Can now be equipped by the Soldier, Pyro and Engineer

Pictogram plus.png +33% clip size
Pictogram plus.png +15% faster firing speed
Pictogram minus.png -15% damage penalty
Pictogram minus.png -15% slower reload speed

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
Shortstop

Pictogram plus.png Changed: Shove damage increased from 1 to 40
Pictogram plus.png Changed: Shove force increased from 344 to 512 HU
Pictogram plus.png Changed: Shove cooldown decreased from 1.5 to 0.8 seconds
Pictogram plus.png Changed: Shove range increased to that of a regular melee attack (48HU)
Pictogram plus.png Changed: Shove can be auto-cancelled into primary fire (but still has to deal with its innate cooldown)
Pictogram plus.png Changed: Reload speed decreased from 1.52 to 1.2 seconds

Pictogram minus.png Increase in push force taken from damage and airblast
Pictogram info.png Holds a 4-shot clip and reloads its entire clip at once.
Pictogram info.png Alt-Fire to shove and combo someone!

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
Baby Face's Blaster

Pictogram plus.png Changed: Improved move speed on wearer from -10% to +20%
Pictogram plus.png Added: Wearer never takes falling damage
Pictogram minus.png Added: No air jumps when active
Pictogram minus.png Added: +15% bullet damage vulnerability on wearer
Pictogram minus.png Removed: No more speed meter

Pictogram plus.png +20% faster move speed on wearer
Pictogram plus.png Wearer never takes falling damage
Pictogram minus.png No air jumps when active
Pictogram minus.png +15% bullet damage vulnerability on wearer
Pictogram minus.png -34% clip size

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
Back Scatter

Pictogram minus.png Removed: No random critical hits
Pictogram minus.png Removed: -34% clip size

Pictogram plus.png Mini-crits targets when fired at their back from close range
Pictogram minus.png 20% less accurate

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
Winger

Pictogram plus.png Changed: Clip size increased from 5 to 7 bullets (-40% instead of -60%)

Pictogram plus.png +15% damage bonus
Pictogram plus.png +25% greater jump height when active
Pictogram minus.png -40% clip size

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.