Team Fortress 2
My ideas for weapon balancing
These are my ideas for possible weapon balances, there are some weapons (such as the sun on a stick) that I have no idea how to balance, if you do leave a comment!

Scout:

Baby Face’s: No loss in boos when double jump, harsher loss in boost when hit

Backscatter: Remove increased spread, add fire speed decease

Fan-o-war: Increase base damage to 20. 60 damage crit, 1st hit 20, then other hits 60 damage. 20+60+60=140, 3 hits to kill a squishy class. For comparison: 35 (stock bat damage) x 4 = 140

Candy cane: remove explosive vulnerability, add a health penalty

Basher: If miss hit yourself, but doesn’t apply bleed to yourself

Shortstop: Add less spread (like tomislav)

Soldier:

Bison: Revert changes

Liberty launcher: Remove increased rocket speed, Increase explosive jumping resistance, (maybe) increase damage and decrease blast radius

Cow mangler: Can be crit boosted, increase damage to buildings

Bazooka: Can collect ammo from dispensers when active

Pain train: Increase healing received from cart

Mantreads: Decreased fall damage taken

Pyro:

Phlog: Minicrits instead of crits, M2 destroys projectiles (similar to short circuit)

Volcano Fragment: adds a “marked for death” effect but only increases fire damage taken, increase switch-off speed

Manmelter: Same trajectory as flare, shooting a team mate extinguishes them (doesn’t store a crit)

Demo:

Claidheamh Mòr: Revert changes

Caber: Add cooldown, explodes and does aoe (65 if normal hit, 195 if crit) , when exploded does 65 dmg, increase self damage to 100.
So if someone charges with a shield and gets a 195 crit it will do 195 aoe damage, but if someone does a normal hit it will do 65 aoe damage.

Loch-n-load: Remove increased damage dealt to buildings, decrease explosion radius, increase damage by 25%. A direct hit for demo

Scottish resistance: The longer stickies are active the more damage they do, start at 75% of original and increases to 125% over 5 secs, remove 0.8 longer priming time.



Heavy:

Brass beast: Remove decrease spin up/move speed, the longer the gun is revved the more damage it does (similar to Scottish resistance)


Dalokas bar: Passive +50 hp, but when eaten only heals 150 hp (with cooldown the same as sandvich) , and when thrown is a small hp kit.


Medic:

Overdose: Increased speed when healing, Remove "Übercharge percentage increases movement speed by up to 20%."

Vitasaw: Increased uber charge rate after recently dying, remove "User retains at most 20% of a full ÜberCharge meter on death."

Sniper:

Classic: Have normal move speed when charging (or maybe like 10% less)

Engineer:

Mini-sentry: Reduce range, increase cost by like 5. That means that an engi will need to get ammo before being able to put another minsentry down. Less sentry spam
最近の変更はEvieCryophoenixが行いました; 2017年4月22日 14時56分
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1-15 / 22 のコメントを表示
Bunger 2017年4月22日 14時05分 
delete this please
Loot Goblin (禁止済) 2017年4月22日 14時06分 
remove unlockable weapons- too confusing for new players.
Why buff the Vita-Saw? it's already the most broken weapon in the game if used correctly!
MossyRathalos の投稿を引用:
Why buff the Vita-Saw? it's already the most broken weapon in the game if used correctly!
Not buff it, replace the "User retains at most 20% of a full ÜberCharge meter on death."
Chill Nye the Team Fortress Guy の投稿を引用:
remove unlockable weapons- too confusing for new players.
They do make the game unfun, and what not

totally not like stock has been balenced to be the best choice
JaikMarley の投稿を引用:
MossyRathalos の投稿を引用:
Why buff the Vita-Saw? it's already the most broken weapon in the game if used correctly!
Not buff it, replace the "User retains at most 20% of a full ÜberCharge meter on death."
The "increase Uber charge speed" may be even more problematic depending on the percentage and how long it lasts.
MossyRathalos の投稿を引用:
JaikMarley の投稿を引用:
Not buff it, replace the "User retains at most 20% of a full ÜberCharge meter on death."
The "increase Uber charge speed" may be even more problematic depending on the percentage and how long it lasts.
I'm trying to make it more skill oriented, and it will only last for a little while.
True... Even after years I still mainly use stock weapons for my main damage source
Reiddonith の投稿を引用:
Chill Nye the Team Fortress Guy の投稿を引用:
remove unlockable weapons- too confusing for new players.
They do make the game unfun, and what not

totally not like stock has been balenced to be the best choice [/quote]
yug gnikaeps esreveR の投稿を引用:
Noh.
Changes that are definitely wrong:

Back scatter - it's an ambush weapon. When you ambush you want to kill enemy fast and you are usually close to him

Fan of war - this weapon is not supposed to do damage by itself

Basher - health loss would be much easier to control, that would not be enough to balance that uber support that it gives

Mini sentrys - They were nerfed enough, and they are really easy do destroy. Personally I started to think about using stock wrench in offense instead of them. People have to start to think how they play instead of going rambo .
Playerrrr の投稿を引用:
Changes that are definitely wrong:

Back scatter - it's an ambush weapon. When you ambush you want to kill enemy fast and you are usually close to him

Fan of war - this weapon is not supposed to do damage by itself

Basher - health loss would be much easier to control, that would not be enough to balance that uber support that it gives

Mini sentrys - They were nerfed enough, and they are really easy do destroy. Personally I started to think about using stock wrench in offense instead of them. People have to start to think how they play instead of going rambo .

You make a good point on the Back scatter and mini sentry.
Maybe the mini-sentry could deploy quicker and have a shorter range, so the engi has to be more offensive. And you could still build uber with the boston basher, but if you take away the bleed it will be a lot less annoying to deal with, no "O SH*T O SH*IT WHERES A HP PACK" moments

I dont really know how to balance the FOW, but right now it's only good in mvm.
Chap 2017年4月23日 11時24分 
BfB is off too. It's supposed to be about NOT jumping... :sentry:
Chap の投稿を引用:
BfB is off too. It's supposed to be about NOT jumping... :sentry:
Jumping is scout's main feature. If you remove that he's just a fast Engi that cant build sentries
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投稿日: 2017年4月22日 14時05分
投稿数: 22