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

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* {{c|+|Removed:}} Random flame particle velocity
 
* {{c|+|Removed:}} Random flame particle velocity
 
* {{c|-|Changed:}} Particle box dimensions decreased from 12 to 4
 
* {{c|-|Changed:}} Particle box dimensions decreased from 12 to 4
 +
* {{c|-|Changed:}} Flamethrower damage is now calculated based on each individual particle instead of per tick
 
* {{c|-|Changed:}} Ammo consumption increased from 12.5 to 12 ammo per second
 
* {{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:}} Rescaled damage from 6.5-13 to 7.5-10 damage
 
* {{c|-|Changed:}} Projectile speed decreased from 2300 to 1500 HU
 
* {{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|-|Changed:}} Afterburn now requires 8 flame projectiles to hit before igniting the target
* {{c|=|Changed:}} Afterburn duration rescaled from 3-10 seconds to a fixed 6 seconds
+
* {{c|-|Changed:}} Flare Gun afterburn duration decreased from 7.5-10 seconds to a fixed 6 seconds
 +
* {{c|=|Changed:}} Flamethrower 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:}} Victims now gain a timer indicating how long afterburn will last for
 
* {{c|=|Changed:}} Flame visuals now match the ones from TF2 Classic
 
* {{c|=|Changed:}} Flame visuals now match the ones from TF2 Classic
Line 273: Line 275:
 
* {{c|+|Added:}} Pyro now has 40% damage resistance against their own reflected projectiles
 
* {{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:}} 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:}} Delay between airblasting and primary fire reduced from 0.75 to 0.375 seconds (Does not affect the Dragon's Fury)
 
* {{c|-|Changed:}} Airblast knockback decreased from 344 HU to 223.6 HU
 
* {{c|-|Changed:}} Airblast knockback decreased from 344 HU to 223.6 HU
 
* {{c|-|Changed:}} Airblast no longer reduces air control while airborne
 
* {{c|-|Changed:}} Airblast no longer reduces air control while airborne
Line 283: Line 285:
 
* {{c|=|Info:}} Airblasts still reset damage ramp up
 
* {{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
 
* {{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
 
 
|-
 
|-
 
|}
 
|}
Line 417: Line 411:
  
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
{| class="wikitable grid collapsible autocollapse" width="100%"
! colspan="2" class="header" | Demoman - Primary Changes
+
! colspan="2" class="header" | Demoman - Class Changes
 
<!-- DEMOMAN CLASS -->
 
<!-- DEMOMAN CLASS -->
 
|-
 
|-
 
| align="left" |
 
| align="left" |
 
* {{c|+|Changed:}} Grenades no longer tumble through the air upon being fired
 
* {{c|+|Changed:}} Grenades no longer tumble through the air upon being fired
* {{c|+|Removed:}} Random projectile deviation on grenade launchers
 
* {{c|+|Removed:}} Random projectile spread on grenade launchers
 
|-
 
|}
 
{| class="wikitable grid collapsible autocollapse" width="100%"
 
! colspan="2" class="header" | Demoman - Shield and Sword Changes
 
<!-- DEMOMAN CLASS -->
 
|-
 
| align="left" |
 
 
* {{c|+|Changed:}} Base shield charge cooldown decreased from 12 to 10 seconds
 
* {{c|+|Changed:}} Base shield charge cooldown decreased from 12 to 10 seconds
 
* {{c|+|Changed:}} If charge is interrupted as a result of knockback, the wearer gets a refund based on the remaining charge left
 
* {{c|+|Changed:}} If charge is interrupted as a result of knockback, the wearer gets a refund based on the remaining charge left
Line 437: Line 422:
 
* {{c|+|Changed:}} Fixed a bug where charging with non-sword melees did not provide +166% longer melee range
 
* {{c|+|Changed:}} Fixed a bug where charging with non-sword melees did not provide +166% longer melee range
 
* {{c|+|Changed:}} Explosive damage resistance now accounts for self blast damage resistance as well
 
* {{c|+|Changed:}} Explosive damage resistance now accounts for self blast damage resistance as well
 +
* {{c|+|Removed:}} Random projectile deviation on grenade launchers
 +
* {{c|+|Removed:}} Random projectile spread on grenade launchers
 
* {{c|+|Removed:}} -75% deploy speed penalty on all Swords
 
* {{c|+|Removed:}} -75% deploy speed penalty on all Swords
 
* {{c|+|Removed:}} -75% holster speed penalty on all Swords
 
* {{c|+|Removed:}} -75% holster speed penalty on all Swords
Line 529: Line 516:
 
|-
 
|-
 
| {{Table icon|Scotsman's Skullcutter}}
 
| {{Table icon|Scotsman's Skullcutter}}
| {{c|=|Changed:}} See additional changes in "Demoman - Class Changes" tab
+
| {{c|=|Changed:}} See additional changes in "Demoman - Shield and Sword Changes" tab
 
| When weapon is active:<br><br>{{buff|+20% damage bonus}}<br>{{buff|+50% longer melee range}}<br>{{nerf|-15% slower move speed on wearer}}<br>
 
| When weapon is active:<br><br>{{buff|+20% damage bonus}}<br>{{buff|+50% longer melee range}}<br>{{nerf|-15% slower move speed on wearer}}<br>
 
|-
 
|-
Line 551: Line 538:
 
| {{c|=|Changed:}} See additional changes in "Demoman - Shield and Sword Changes" tab
 
| {{c|=|Changed:}} See additional changes in "Demoman - Shield and Sword Changes" tab
 
| {{buff|Ammo boxes collected give Charge}}<br>{{buff|Melee hits refill 20% of your charge meter.}}<br>{{buff|+50% longer melee range}}<br>{{nerf|-80% max primary ammo on wearer}}<br>{{nerf|-80% max secondary ammo on wearer}}<br>{{nerf|No random critical hits}}<br>
 
| {{buff|Ammo boxes collected give Charge}}<br>{{buff|Melee hits refill 20% of your charge meter.}}<br>{{buff|+50% longer melee range}}<br>{{nerf|-80% max primary ammo on wearer}}<br>{{nerf|-80% max secondary ammo on wearer}}<br>{{nerf|No random critical hits}}<br>
 +
|}
 +
 +
= Heavy =
 +
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Heavy - Class Changes
 +
<!-- HEAVY CLASS -->
 +
|-
 +
| align="left" |
 +
* {{c|+|Changed:}} Swapping weapons is now possible while the minigun is revved up
 +
* {{c|+|Changed:}} Each bullet per ammo is perfectly accurate
 +
* {{c|+|Removed:}} Damage and accuracy progressively ramps up after miniguns start firing
 +
* {{c|-|Changed:}} Lunchbox items now heal a portion of the wearer's max health instead of a fixed amount
 +
* {{c|=|Changed:}} Dying while holding an edible will drop the edible with an ammo box, restoring both health and ammo
 +
|-
 +
|}
 +
 +
== 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|Minigun}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Natascha}}
 +
| {{c|+|Added:}} +20% slower move speed while deployed<br>{{c|+|Removed:}} -30% spin up time<br>{{c|-|Added:}} -25% max primary ammo on wearer<br>{{c|-|Changed:}} Damage penalty decreased from -25% to -35%<br>{{c|-|Removed:}} On Hit: 100% chance to slow target<br>{{c|-|Removed:}} -20% damage resistance when below 50% health and spun up
 +
| {{buff|+20% slower move speed while deployed}}<br>{{nerf|-25% max primary ammo on wearer}}<br>{{nerf|-35% damage penalty}}<br>
 +
|-
 +
| {{Table icon|Brass Beast}}
 +
| {{c|+|Removed:}} -50% slower spin up time<br>{{c|-|Removed:}} -20% damage resistance when below 50% health and spun up<br>
 +
| {{buff|+20% damage bonus}}<br>{{nerf|-60% slower move speed while deployed}}
 +
|-
 +
| {{Table icon|Tomislav}}
 +
| {{c|+|Changed:}} Spin up time increased from +20% to +75%<br>{{c|-|Added:}} -50 max health on wearer<br>{{c|-|Added:}} -35% damage penalty<br>
 +
| {{buff|+20% faster spin up time}}<br>{{buff|+20% more accurate}}<br>{{buff|Silent Killer: No barrel spin sound}}<br>{{nerf|-50 max health on wearer}}<br>{{nerf|-35% damage penalty}}<br>{{nerf|-20% slower firing speed}}<br>
 +
|-
 +
| {{Table icon|Huo-Long Heater}}
 +
| {{c|+|Changed:}} Damage bonus increased from -10% to +567%<br>{{c|+|Changed:}} Fire ring damage interval decreased from 0.5 to 0.08 seconds<br>{{c|+|Removed:}} Consumes an additional 4 ammo per second while spun up<br>{{c|-|Added:}} -50% max primary ammo on wearer<br>{{c|-|Added:}} -138% slower firing speed<br>{{c|-|Added:}} -20% ramp up damage penalty<br>{{c|-|Added:}} (Hidden) -5.6% minimum fall off damage penalty<br>{{c|-|Added:}} Projectiles fizzle out at long ranges<br>{{c|-|Changed:}} Base fire ring damage decreased from 12 to 2<br>{{c|-|Removed:}} +25% damage bonus vs burning players<br>{{c|=|Added:}} Fires firework rockets instead of bullets<br>{{c|=|Info:}} Projectiles function identically to the flares from flare guns and have a 2000 HU/s projectile speed, but automatically explode after 1000 HU<br>{{c|=|Info:}} Projectiles have 120% maximum ramp up damage and 50% minimum fall off damage<br>{{c|=|Info:}} The projectiles are fired from the center, much like the Soldier's Original rocket launcher<br>{{c|=|Info:}} The projectiles can be airblasted and destroyed by the Short Circuit<br>
 +
| {{buff|Creates a ring of flames while spun up}}<br>{{buff|+567% damage bonus}}<br>{{nerf|-50% max primary ammo on wearer}}<br>{{nerf|-138% slower firing speed}}<br>{{nerf|-20% ramp up damage penalty}}<br>{{nerf|Projectiles fizzle out at long ranges}}<br>Fires firework rockets instead of bullets<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|Sandvich}}
 +
| No changes.
 +
| Eat to regain up to 100% of your max health.<br><br>Alt-fire: Share a Sandvich with a friend (Medium Health Kit)
 +
|-
 +
| {{Table icon|Dalokohs Bar}}
 +
| {{c|+|Added:}} +50% faster consumption speed<br>{{c|+|Added:}} Excessive healing is now converted into overheal that drains -100% slower<br>{{c|-|Removed:}} Adds +50 max health for 30 seconds<br>
 +
| {{buff|Excessive healing is now converted into overheal}}<br>{{buff|+50% faster consumption speed}}<br>Eat to regain up to 20.5% of your max health.<br><br>Alt-fire: Share chocolate with a friend (Small Health Kit)
 +
|-
 +
| {{Table icon|Buffalo Steak Sandvich}}
 +
| {{c|+|Added:}} +50% increase in charge recharge rate<br>{{c|+|Added:}} Eat to regain up to 100% of your max health<br>{{c|+|Removed:}} (Hidden) 20% damage vulnerability while effect is active<br>{{c|-|Added:}} +100% increase in push force taken from damage and airblast while effect is active<br>{{c|-|Changed:}} Dropped edible healing decreased from a medium to a small health kit<br>{{c|=|Changed:}} Rescaled speed boost from +30% to +0-60% based on how injured the wearer is<br>{{c|=|Info:}} The speed to health ratio while injured is identical to the Escape Plan<br>
 +
| {{buff|+50% increase in charge recharge rate}}<br>Eat to regain up to 100% of your max health. After consuming, move speed is increased as the user becomes injured, attacks mini-crit, but the wearer is 100% more vulnerable to push force taken from damage and airblasts, and the player may only use melee weapons. Lasts 16 seconds.<br><br>Alt-fire: Share with a friend (Small Health Kit)<br><br>Who needs bread?
 +
|-
 +
| {{Table icon|Family Business}}
 +
| No changes.
 +
| {{buff|+33% clip size}}<br>{{buff|+15% faster firing speed}}<br>{{nerf|-15% damage penalty}}
 +
|-
 +
| {{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|Second Banana}}
 +
| No changes.
 +
| {{buff|+50% increase in charge recharge rate}}<br>{{nerf|-33% healing effect}}<br>Eat to gain up to 66% of your max health<br><br>Alt-fire: Share banana with a friend (Small Health Kit)
 +
|}
 +
 +
== 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|Fists}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Killing Gloves of Boxing}}
 +
| No changes.
 +
| {{buff|On Kill: 5 seconds of 100% critical chance}}<br>{{nerf|-20% slower firing speed}}<br>
 +
|-
 +
| {{Table icon|Gloves of Running Urgently}}
 +
| {{c|+|Removed:}} Maximum health is drained while item is active<br>{{c|-|Added:}} You are marked for death while active, and for short period after switching weapons<br>{{c|-|Added:}} -30 max health on wearer<br>
 +
| {{buff|+30% faster move speed on wearer}}<br>{{nerf|This weapon holsters 50% slower}}<br>{{nerf|You are marked for death while active, and for short period after switching weapons}}<br>{{nerf|-30 max health on wearer}}<br>
 +
|-
 +
| {{Table icon|Warrior's Spirit}}
 +
| {{c|+|Changed:}} Damage bonus increased from +30% to +50%<br>{{c|+|Removed:}} 30% damage vulnerability on wearer<br>{{c|-|Added:}} -20% slower firing speed<br>{{c|-|Added:}} Honorbound: Once drawn sheathing deals 75 damage to yourself unless it kills.<br>
 +
| When weapon is active:<br><br>{{buff|+50% damage bonus}}<br>{{buff|+50 health restored on kill}}<br>{{nerf|-20% slower firing speed}}<br>{{nerf|Honorbound: Once drawn sheathing deals 75 damage to yourself unless it kills.}}<br>
 +
|-
 +
| {{Table icon|Fists of Steel}}
 +
| {{c|+|Changed:}} Health restoring penalty decreased from -40% to -20%<br>{{c|+|Removed:}} This weapon holsters 100% slower<br>{{c|-|Changed:}} Overheal penalty increased from -40% to -60%<br>{{c|-|Changed:}} The Overheal penalty is now passive instead of while active<br>{{c|-|Changed:}} The health restoring penalty is now passive instead of while active<br>{{c|-|Changed:}} The wearer now gains reduced health from all sources instead of just from healers<br>{{c|=|Info:}} Medics will now build ÜberCharge slower if the Overheal cap is reached<br>
 +
| {{buff|-40% damage from ranged sources while active}}<br>{{nerf|+100% damage from melee sources while active}}<br>{{nerf|-60% maximum overheal on wearer}}<br>{{nerf|-20% health from all sources}}<br>
 +
|-
 +
| {{Table icon|Eviction Notice}}
 +
| {{c|+|Added:}} On Hit: Bleed for 5 seconds<br>{{c|+|Changed:}} Damage penalty decreased from -60% to -50%<br>{{c|+|Removed:}} Maximum health is drained while item is active<br>{{c|-|Removed:}} +15% faster move speed on wearer<br>
 +
| {{buff|+40% faster firing speed}}<br>{{buff|On Hit: Gain a speed boost}}<br>{{buff|On Hit: Bleed for 5 seconds}}<br>{{nerf|-50% damage penalty}}<br>
 +
|-
 +
| {{Table icon|Holiday Punch}}
 +
| No changes.
 +
|  {{buff|Critical hit forces victim to laugh}}<br>{{buff|Always critical hit from behind}}<br>{{buff|On Hit: Force enemies to laugh who are also wearing this item}}<br>{{nerf|Critical hits do no damage}}<br>
 
|}
 
|}

Revision as of 13:29, 29 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 - Flamethrower Changes
  • 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: Particle box dimensions decreased from 12 to 4
  • Pictogram minus.png Changed: Flamethrower damage is now calculated based on each individual particle instead of per tick
  • 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 Changed: Flare Gun afterburn duration decreased from 7.5-10 seconds to a fixed 6 seconds
  • Pictogram comment.png Changed: Flamethrower 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
Pyro - Airblast 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 (Does not affect the Dragon's Fury)
  • 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 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 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

Primary

Secondary

Melee

Demoman

Demoman - Class Changes
  • Pictogram plus.png Changed: Grenades no longer tumble through the air upon being fired
  • Pictogram plus.png Changed: Base shield charge cooldown decreased from 12 to 10 seconds
  • Pictogram plus.png Changed: If charge is interrupted as a result of knockback, the wearer gets a refund based on the remaining charge left
  • Pictogram plus.png Changed: Shield bash kills now count as melee kills
  • Pictogram plus.png Changed: Fixed a bug where charging with a sword did not provide +78% longer melee range
  • Pictogram plus.png Changed: Fixed a bug where charging with non-sword melees did not provide +166% longer melee range
  • Pictogram plus.png Changed: Explosive damage resistance now accounts for self blast damage resistance as well
  • Pictogram plus.png Removed: Random projectile deviation on grenade launchers
  • Pictogram plus.png Removed: Random projectile spread on grenade launchers
  • Pictogram plus.png Removed: -75% deploy speed penalty on all Swords
  • Pictogram plus.png Removed: -75% holster speed penalty on all Swords
  • Pictogram comment.png Info: The deploy and holster speed removal change applies to the Half-Zatoichi on Soldier as well
  • Pictogram comment.png Info: Self blast damage resistance does not affect blast jump velocity
  • Pictogram comment.png Info: Self blast damage resistance is disabled if an enemy is caught in the blast radius

Primary

Secondary

Melee

Heavy

Heavy - Class Changes
  • Pictogram plus.png Changed: Swapping weapons is now possible while the minigun is revved up
  • Pictogram plus.png Changed: Each bullet per ammo is perfectly accurate
  • Pictogram plus.png Removed: Damage and accuracy progressively ramps up after miniguns start firing
  • Pictogram minus.png Changed: Lunchbox items now heal a portion of the wearer's max health instead of a fixed amount
  • Pictogram comment.png Changed: Dying while holding an edible will drop the edible with an ammo box, restoring both health and ammo

Primary

Secondary

Melee