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

From Team Fortress Wiki
Jump to: navigation, search
Line 45: Line 45:
 
|-
 
|-
 
| {{Table icon|Bonk! Atomic Punch}}
 
| {{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>
+
| {{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>{{c|=|Info:}} Being hit while the buff is active will slow the wearer for 5 seconds, successive hits will increase the slow effect similarly to vanilla and refreshes the slow duration<br>
 
| Drink to become invulnerable for 8 seconds. Cannot attack during this time. Damage absorbed will slow you while the effect is active.
 
| Drink to become invulnerable for 8 seconds. Cannot attack during this time. Damage absorbed will slow you while the effect is active.
 
|-
 
|-
Line 242: Line 242:
 
| No changes.
 
| 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>
 
| 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>
 +
|}
 +
 +
= Pyro =
 +
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Pyro - Primary Changes
 +
<!-- PYRO CLASS -->
 +
|-
 +
| align="left" |
 +
* {{c|+|Added:}} Pyro now has 40% damage resistance against their own reflected projectiles
 +
* {{c|+|Changed:}} Projectiles with a fuse time or timer is now reset upon being airblasted
 +
* {{c|+|Changed:}} Delay between airblasting and primary fire reduced from 0.75 to 0.375 seconds
 +
* {{c|+|Changed:}} Firing speed increased from 0.105 to 0.045 seconds
 +
* {{c|+|Removed:}} Damage starts at 50% and ramps up based on flame density
 +
* {{c|+|Removed:}} Random flame particle deviation
 +
* {{c|+|Removed:}} Random flame particle velocity
 +
* {{c|-|Changed:}} Airblast knockback decreased from 344 HU to 223.6 HU
 +
* {{c|-|Changed:}} Airblast no longer reduces air control while airborne
 +
* {{c|-|Changed:}} Particle box dimensions decreased from 12 to 4
 +
* {{c|-|Changed:}} Ammo consumption increased from 12.5 to 12 ammo per second
 +
* {{c|-|Changed:}} Rescaled damage from 6.5-13 to 7.5-10 damage
 +
* {{c|-|Changed:}} Projectile speed decreased from 2300 to 1500 HU
 +
* {{c|-|Changed:}} Afterburn now requires 8 flame projectiles to hit before igniting the target
 +
* {{c|-|Removed:}} Airblast no longer extinguishes teammates
 +
* {{c|-|Removed:}} Airblast no longer mini-crit boosts projectiles
 +
* {{c|-|Removed:}} Airblast no longer reduces healing and shield effects
 +
* {{c|=|Changed:}} Airblast knockback is now affected by knockback resistance and vulnerability attributes
 +
* {{c|=|Changed:}} Reflected projectiles are now launched back as if they came out of the flamethrower nozzle
 +
* {{c|=|Changed:}} Afterburn duration rescaled from 3-10 seconds to a fixed 6 seconds
 +
* {{c|=|Changed:}} Victims now gain a timer indicating how long afterburn will last for
 +
* {{c|=|Changed:}} Flame visuals now match the ones from TF2 Classic
 +
* {{c|=|Info:}} Flame particles now require much more aim due to the reduced hitbox
 +
* {{c|=|Info:}} Airblasts still reset damage ramp up
 +
* {{c|=|Info:}} Reflected stickybombs are simply pushed back instead of launched as if they came out of the flamethrower nozzle
 +
|-
 +
|}
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Pyro - Flare Gun Changes
 +
<!-- PYRO CLASS -->
 +
|-
 +
| align="left" |
 +
* {{c|-|Changed:}} Afterburn duration decreased from 7.5-10 seconds to a fixed 6 seconds
 +
|-
 +
|}
 +
 +
== 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|Flame Thrower}}
 +
| {{c|=|Info:}} See additional changes in "Pyro - Primary Changes" tab
 +
| No changes.
 +
|-
 +
| {{Table icon|Backburner}}
 +
| {{c|+|Removed:}} +150% airblast cost<br>{{c|-|Added:}} -40% max primary ammo on wearer<br>{{c|=|Changed:}} The no random critical hits attribute is no longer hidden<br>
 +
| {{buff|100% critical hits from behind}}<br>{{nerf|-40% max primary ammo on wearer}}<br>{{nerf|No random critical hits}}<br>
 +
|-
 +
| {{Table icon|Degreaser}}
 +
| {{c|+|Changed:}} Holster speed increased from +30% to +50%<br>{{c|+|Removed:}} -66% afterburn damage penalty<br>{{c|-|Added:}} -66% afterburn duration<br>{{c|-|Added:}} -20% damage penalty<br>{{c|-|Changed:}} Deploy speed decreased from +60% to +50%<br>
 +
| {{buff|This weapon deploys 50% faster}}<br>{{buff|This weapon holsters 50% faster}}<br>{{nerf|-66% afterburn duration}}<br>{{nerf|+25% airblast cost}}<br>{{nerf|-20% damage penalty}}<br>
 +
|-
 +
| {{Table icon|Phlogistinator}}
 +
| {{c|+|Added:}} Alt-Fire: Unleashes an explosive fireball that deals damage, sets targets on fire and knocks them back<br>{{c|+|Added:}} Up to +200% damage bonus on alt-fire based on the current level of Heat<br>{{c|+|Added:}} +20% ramp up damage<br>{{c|+|Added:}} +51% flame reach<br>{{c|+|Removed:}} No airblast<br>{{c|+|Removed:}} No random critical hits<br>{{c|-|Added:}} -32% damage penalty<br>{{c|-|Added:}} Weapon is disabled if Heat is maxed<br>{{c|-|Removed:}} Build 'Mmmph' by dealing damage.<br>{{c|=|Added:}} Firing continuously builds Heat<br>{{c|=|Changed:}} Fires a hitscan heat beam instead of flame particles<br>{{c|=|Info:}} +20% ramp up damage implies that it has a maximum damage multiplier of 120% instead of the standard 100% at close range<br>{{c|=|Info:}} Heat builds up at 17% per second,a nd drains at -33% per second after one second of not attacking<br>{{c|=|Info:}} The explosive fireball has a projectile speed of 2000 HU/s and disappears after 0.256 seconds<br>{{c|=|Info:}} The explosive fireball has a base damage of 25 and has an afterburn duration of 6 seconds<br>{{c|=|Info:}} The fireball has an explosion radius of 110 HU and has 3x the knockback of a Detonator flare<br>{{c|=|Info:}} The fireball can be used to blast jump, but self damage and knockback do not scale with Heat<br>
 +
| {{buff|Up to +200% damage bonus on alt-fire based on the current level of Heat}}<br>{{buff|+20% ramp up damage}}<br>{{buff|+51% flame reach}}<br>{{nerf|-32% damage penalty}}<br>{{nerf|Weapon is disabled if Heat is maxed}}<br>{{nerf|Firing continuously builds Heat}}<br>Alt-Fire: Unleashes an explosive fireball that deals damage, sets targets on fire and knocks them back<br><br>Fires a hitscan heat beam instead of flame particles<br><br>
 +
|-
 +
| {{Table icon|Dragon's Fury}}
 +
| {{c|+|Added:}} Projectile cannot be deflected or destroyed<br>{{c|+|Changed:}} Base projectile damage increased from 25 to 27<br>{{c|+|Changed:}} Projectile now only breaks if its center collides with map geometry<br>{{c|+|Changed:}} Increased the center of the projectile to 2 HU wide<br>{{c|+|Changed:}} Projectile range increased from 526 to 600 HU<br>{{c|+|Removed:}} -50% repressurization rate on Alt-Fire<br>{{c|-|Changed:}} Max afterburn duration is now capped at 6 seconds<br>{{c|=|Changed:}} Damage type changed from fire to fire + explosive<br>
 +
| {{buff|Projectile cannot be deflected}}<br>{{buff|Deals +200% damage to burning targets}}<br>{{buff|+50% repressurization rate on hit}}<br>Uses a shared pressure tank for Primary Fire and Alt-Fire.<br><br>Primary Fire: Launches a fast moving projectile that briefly ignites enemies<br><br>Alt-Fire: Release a blast of air that pushes enemies and projectiles, and extinguishes teammates that are on fire.<br><br>This powerful, single-shot flamethrower rewards consecutive hits with faster reloads and bonus damage.<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|Flare Gun}}
 +
| {{c|=|Info:}} See additional changes in "Pyro - Flare Gun Changes" tab
 +
| {{buff|100% critical hit vs burning players}}<br>This weapon will reload when not active
 +
|-
 +
| {{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|Detonator}}
 +
| {{c|+|Added:}} +35% self damage force<br>{{c|+|Removed:}} -25% damage penalty<br>{{c|+|Removed:}} +50% damage to self<br>{{c|-|Added:}} -75% afterburn duration on flare detonation<br>{{c|=|Info:}} The increased self damage is to offset the reduction in push force as a result of removing the damage penalty, and otherwise does not change flare jump height<br>
 +
| {{buff|100% mini-crits vs burning players}}<br>{{buff|+35% self damage force}}<br>{{nerf|-75% afterburn duration on flare detonation}}<br>Alt-Fire: Detonate flare.<br><br>This weapon will reload automatically when not active.
 +
|-
 +
| {{Table icon|Manmelter}}
 +
| {{c|+|Added:}} On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration<br>{{c|+|Added:}} 100% mini-crits vs burning players<br>{{c|-|Added:}} Does not engulf targets in flames on hit<br>{{c|-|Removed:}} Alt-Fire: Extinguish teammates to gain guaranteed critical hits<br>
 +
| {{buff|+50% projectile speed}}<br>{{buff|Does not require ammo}}<br>{{buff|On Hit vs Burning Players: Increases current afterburn damage by +100% for the remainder of the duration}}<br>{{buff|100% mini-crits vs burning players}}<br>{{buff|Extinguishing teammates restores 20 health}}<br>{{nerf|No random critical hits}}<br>This weapon will reload automatically when not active.
 +
|-
 +
| {{Table icon|Scorch Shot}}
 +
| {{c|+|Added:}} On Hit: Creates an explosion that does high knockback<br>{{c|+|Changed:}} Damage increased from -35% to +66%<br>{{c|+|Removed:}} -35% self damage force<br>{{c|-|Added:}} -50% slower reload time<br>{{c|-|Added:}} -50% max secondary ammo on wearer<br>{{c|-|Removed:}} 100% mini-crits vs burning players<br>{{c|-|Removed:}} Flare knocks back target on hit and explodes when it hits the ground.<br>{{c|-|Removed:}} Increased knockback on burning players<br>{{c|=|Info:}} Has a base splash damage of 30 and a minimum splash of 50%<br>{{c|=|Info:}} Has 4x the knockback of a Detonator flare<br>
 +
| {{buff|On Hit: Creates an explosion that does high knockback}}<br>{{buff|+66% damage bonus}}<br>{{nerf|-50% slower reload time}}<br>{{nerf|-50% max secondary ammo on wearer}}<br>This weapon will reload automatically when not active.
 +
|-
 +
| {{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>
 +
|-
 +
| {{Table icon|Gas Passer}}
 +
| {{c|+|Changed:}} Targets coated in gas now suffer a +100% Overheal drain rate and a -50% healing penalty debuff from all healers<br>{{c|+|Changed:}} Base cooldown decreased from 60 to 20 seconds<br>{{c|+|Changed:}} Targets coated in gas now take mini-crit damage from all fire damage sources<br>{{c|+|Changed:}} Targets coated in gas are considered to be wet<br>{{c|+|Changed:}} Gas continues to remain on enemies even after they have been engulfed in flames, lasting its entire 10 second duration<br>{{c|+|Removed:}} Gas meter starts empty<br>{{c|+|Removed:}} Spawning and resupply do not affect the Gas meter<br>{{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:}} Projectile can no longer extinguish teammates<br>{{c|-|Removed:}} Gas meter builds with damage done<br>{{c|=|Info:}} This means that the same target can be extinguished and still be able to reignite for up to 10 seconds<br>{{c|=|Info:}} +100% Overheal drain rate means that overheal drains at twice the speed<br>
 +
| Creates a horrific visible gas that coats enemies with a flammable material, which increases Overheal drain rate, decreases healing from healers and causes them to take mini-crits from fire damage, which then ignites into afterburn if they take damage (even enemy Pyros!).
 +
|-
 +
| {{Table icon|Thermal Thruster}}
 +
| {{c|+|Changed:}} Stomp damage multiplier increased from 3x to 10x<br>{{c|+|Changed:}} Jetpack jumping now follows explosive knockback<br>{{c|+|Changed:}} Switch speed is no longer fixed and can now be influenced by switch speed modifiers<br>{{c|+|Removed:}} (Hidden) This weapon deploys 60% slower<br>{{c|+|Removed:}} (Hidden) This weapon holsters 60% slower<br>{{c|-|Removed:}} Taking off with the jetpack extinguishes nearby teammates<br>{{c|-|Removed:}} (Hidden) +75% fall damage resistance on wearer while jetpack jumping<br>{{c|-|Removed:}} No longer knocks back enemies on take off and landing<br>{{c|=|Info:}} Jetpack jumping now has increased air control akin to actual blast jumping<br>
 +
| {{buff|Push enemies back when you land (force and radius based on velocity)}}<br>Death from above! Fires a short-duration blast that launches the Pyro in the direction they are aiming.<br>Deal 10x falling damage to anyone you land on!
 +
|}
 +
 +
== 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|Fire Axe}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Axtinguisher}}
 +
| {{c|+|Changed:}} Hitting a burning target now inflicts full crits instead of mini-crits<br>{{c|+|Changed:}} Damage penalty now only affects non-burning targets<br>{{c|+|Removed:}} This weapon holsters 35% slower<br>{{c|+|Removed:}} No random critical hits<br>{{c|-|Added:}} Self mark for death while active<br>{{c|-|Changed:}} Damage penalty increased from -33% to -50%<br>{{c|-|Removed:}} Damage increases based on remaining duration of afterburn<br>{{c|-|Removed:}} Killing blows on burning players grant a speed boost<br>
 +
| {{buff|100% critical hit vs burning players and extinguishes them}}<br>{{nerf|-50% damage penalty vs non-burning players}}<br>{{nerf|Self mark for death while active}}<br>
 +
|-
 +
| {{Table icon|Homewrecker}}
 +
| {{c|+|Added:}} When weapon is active: -75% reduction in push force taken from damage<br>{{c|+|Added:}} When weapon is active: -75% reduction in airblast vulnerability<br>{{c|+|Changed:}} Damage vs buildings increased from +100% to +150%<br>{{c|+|Removed:}} -25% damage vs players<br>{{c|-|Added:}} -40% slower firing speed<br>{{c|-|Removed:}} Damage removes Sappers<br>
 +
| When weapon is active:<br><br>{{buff|+150% damage vs buildings}}<br>{{buff|-75% reduction in push force taken from damage}}<br>{{buff|-75% reduction in airblast vulnerability}}<br>{{nerf|-40% slower firing speed}}<br>
 +
|-
 +
| {{Table icon|Powerjack}}
 +
| {{c|+|Removed:}} When weapon is active: 20% damage vulnerability on wearer<br>{{c|-|Added:}} -15 max health on wearer<br>{{c|-|Removed:}} +25 health restored on kill<br>{{c|=|Info:}} The max health penalty is passive rather than while active<br>
 +
| When weapon is active:<br><br>{{buff|+15% faster move speed on wearer}}<br>{{nerf|-15 max health on wearer}}<br>
 +
|-
 +
| {{Table icon|Back Scratcher}}
 +
| No changes.
 +
| {{buff|+25% damage bonus}}<br>{{buff|+50% health from packs on wearer}}<br>{{nerf|-75% health from healers on wearer}}<br>
 +
|-
 +
| {{Table icon|Sharpened Volcano Fragment}}
 +
| {{c|+|Added:}} On Hit: Bleed for 10 seconds<br>{{c|+|Added:}} All damage over time dealt by this weapon is returned to the wearer as health<br>{{c|+|Changed:}} Increased afterburn duration from 7.5 to 10 seconds<br>{{c|-|Changed:}} Damage penalty increased from -20% to -35%<br>
 +
| {{buff|On Hit: target is engulfed in flames}}<br>{{buff|On Hit: Bleed for 10 seconds}}<br>{{buff|All damage over time dealt by this weapon is returned to the wearer as health}}<br>{{nerf|-35% damage penalty}}<br>
 +
|-
 +
| {{Table icon|Third Degree}}
 +
| {{c|+|Added:}} On Hit: Steals up to +25 Overheal from the target to the wearer<br>{{c|+|Changed:}} Players connected by banner effects and dispenser heal beams are also hit<br>{{c|-|Added:}} -30% slower firing speed<br>{{c|-|Added:}} No random critical hits<br>{{c|=|Info:}} The wearer cannot exceed the standard Overheal limit through stealing Overheal<br>
 +
| {{buff|All players connected via banners, Dispenser or Medigun beams are hit}}<br>{{buff|On Hit: Steals up to +25 Overheal from the target to the wearer}}<br>{{nerf|-30% slower firing speed}}<br>{{nerf|No random critical hits}}<br>
 +
|-
 +
| {{Table icon|Neon Annihilator}}
 +
| {{c|+|Added:}} 100% critical hits while the wearer is wet<br>{{c|-|Removed:}} Damage removes Sappers<br>
 +
| {{buff|100% critical hit vs wet players}}<br>{{buff|100% critical hits while the wearer is wet}}<br>{{nerf|No random critical hits}}<br>{{nerf|-20% damage penalty vs players}}<br>
 +
|-
 +
| {{Table icon|Hot Hand}}
 +
| {{c|+|Added:}} Gain a speed boost if slapped by the same weapon<br>{{c|+|Changed:}} Speed boost on hit increased from 1 to 2.5 seconds<br>{{c|=|Changed:}} The speed boost fully stacks with each other, adding up to 5 seconds if both slaps connect<br>
 +
| {{buff|Gain a speed boost when you hit an enemy player}}<br>{{buff|Gain a speed boost if slapped by the same weapon}}<br>{{nerf|-20% damage penalty}}<br>
 
|}
 
|}

Revision as of 10:26, 28 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

Pyro

Pyro - Primary Changes
  • Pictogram plus.png Added: Pyro now has 40% damage resistance against their own reflected projectiles
  • Pictogram plus.png Changed: Projectiles with a fuse time or timer is now reset upon being airblasted
  • Pictogram plus.png Changed: Delay between airblasting and primary fire reduced from 0.75 to 0.375 seconds
  • Pictogram plus.png Changed: Firing speed increased from 0.105 to 0.045 seconds
  • Pictogram plus.png Removed: Damage starts at 50% and ramps up based on flame density
  • Pictogram plus.png Removed: Random flame particle deviation
  • Pictogram plus.png Removed: Random flame particle velocity
  • Pictogram minus.png Changed: Airblast knockback decreased from 344 HU to 223.6 HU
  • Pictogram minus.png Changed: Airblast no longer reduces air control while airborne
  • Pictogram minus.png Changed: Particle box dimensions decreased from 12 to 4
  • Pictogram minus.png Changed: Ammo consumption increased from 12.5 to 12 ammo per second
  • Pictogram minus.png Changed: Rescaled damage from 6.5-13 to 7.5-10 damage
  • Pictogram minus.png Changed: Projectile speed decreased from 2300 to 1500 HU
  • Pictogram minus.png Changed: Afterburn now requires 8 flame projectiles to hit before igniting the target
  • Pictogram minus.png Removed: Airblast no longer extinguishes teammates
  • Pictogram minus.png Removed: Airblast no longer mini-crit boosts projectiles
  • Pictogram minus.png Removed: Airblast no longer reduces healing and shield effects
  • Pictogram comment.png Changed: Airblast knockback is now affected by knockback resistance and vulnerability attributes
  • Pictogram comment.png Changed: Reflected projectiles are now launched back as if they came out of the flamethrower nozzle
  • Pictogram comment.png Changed: Afterburn duration rescaled from 3-10 seconds to a fixed 6 seconds
  • Pictogram comment.png Changed: Victims now gain a timer indicating how long afterburn will last for
  • Pictogram comment.png Changed: Flame visuals now match the ones from TF2 Classic
  • Pictogram comment.png Info: Flame particles now require much more aim due to the reduced hitbox
  • Pictogram comment.png Info: Airblasts still reset damage ramp up
  • Pictogram comment.png Info: Reflected stickybombs are simply pushed back instead of launched as if they came out of the flamethrower nozzle
Pyro - Flare Gun Changes
  • Pictogram minus.png Changed: Afterburn duration decreased from 7.5-10 seconds to a fixed 6 seconds

Primary

Secondary

Melee