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

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Revision as of 10:14, 5 May 2023 by MastahDizzy (talk | contribs) (Created the page for educative purposes (though it is in its infancy). I added parts for the Reserve Shooter and the Family Business, as well as both class and gameplay changes.)
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Summary

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!

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.