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+ Engineer now takes 50% less damage from his own sentry guns
+ Base sentry health increased by 33%
- Co-operative Engineering removed entirely--engineers cannot speed up, upgrade, repair, or remove sappers from each other's buildings
First two buffs are there to compensate for the Wrangler nerf. I do honestly think that sentries are just a touch too fragile at the moment. The third is Uncle Dane's suggestion, and I agree with it entirely. Even without co-op engineering Engineer stacking remains incredibly powerful, but removing the co-op elements would at least make individual Engineer/Sentry picks more meaningful.
= Duration of minicrit effect depends on level of sentry destroyed (LVL 3 > 2 > 1 > Mini)
- -50% clip size
Again, I don't like feeder weapons, and stored crits are problematic as well. This I think maintains the spirit of the original weapon, but makes it less dependant on noob scouts running into your sentry gun. Note that the sentry has to be completed, so you can't just start building a sentry in front of an enemy and give yourself minicrits upon its immediate destruction.
- Repair now heals over time instead of burst. Healing canceled if it takes damage
Simple enough nerf. This should make tanking damage with the RR when the sentry is under active attack less viable.
+ 33% faster holster speed
+ Sentries no longer become disabled after unwrangling
- Remove Shield entirely
Self-explanatory. I do think that since the shield is gone, the weapon does become harder to use, so I think it may be worthwhile to give it a few buffs to encourage engies to wrangle and unwrangle their sentries more freely.
- Cannot receive ammo from any other source while deployed
The Short Circuit is incredibly cheap and annoying right now. It's way too easy to spam and deny demos and soldiers right now. This change still makes a formidable tool against projectile classes, but in a less cheap way. The ammo return also gives it some synergy with the Widowmaker.
- Cannot build boost pads
- -25% Sentry Health
The first change, when combined with the 33% base sentry health bonus, means that the Jag remains exactly as it is now. The Eureka Effect actually gets buffed here, since its sentry health remains the same, but it gets rid of that annoying metal pickup penalty.
- Charge must 100% before you can use Uber
- Uber will not rebuild until all charges are used
The point of the Ubercharge is to be a stalemate breaker, a powerful tool that allows you to break through even the toughest of defenses. The current Vaccinator design violates this idea by giving you many smaller ubers that are often too weak to break through a good defense but strong enough to defend against an opposing push--in other words, a tool that prolongs stalemates instead of breaking them. The new design is there to encourage using all of your ubers at once, using them more coordinated team pushes rather than a self-preservation tool you can spam at any moment.
- Charge must 100% before you can use Uber
- Uber will not rebuild until all charges are used
I don't really like the current quick-fix uber because it's too similar in function to the stock uber, just weaker. The problem with it is that scales poorly with team size. If you are playing on a sparsely populated server, the Quick Fix is arguably superior to a stock uber in most instances, simply because the higher rate of healing may as well be invincibility, with crits, snipers, and sticky-traps being the only real weaknesses. It only becomes much weaker on larger servers where there are many sources of damage.
The new design is there to give it a unique playstyle compared to stock. Much like my Vaccinator rework, it's there more to encourage pushes that use several teammates instead of a single pocket.
- All rifles now have a thin laser emanating out from them to show what the Sniper's sightlines are. (Inspiration)
Obviously not my idea, see linked video.
- Removed faster charge rate
The increased charge rate on this weapon is kinda dumb, is overpowered in 6v6, and acts as a sort of a crutch in casual. This should make the weapon a bit more fair to fight, IMO. I think Jarate on hit is already a pretty powerful upside on its own. Instead, I give a semi-passive updside the partially negates having the downside of not being able to headshot.
+ Hits no longer deplete your charge - Head shots reduce your existing charge by 50%, body shots/noscopes by 80%
+ While maximum damage is the same as stock, noscopes and quickscopes have 10% damage penalty
- -20% slower charging speed
Again, I don't like feeder weapons. I wanted to preserve the aspect where playing well and consistently gives you more of an advantage. However, the new design puts a cap on how quickly the sniper can fire powerful shots. A well positioned sniper that had been guarding a sightline for a while can get maybe 2 or 3 more charged shots more quickly, but afterwards the weapon becomes a liability compared to other snipers.
- Each subsequent penetration does -66% potential damage
- Remove +15% body-shot bonus
- Cannot Fire Unless Zoomed In
The Machina is one of the few weapons banned from every league, and for good reason. The current downsides are pretty insignificant for good snipers, while the penetration and extra body shot damage amounts to a straight up buff for a class that doesn't need one. I think it'd be best to rework the weapon to emphasize the most unique aspect of the weapon--the penetration--without making the effect too punishing. A small downside for a small upside is fair, I think.
+ Headshots when not fully charged deal mini-crit damage
The Classic needs something to make it more useful. This balance proposal only works with a change to the sniper's laser--making this a more stealthy alternative.
- Jarate can no longer be refilled in spawn cabinets, and does not charge during startup
- Splash radius reduced by 50%
Jarate is also one of the few weapons banned in every league. As it turns out, giving players an easily spammable tool to give your team free minicrits is actually kind of powerful and obnoxious. This rework makes it behave more like the Gas Passer, and along with the reduced splash radius means its meant work more like a tool to save the sniper in close quarters engagements instead of being a cheap Buff Banner. It's now a proper alternative to the SMG--an option to help in close quarters combat.
This thing needs another downside. Alternatively, just make it a +25 HP weapon again. That was fine.
I like the idea of emphasizing Spy's assassination theme by turning this revolver a into long-range knive, so to speak.
- Slight random weapon spread that would only be noticeable at longer ranges.
I think Valve's original proposed nerf the Amby was better and would have kept the weapon more viable.
- Charging a shot drains cloak meter
- No longer gain crits on destroyed buildings or backstabs
One of the worst designed weapons in the game. It's a stored-crits feeder weapon whose strength increases if the enemy dares to use an Engineer on their team, and is a frequently banned weapon. The rework throws the original concept out the window, and goes for a design inspired by the Widowmaker--Spy can trade cloak for increased damage (I would cap it at 90 damage for 50% cloak, but exact numbers would require playtesting).
I saw this idea somewhere and I felt like its the simplest buff you could give it without really ruining the theme of the weapon. Anything to make this slightly more useful.
+ Retains capture speed bonus
+ Can now be used Sniper, Heavy, and Pyro
+ Removed: 10% extra damage from bullets
+ Gain 25% speed boost when carrying intelligence
+ Melee hits deal crits to enemies who are carrying your intelligence
+ Melee deals mini-crits when you are near a point (regardless if you are trying to capture an enemy's point or defending your own) or holding the enemy intelligence
- Speed and capture boosts only apply when weapon is deployed
- GRU-style health drain when weapon is deployed for more than 3 seconds, down to 60% of your base health (maybe, only if it becomes a problem on demoknights)
The Pain Train isn't a bad weapon as it is, but I think it's overly situational. It's worse than useless in certain gamemodes, like CTF, or when you are defending. I removed the passive debuff so that it's not punishing players who forget they have it equipped, with the tradeoff being that the weapon now needs to be deployed for its benefits to activate. These changes give it a purpose when playing defense or CTF. The health drain I'm iffy on--it's mostly because I am worried about this weapon in the hands of demoknights.
- Stickies have a ramp up similar to stock, but then also have a ramp down after a few moments on the field to about 85% of base damage.
Sticky Groups: Pressing the Reload key will now instead switch between 3 different Sticky Groups. Primary fire will launch a sticky and assign it to the currently selected group. Alt-fire will detonate all stickies in currently selected group. Can have 4 stickies per group.
Though this is a trap focused weapon, I keep the initial damage high and then ramp it down. This is compensated by the fact the weapon allows more stickies on the field than stock.
+ For 15 seconds, max damage you can receive in a single blow is capped to 200
Recharge of 15 seconds
Something similar to my Bonk rework, but for Heavy. Basically acts as a soft counter for spies, snipers, and sticky traps. I'd like it'd to be a piece of hard tack[en.wikipedia.org], because hard bread makes for hard men.
Hitscan based, no particles
Damage ramps up the longer you can consistantly track your target. Ramp up resets if lose track even for a moment.
Afterburn applies 50% slower than regular flamethrowers
It's a lightning gun for Pyro. I didn't put that much thought into this, just threw what I sounded right. I wanted it to reward players for consistantly tracking an enemy. Visually, I'd imagine it be some sort of stream of plasma.
+ Immunity to fall damage
- 15% slower deploy speed
- 50% slower holster speed
- Cannot holster while airborne
Demo is the only class without a utility melee. I wanted to give him something to use besides pans, hams, and bottles, but I didn't want him to give him something that'd be always useful (he's already a pretty powerful class). The item won't be too useful in initial rollouts for that reason, but I do think a good demo might find some use out of it.
Poison regenerates after 20 seconds after backstabbing with it.
Poisoned stabs don't break disguise, but don't instantly kill the target. Target will die 5 seconds later.
Unpoisoned knife works like stock.
- Upon backstab, target will be able to pick up health kits even at full health. Death will not take place if target is healed by any source.
- -10% movement speed.
Idea is for a delayed death. You can walk up to someone, backstab, then walk away before someone notices. When they die, the idea is that you will be much further away (this could mess with killcams though)
- -2 clip size and active stickies
Pretty straightforward. You can now place traps, and when an enemy gets in range, you get notified. In exhange you have fewer stickies to work with. Otherwise, it's identical to stock.
Heavy can press reload to switch between them. Cannot switch while spun up.
When heavy takes damage from selected source, Revenge meter builds.
The higher the revenge meter is, the higher the firing speed (up to 20% or so).
Revenge meter decreases over time.
Basically, Heavy tries to predict which damage source he will be facing, and switches to that mode. If he makes the correct choice, he will be rewarded with extra damage. If not, it's just a stock minigun (this is assuming my suggested alternate firing mode buff for Stock is implemented.)
Sentry will immediately turn towards the projectile and track it for a few seconds
If projectile hits enemy, sentry will prioritize that enemy
4 rounds per mag
A sort of pseudo-Wrangler. You can either use this when you anticipate an enemy is coming, so that the Sentry is facing towards the direction of the anticipated entrance, or when there are multiple enemies, so that you can prioritize key targets (for example, telling it to ignore ubers)
- Requires 300 metal to upgrade buildings
- 20% slower swing speed
- Buildings are 70% larger
- Cannot haul level 2 or 3 sentries
Get super tanky but slow to build up sentries. I felt with a Wrangler nerf, the Engi could use some option to increase the life of his sentries, since they can be quite fragile most of the time. While the primary intention would be for long defenses, this could also be used by battle engies to build some tankier level 1s relatively quickly. They are also larger in size, making them easier targets to hit. This item would only be acceptable in the case of a Wrangler nerf and Engi co-op removal.
In Wrench mode, acts as a normal wrench
In shield mode, you can't repair or upgrade. Instead, hitting buildings grants them a damage resistance shield (similar to what the Wrangler has right now)
Wrench has a charge meter that depletes on shielding and recharges over time. Respawn cabinet does not replenish.
Shields on buildings also deplete over time (faster than the wrench recharges)
- -10% base Sentry health
Basically, the Wrangler shield is moved to its own item, but to a wrench rather than to a secondary. I think it'd be more balanced than the current Wrangler shield, since it'd mean forgoing the Jag or the Gunslinger, and because the shield is temporary, resource based, and requires the engi to actually be near the sentry to shield it.
I think as far as direct Sapper replacements go the Red Tape Recorder is the best we are going to get, so I think the best thing to do is to experiment with other utilities. This would be a tool for providing intel to your team. It's range is fairly limited (the enemy has to be standing right next to it for the wallhack to happen), and it will be destroyed by even the slightest amount of splash damage, so proper placement will be important.
- Must be undisguised and uncloaked to teleport
- Teleporting drains some cloak and has a cooldown
- Taking damage during animation will interrupt the teleport
- Waypoints are visible to enemies and can be destroyed by them. They also have an indicator that flashes when you are trying to teleport. You will die if waypoint gets destroyed while attempting to teleport.
Not sure about this one, but I think it sounds fun at least. It's the Eureka Effect, but for Spy. It could be used either as an escape tool to teleport you back to your team, or as a flank tool to teleport you behind enemy lines. The animation and undisguised requirement should make it difficult for a Spy to use this too easily.
Grenades have no random spin when fired
Grenades can only travel along two axes (can't roll left or right, will go forward and up and down)
+ Grenades will still explode on direct hits even after a bounce. Direct hits do -10% damage for every bounce
- 20% longer detonation time
- 20% slower projectiles
To picture what I have in mind, throw a rubber superball forward. That's basically how I picture the grenades would travel.
- Can have only 1 rocket in the air at a time
A kind of rocket launcher analog of the Scottish Resistance. Think Half-Life 2 rocket launcher. Your rocket launcher, while in the air, will gently turn towards the direction of your crosshair. You can use this to adjust your aim slightly after launching a rocket. It won't be of much use at close ranges since the rocket will explode before you can do any meaningful adjustment, and at long ranges its limited by effectively slowing down your firing speed. At medium ranges, however, a skilled player could try to use the homing to adjust for any unpredicted movements the enemy made to maximize splash.
Can prime multiple rockets at once. Max firing speed is the same as stock
+ 40% faster projectile speed
This is kind of a weird one and I'm not sure I'm explaining what I have in mind properly, but here goes nothing. The idea is that you get a rocket launcher with much faster projectiles...at the cost of an overall slower firing speed if you're firing rockets one at a time. However, if you prime multiple rockets at once, they will come out at the same interval as stock. So, if you prime all four of your rockets at once, the first rocket will still come out 0.7 seconds slower, but the other 3 will come out at the normal rate.
----
Feedback? This was largely just for fun. Some of these people are obviously gonna dislike, but I'd like to know if any of these ideas actually sound interesting.
The very first suggestion and you've already lost me.
Unless something's changed recently, the weapon is banned in 6v6. Or at least, it's been banned in the past. Usually the sniper's job in a 6v6 match is to get a body-shot on the medic, and the Sleeper is probably the best weapon for that.
Just shoot him in the head to instantly kill him instead of waiting around for almost a twentieth of a minute lmao
Also your rebalance thread could do without completely new weapons
nothing more nothing less
I literally suggest removing the most problematic part--the shield--entirely. The buffs are just there to compensate for the fact that a Wrangler without a shield would be a weapon that is more risky to use, because the Engineer likely has to expose himself and his sentry to more danger to Wrangle a sentry for the purpose of actually aiming it.