Difference between revisions of "User:EtherealT/Echoboy11's TF2 Balancing Document"

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(Created page with "= Scout = == Primary == {|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;" ! class="header" width="10%" | Weapon ! class="header...")
 
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| {{c|+|Changed:}} Firing at someone at their back now inflicts full crits instead of mini-crits<br>
 
| {{c|+|Changed:}} Firing at someone at their back now inflicts full crits instead of mini-crits<br>
 
| {{buff|Crits targets when fired at their back from close range}}<br>{{nerf|-34% clip size}}<br>{{nerf|-20% less accurate}}<br>{{nerf|No random critical hits}}<br>
 
| {{buff|Crits targets when fired at their back from close range}}<br>{{nerf|-34% clip size}}<br>{{nerf|-20% less accurate}}<br>{{nerf|No random critical hits}}<br>
 +
|}
 +
 +
== Secondary ==
 +
 +
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 +
! class="header" width="10%" | Weapon
 +
! class="header" width="15%" | Changes
 +
! class="header" width="15%" | New statistics
 +
|-
 +
| {{Table icon|Pistol}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Bonk! Atomic Punch}}
 +
| {{c|+|Changed:}} Weapon swapping is now possible while under the buff<br>{{c|=|Changed:}} The slow now takes effect during the buff instead of only taking effect after the buff ends<br>
 +
| Drink to become invulnerable for 8 seconds. Cannot attack during this time. Damage absorbed will slow you while the effect is active.
 +
|-
 +
| {{Table icon|Crit-a-Cola}}
 +
| {{c|-|Changed:}} Mark-For-Death now immediately takes effect as soon as the drink is consumed<br>{{c|-|Changed:}} Mark for death duration increased from 5 to 10 seconds<br>
 +
| While effect is active: each attack mini-crits for 8 seconds, but the wearer is Marked-For-Death for 10 seconds. 
 +
|-
 +
| {{Table icon|Mad Milk}}
 +
| {{c|-|Added:}} The wearer can now coat themselves if they are caught in the splash radius<br>{{c|-|Changed:}} The debuff can now be removed with health packs<br>{{c|-|Changed:}} Healing on damage done decreased from 60% to 35%<br>{{c|-|Changed:}} Base splash radius decreased from 200 to 110 HU<br>{{c|-|Removed:}} Extinguishing teammates reduces cooldown by -20%<br>{{c|=|Info:}} The wearer is not covered in Mad Milk if they are on fire<br>
 +
| Players heal 35% of the damage done to an enemy covered with milk. Can be used to extinguish fires. Be careful of being drenched by milk if you stand too close to the splash radius!
 +
|-
 +
| {{Table icon|Winger}}
 +
| No changes.
 +
| {{buff|+15% damage bonus}}<br>{{buff|+25% greater jump height when active}}<br>{{nerf|-60% clip size}}<br>
 +
|-
 +
| {{Table icon|Pretty Boy's Pocket Pistol}}
 +
| {{c|+|Changed:}} Health gain increased from +3 to +15<br>{{c|-|Added:}} -15% damage penalty<br>{{c|-|Changed:}} Health gain now only triggers on kill<br>{{c|-|Removed:}} +15% faster firing speed<br>
 +
| {{buff|+15 health restored on kill}}<br>{{nerf|-25% clip size}}<br>{{nerf|-15% damage penalty}}<br>
 +
|-
 +
| {{Table icon|Flying Guillotine}}
 +
| {{c|+|Added:}} Cooldown reduction increased from -29% to -50%<br>{{c|-|Changed:}} Bleed duration decreased from 5 to 2.5 seconds<br>{{c|-|Changed:}} Increased recharge time from 5.1 to 10 seconds<br>{{c|=|Changed:}} Cooldown now only triggers on kill instead of long distance hits<br>
 +
| {{buff|On Kill: Reduces current cooldown by -50%}}<br>{{nerf|No random critical hits}}<br>
 +
|}
 +
 +
== Melee ==
 +
 +
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 +
! class="header" width="10%" | Weapon
 +
! class="header" width="15%" | Changes
 +
! class="header" width="15%" | New statistics
 +
|-
 +
| {{Table icon|Bat}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Sandman}}
 +
| {{c|-|Changed:}} Debuff duration decreased from 1-7 to 1-5 seconds<br>{{c|=|Changed:}} Projectile now disables healing instead of slowing the target on hit<br>
 +
| {{buff|Alt-Fire: Launches a ball that disables healing on opponents}}<br>{{nerf|-15 max health on wearer}}<br>
 +
|-
 +
| {{Table icon|Boston Basher}}
 +
| No changes.
 +
| {{buff|On Hit: Bleed for 5 seconds}}<br>{{nerf|On Miss: Hit yourself. Idiot.}}
 +
|-
 +
| {{Table icon|Candy Cane}}
 +
| No changes.
 +
| {{buff|On Kill: A small health pack is dropped}}<br>{{nerf|25% explosive damage vulnerability on wearer}}<br>
 +
|-
 +
| {{Table icon|Sun-on-a-Stick}}
 +
| {{c|+|Added:}} Alt-Fire: Sets the wearer on fire for 6 seconds<br>{{c|+|Added:}} On Hit: Transfers current afterburn to the victim<br>{{c|-|Added:}} Holstering while on fire will cause the wearer to take all remaining afterburn damage at once<br>{{c|-|Removed:}} +25% fire damage resistance while deployed<br>{{c|=|Info:}} The wearer has 25% damage resistance from self inflicted afterburn<br>
 +
| {{buff|Alt-Fire: Sets the wearer on fire for 6 seconds}}<br>{{buff|On Hit: Transfers current afterburn to the victim}}<br>{{buff|100% critical hit vs burning players}}<br>{{nerf|Holstering while on fire will cause the wearer to take all remaining afterburn damage at once}}<br>{{nerf|-25% damage penalty}}<br>
 +
|-
 +
| {{Table icon|Fan O'War}}
 +
| {{c|+|Added:}} This weapon holsters 50% faster<br>
 +
| {{buff|Crits whenever it would normally mini-crit}}<br>{{buff|On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits}}<br>{{buff|This weapon holsters 50% faster}}<br>{{nerf|-75% damage penalty}}<br>
 +
|-
 +
| {{Table icon|Atomizer}}
 +
| {{c|+|Changed:}} No longer requires deploying the weapon to gain triple jumps<br>{{c|+|Removed:}} This weapon deploys 50% slower<br>{{c|-|Added:}} -25 max health on wearer<br>
 +
| {{buff|Grants Triple Jump}}<br>{{buff|Melee attacks mini-crit while airborne.}}<br>{{nerf|-15% damage vs players}}<br>{{nerf|-25 max health on wearer}}<br>
 +
|-
 +
| {{Table icon|Wrap Assassin}}
 +
| No changes.
 +
| {{buff|+25% increase in recharge rate}}<br>{{buff|Alt-Fire: Launches a festive ornament that shatters causing bleed}}<br>{{nerf|-65% damage penalty}}
 +
|}
 +
 +
= Soldier =
 +
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Soldier - Primary Changes
 +
<!-- SOLDIER CLASS -->
 +
|-
 +
| align="left" |
 +
* {{c|+|Changed:}} Base self damage resistance increased from 40% to 50%
 +
|-
 +
|}
 +
 +
== Primary ==
 +
 +
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 +
! class="header" width="10%" | Weapon
 +
! class="header" width="15%" | Changes
 +
! class="header" width="15%" | New statistics
 +
|-
 +
| {{Table icon|Rocket Launcher}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Direct Hit}}
 +
| {{c|+|Changed:}} Damage bonus increased from +25% to +33%<br>{{c|-|Added:}} No damage ramp up<br>{{c|-|Changed:}} Being launched airborne by grapple hooks and rocket packs no longer trigger the on hit effect<br>{{c|-|Changed:}} Damage bonus now only affects players<br>{{c|=|Changed:}} Hitting a target who is launched airborne by explosives will now refund a rocket back to the clip instantly<br>
 +
| {{buff|+33% damage bonus vs players}}<br>{{buff|+80% projectile speed}}<br>{{buff|Instantly refund one rocket upon hitting targets launched airborne by explosions}}<br>{{nerf|-70% explosion radius}}<br>{{nerf|No damage ramp up}}<br>
 +
|-
 +
| {{Table icon|Black Box}}
 +
| No changes.
 +
| {{buff|On Hit: Gain up to +20 health per attack}}<br>{{nerf|-25% clip size}}<br>
 +
|-
 +
| {{Table icon|Rocket Jumper}}
 +
| No changes.
 +
| {{buff|+200% max primary ammo on wearer}}<br>{{buff|No self inflicted blast damage taken}}<br>{{nerf|-100% damage penalty}}<br>{{nerf|No random critical hits}}<br>{{nerf|Wearer cannot carry the intelligence briefcase or PASS Time JACK}}<br>A special rocket launcher for learning rocket jump tricks and patterns. This weapon deals ZERO damage.
 +
|-
 +
| {{Table icon|Liberty Launcher}}
 +
| {{c|+|Added:}} +35% increased knockback<br>{{c|+|Added:}} No damage fall off<br>{{c|+|Removed:}} -25% damage penalty<br>{{c|-|Changed:}} Clip size decreased from +25% to -25%<br>{{c|-|Removed:}} +40% projectile speed<br>{{c|-|Removed:}} -25% blast damage from rocket jumps<br>{{c|=|Added:}} Rockets travel in a steep arc<br>
 +
| {{buff|+35% increased knockback}}<br>{{buff|No damage fall off}}<br>{{buff|Rockets travel in a steep arc}}<br>{{nerf|-25% clip size}}<br>
 +
|-
 +
| {{Table icon|Cow Mangler 5000}}
 +
| {{c|+|Changed:}} Charged shots now deal double damage to buildings<br>{{c|+|Changed:}} Charged shot afterburn duration increased from 4 to 6 seconds<br>{{c|+|Removed:}} Minicrits whenever it would normally crit<br>{{c|-|Added:}} -25% clip size<br>{{c|-|Changed:}} The building stun can now be removed with a wrench hit<br>{{c|=|Changed:}} Replaced mini-crits on charged shots with +35% damage bonus<br>
 +
| {{buff|Does not require ammo}}<br>{{buff|Alt-Fire: A charged shot that deals +35% bonus damage, disables buildings for 4 sec and sets the target on fire for 6 sec}}<br>{{nerf|-25% clip size}}<br>{{nerf|Deals only 20% damage to buildings}}<br>{{nerf|No random critical hits}}<br>
 +
|-
 +
| {{Table icon|Beggar's Bazooka}}
 +
| {{c|+|Changed:}} The first rocket from every barrage is now perfectly accurate<br>{{c|+|Changed:}} Random projectile deviation decreased from 3 to 2 degrees<br>{{c|+|Changed:}} Consecutive reload time decreased from 1.04 to 0.8 seconds<br>{{c|+|Removed:}} -20% explosion radius<br>{{c|+|Removed:}} No ammo from dispensers when active<br>{{c|-|Changed:}} Initial reload time increased from 1.196 to 1.38 seconds<br>{{c|-|Changed:}} Firing speed decreased from +70% to +40%<br>{{c|=|Info:}} Overall reload speed decreased from -30% to -18%<br>
 +
| {{buff|Hold Fire to load up to 3 rockets}}<br>{{buff|Release Fire to unleash the barrage}}<br>{{nerf|+2 degrees random projectile deviation}}<br>{{nerf|Overloading the chamber will cause a misfire}}<br>
 +
|-
 +
| {{Table icon|Air Strike}}
 +
| {{c|+|Added:}} Ammo is drawn from the reserves while firing during a blast jump<br>{{c|+|Removed:}} -20% explosion radius while blast jumping<br>{{c|-|Added:}} -25% clip size<br>{{c|-|Changed:}} Firing speed while blast jumping decreased from +65% to +40%<br>{{c|-|Changed:}} Blast damage from rocket jumps increased from -15% to +15%<br>{{c|-|Removed:}} Clip size increased on kill<br>
 +
| {{buff|Ammo is drawn from the reserves while firing during a blast jump}}<br>{{buff|+40% faster firing speed while blast jumping}}<br>{{nerf|-15% damage penalty}}<br>{{nerf|-10% explosion radius}}<br>{{nerf|-25% clip size}}<br>{{nerf|+15% damage to self}}<br>
 +
|}
 +
 +
== Secondary ==
 +
 +
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 +
! class="header" width="10%" | Weapon
 +
! class="header" width="15%" | Changes
 +
! class="header" width="15%" | New statistics
 +
|-
 +
| {{Table icon|Shotgun}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Buff Banner}}
 +
| No changes.
 +
| Provides an offensive buff that causes nearby team members to do mini-crits. Rage increases through damage done.
 +
|-
 +
| {{Table icon|Gunboats}}
 +
| {{c|-|Changed:}} Blast jump damage taken increased from -60% to -50%<br>{{c|=|Info:}} Overall blast damage taken from rocket jumps is unchanged<br>
 +
| {{buff|-50% blast damage from blast jumps}}<br>
 +
|-
 +
| {{Table icon|Battalion's Backup}}
 +
| {{c|-|Removed:}} +20 max health on wearer<br>
 +
| Provides a defensive buff that protects nearby team members from crits, incoming sentry damage by 50% and 35% from all other sources. Rage increases through damage done.<br>
 +
|-
 +
| {{Table icon|Concheror}}
 +
| {{c|-|Removed:}} (Hidden) 25% Rage amplification on wearer<br>{{c|-|Removed:}} +4 health regenerated per second on wearer<br>{{c|=|Info:}} Now takes 600 damage to charge up like all other banners<br>
 +
| Provides group speed buff with damage done giving health. Gain rage with damage.<br>
 +
|-
 +
| {{Table icon|Mantreads}}
 +
| {{c|+|Changed:}} Stomp damage multiplier increased from 3x to 10x<br>{{c|=|Info:}} Damage increased from 75-360 to 227-1177<br>
 +
| {{buff|-75% reduction in push force taken from damage}}<br>{{buff|Deals 10x falling damage to the player you land on}}<br>{{buff|-75% reduction in airblast vulnerability}}<br>{{buff|200% increased air control when blast jumping}}<br>
 +
|-
 +
| {{Table icon|Reserve Shooter}}
 +
| {{c|+|Added:}} +20% more accurate<br>{{c|-|Added:}} -20% bullets per shot<br>{{c|-|Changed:}} Being launched airborne by grapple hooks and rocket packs no longer trigger mini-crits<br>{{c|=|Info:}} Mini-crits are only triggered by the wearer's explosives, but not airblasts<br>
 +
| {{buff|Mini-crits targets launched airborne by explosions}}<br>{{buff|+20% more accurate}}<br>{{buff|This weapon deploys 20% faster}}<br>{{nerf|-34% clip size}}<br>{{nerf|-20% bullets per shot}}<br>
 +
|-
 +
| {{Table icon|Righteous Bison}}
 +
| {{c|+|Changed:}} Base damage increased from 20 to 45<br>{{c|+|Changed:}} Base projectile speed increased from 1200 to 2000 HU<br>{{c|-|Removed:}} Projectiles can no longer damage the same target multiple times<br>{{c|=|Changed:}} The projectile now does fire damage instead of bullet damage<br>
 +
| {{buff|Does not require ammo}}<br>{{buff|Projectile penetrates enemies}}<br>{{buff|Projectile cannot be deflected}}<br>{{nerf|Deals only 20% damage to buildings}}<br>
 +
|-
 +
| {{Table icon|B.A.S.E. Jumper}}
 +
| {{c|+|Added:}} Parachute can be redeployed again while at midair, 1.5 second cooldown<br>{{c|+|Removed:}} (Hidden) -50% air control while deployed<br>
 +
| Press 'JUMP' key in the air to deploy. Deployed Parachutes slow your descent.
 +
|-
 +
| {{Table icon|Panic Attack}}
 +
| No changes.
 +
| {{buff|+50% bullets per shot}}<br>{{buff|This weapon deploys 50% faster}}<br>{{buff|Fires a fixed shot pattern}}<br>{{nerf|-20% damage penalty}}<br>{{nerf|Successive shots become less accurate}}<br>
 +
|}
 +
 +
== Melee ==
 +
 +
{|class="wikitable collapsible {{{state|collapsed}}}" width="100%" style="text-align:center;"
 +
! class="header" width="10%" | Weapon
 +
! class="header" width="15%" | Changes
 +
! class="header" width="15%" | New statistics
 +
|-
 +
| {{Table icon|Shovel}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Equalizer}}
 +
| {{c|+|Changed:}} Reworked formula for damage calculation, resulting in more damage at low health<br>{{c|=|Info:}} Damage increased from 33-107 to 33-149<br>
 +
| When weapon is active:<br><br>{{buff|Damage increases as the user becomes injured}}<br>{{nerf|-90% less healing from Medic sources}}<br>
 +
|-
 +
| {{Table icon|Pain Train}}
 +
| {{c|+|Added:}} Gain a speed boost while interacting with an objective when active<br>{{c|+|Removed:}} 10% bullet damage vulnerability on wearer<br>{{c|-|Added:}} -15 max health on wearer<br>{{c|=|Added:}} Can now be equipped by the Pyro<br>{{c|=|Info:}} Actions that count as interacting with an objective include standing on a control point or payload cart, carrying or standing near an intelligence briefcase, etc.<br>
 +
| {{buff|+1 capture rate on wearer}}<br>{{buff|Gain a speed boost while interacting with an objective when active}}<br>{{nerf|-15 max health on wearer}}<br>
 +
|-
 +
| {{Table icon|Half-Zatoichi}}
 +
| {{c|=|Info:}} See additional changes in "Demoman - Shield & Sword Changes" tab
 +
| {{buff|Gain 50% of base health on kill}}<br>{{buff|+50% longer melee range}}<br>{{nerf|No random critical hits}}<br>{{nerf|Honorbound: Once drawn sheathing deals 50 damage to yourself unless it kills.}}<br>Soldiers and Demos Can duel with katanas For a one-hit kill 
 +
|-
 +
| {{Table icon|Disciplinary Action}}
 +
| {{c|-|Changed:}} The longer melee range only applies when hitting teammates<br>{{c|-|Changed:}} Damage penalty increased from -25% to -50%<br>
 +
| {{buff|On Hit Teammate: Boosts both players' speed for several seconds}}<br>{{nerf|-50% damage penalty}}<br>
 +
|-
 +
| {{Table icon|Market Gardener}}
 +
| {{c|-|Added:}} +15% damage to self<br>
 +
| {{buff|Deals crits while the wielder is rocket jumping}}<br>{{nerf|+20% slower firing speed}}<br>{{nerf|+15% damage to self}}<br>{{nerf|No random critical hits}}<br>
 +
|-
 +
| {{Table icon|Escape Plan}}
 +
| No changes.
 +
| When weapon is active:<br><br>{{buff|Move speed increases as the user becomes injured}}<br>{{nerf|You are marked for death while active, and for short period after switching weapons}}<br>{{nerf|-90% less healing from Medic sources}}<br>
 
|}
 
|}

Revision as of 13:36, 22 May 2022

Scout

Primary

Secondary

Melee

Soldier

Soldier - Primary Changes
  • Pictogram plus.png Changed: Base self damage resistance increased from 40% to 50%

Primary

Secondary

Melee