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

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|-
 
|-
 
| align="center" | [[File:Lvl1dispenser.png|50px]]<br>  
 
| align="center" | [[File:Lvl1dispenser.png|50px]]<br>  
Amplifier
+
Mini-Dispenser
 
| {{c|=|Info:}} Restores 10 health and 20% of the target's max ammo per second in a radius<br>{{c|=|Info:}} Does not dispense metal<br>{{c|=|Info:}} Costs 70 metal to build<br>{{c|=|Info:}} Has a base construction time of 3.36 seconds<br>{{c|=|Info:}} Has a base redeploy time of 1.05 seconds<br>{{c|=|Info:}} Cannot be upgraded<br>{{c|=|Info:}} 100 max health<br>
 
| {{c|=|Info:}} Restores 10 health and 20% of the target's max ammo per second in a radius<br>{{c|=|Info:}} Does not dispense metal<br>{{c|=|Info:}} Costs 70 metal to build<br>{{c|=|Info:}} Has a base construction time of 3.36 seconds<br>{{c|=|Info:}} Has a base redeploy time of 1.05 seconds<br>{{c|=|Info:}} Cannot be upgraded<br>{{c|=|Info:}} 100 max health<br>
 
| {{buff|-30% construction cost}}<br>{{buff|+150% faster construction speed}}<br>{{buff|+150% faster redeploy speed}}<br>{{nerf|Cannot be upgraded}}<br>{{nerf|Does not dispense metal}}<br>{{nerf|-50 max health on this building}}<br>
 
| {{buff|-30% construction cost}}<br>{{buff|+150% faster construction speed}}<br>{{buff|+150% faster redeploy speed}}<br>{{nerf|Cannot be upgraded}}<br>{{nerf|Does not dispense metal}}<br>{{nerf|-50 max health on this building}}<br>
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|-
 
|-
 
| {{Table icon|Crusader's Crossbow}}
 
| {{Table icon|Crusader's Crossbow}}
| {{c|-|Changed:}} Base damage rescaled from 38-75 to 45 at all ranges<br>{{c|-|Changed:}} Base healing rescaled from 75-150 to 99 at all ranges<br>{{c|-|Changed:}} The special bolt now applies its heal over 3 seconds as a buff<br>{{c|-|Changed:}} Penalties that affect healing from healers now fully affect this weapon<br>{{c|-|Removed:}} Healing from this weapon grants a small amount of ÜberCharge<br>
+
| {{c|-|Changed:}} Base damage rescaled from 38-75 to 45 at all ranges<br>{{c|-|Changed:}} The special bolt now applies its heal over 2.25-4.55 seconds based on distance as a buff<br>{{c|-|Changed:}} Penalties that affect healing from healers now fully affect this weapon<br>{{c|-|Removed:}} Healing from this weapon grants a small amount of ÜberCharge<br>{{c|=|Info:}} The healing is fixed at 33 health per second, but the buff duration scales based on distance<br>{{c|=|Info:}} Only one instance of the crossbow healing buff can be applied at a time<br>{{c|=|Info:}} The healing buff can only restore as much health as the patient had when the bolt hits it, resulting in less healing if the patient has surplus health when it is first healed<br>
| {{buff|No headshots}}<br>{{nerf|-75% max primary ammo on wearer}}<br>Fires special bolts that heal teammates and deals damage over time<br><br>This weapon will reload automatically when not active
+
| {{buff|No headshots}}<br>{{nerf|-75% max primary ammo on wearer}}<br>Fires special bolts that heal teammates and deals damage over time based on distance traveled<br><br>This weapon will reload automatically when not active
 
|-
 
|-
 
| {{Table icon|Overdose}}
 
| {{Table icon|Overdose}}
Line 864: Line 864:
 
| {{c|+|Added:}} Alt-Fire: Perform a medical diagnosis of a nearby enemy, revealing their health to all allies for 10 seconds<br>{{c|+|Removed:}} -10% slower firing speed<br>{{c|-|Added:}} -50% damage penalty<br>{{c|-|Removed:}} Allows you to see enemy health<br>{{c|=|Info:}} Only one enemy can be affected at a time<br>{{c|=|Info:}} Has a max range of 600 HU<br>{{c|=|Info:}} This cannot reveal enemy Medic Übercharge percentages<br>
 
| {{c|+|Added:}} Alt-Fire: Perform a medical diagnosis of a nearby enemy, revealing their health to all allies for 10 seconds<br>{{c|+|Removed:}} -10% slower firing speed<br>{{c|-|Added:}} -50% damage penalty<br>{{c|-|Removed:}} Allows you to see enemy health<br>{{c|=|Info:}} Only one enemy can be affected at a time<br>{{c|=|Info:}} Has a max range of 600 HU<br>{{c|=|Info:}} This cannot reveal enemy Medic Übercharge percentages<br>
 
| {{buff|Alt-Fire: Perform a medical diagnosis of a nearby enemy, revealing their health to all allies}}<br>{{nerf|-50% damage penalty}}<br>
 
| {{buff|Alt-Fire: Perform a medical diagnosis of a nearby enemy, revealing their health to all allies}}<br>{{nerf|-50% damage penalty}}<br>
 +
|}
 +
 +
= Sniper =
 +
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Sniper - Primary Changes
 +
<!-- SNIPER CLASS -->
 +
|-
 +
| align="left" |
 +
* {{c|-|Added:}} Scoping in for more than 5 seconds will cause the wearer to lose focus and gradually draining charge, fully losing all charge after 1.5 seconds
 +
* {{c|-|Added:}} Flinching while scoped in causes the reticle to reset in a slightly different location. The reset is increased proportionally the more damage the weapon does while scoped in
 +
* {{c|-|Added:}} Non-scoped in shots have a minimum fall off damage of 50%
 +
* {{c|-|Added:}} Base rifle self damage force is decreased by -50%
 +
* {{c|-|Added:}} A team-coloured scope glint effect will be visible to other players while scoped in
 +
* {{c|-|Changed:}} Base ammo decreased from 25 to 12
 +
|-
 +
|}
 +
 +
== 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|Sniper Rifle}}
 +
| {{c|=|Changed:}} See additional changes in "Sniper - Primary Changes" tab
 +
| No changes.
 +
|-
 +
| {{Table icon|Huntsman}}
 +
| {{c|+|Added:}} +25 max health on wearer<br>{{c|+|Added:}} This weapon will reload automatically when not active<br>{{c|-|Changed:}} Arrows need to be charged for at least 0.2 seconds before they can headshot<br>{{c|-|Changed:}} Arrows suffer from up to a 50% minimum damage fall off after 1000 HU, reaching minimum damage fall off at 1200 HU<br>{{c|-|Changed:}} Arrows cannot headshot if the target is over 1200 HU<br>{{c|-|Changed:}} Aim fatigue threshold decreased from 5 to 3 seconds<br>{{c|-|Removed:}} This weapon cannot be charged while in mid-air<br>{{c|-|Removed:}} (Hidden) +66% faster move speed while scoped in<br>{{c|=|Changed:}} Arrows are now fired from the center, much like the Soldier's Original rocket launcher<br>{{c|=|Changed:}} Headshot hit detection formula is revamped, resulting in increased consistency<br>
 +
| {{buff|+25 max health on wearer}}<br>This weapon will reload automatically when not active
 +
|-
 +
| {{Table icon|Sydney Sleeper}}
 +
| {{c|+|Added:}} +33% faster reload time<br>{{c|+|Changed:}} Charge rate increased from +25% to +200%<br>{{c|-|Added:}} -20% charge damage penalty<br>{{c|-|Added:}} Unscoped shots have damage fall off<br>{{c|-|Removed:}} Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second.<br>{{c|=|Changed:}} Fires darts instead of bullets<br>{{c|=|Info:}} Darts have the same hitbox size as flare guns, and have a projectile speed of 3600 HU/s<br>{{c|=|Info:}} Darts travel in a straight line and leave a trail of Jarate droplets in flight<br>{{c|=|Info:}} In other words, the damage multiplier at full charge is only 2.4x instead of 3x<br>
 +
| {{buff|+200% charge rate}}<br>{{buff|+33% faster reload time}}<br>{{buff|Fires Jarate dipped darts instead of bullets}}<br>{{nerf|-20% charge damage penalty}}<br>{{nerf|Unscoped shots have damage fall off}}<br>{{nerf|No headshots}}<br>
 +
|-
 +
| {{Table icon|Bazaar Bargain}}
 +
| {{c|+|Added:}} +55% faster reload time<br>{{c|+|Added:}} +50% max primary ammo on wearer<br>{{c|+|Added:}} No unscoping between shots<br>{{c|+|Removed:}} Base charge rate decreased by 50%<br>{{c|-|Added:}} -20% damage penalty<br>{{c|-|Added:}} No charge<br>{{c|-|Removed:}} Each scoped headshot kill increases the weapon's charge rate by 25%<br>{{c|=|Added:}} -50% less zoom magnification<br>
 +
| {{buff|+55% faster reload time}}<br>{{buff|+50% max primary ammo on wearer}}<br>{{buff|No unscoping between shots}}<br>{{nerf|-20% damage penalty}}<br>{{nerf|No charge}}<br>{{nerf|-50% less zoom magnification}}<br>
 +
|-
 +
| {{Table icon|Machina}}
 +
| {{c|=|Changed:}} See additional changes in "Sniper - Primary Changes" tab
 +
| {{buff|On Full Charge: +15% damage per shot}}<br>{{buff|On Full Charge: Projectiles penetrate players}}<br>{{nerf|Cannot fire unless zoomed}}<br>{{nerf|Fires tracer rounds}}<br>
 +
|-
 +
| {{Table icon|Hitman's Heatmaker}}
 +
| {{c|=|Changed:}} See additional changes in "Sniper - Primary Changes" tab
 +
| {{buff|Gain Focus on kills and assists}}<br>{{buff|Press 'Reload' to activate focus}}<br>{{buff|In Focus: +25% faster charge and no unscoping}}<br>{{nerf|-20% damage on body shot}}<br>
 +
|-
 +
| {{Table icon|Classic}}
 +
| {{c|+|Removed:}} No headshots when not fully charged<br>{{c|-|Changed:}} Damage penalty increased from -10% to -30%<br>{{c|-|Changed:}} Damage penalty is now universal instead of just body shots<br>
 +
| {{buff|Charge and fire shots independent of zoom}}<br>{{nerf|-30% damage penalty}}<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|Submachine Gun}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Jarate}}
 +
| {{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:}} 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 Jarate if they are on fire<br>
 +
| Coated enemies take mini-crits. Can be used to extinguish fires. Be careful of being drenched by Jarate if you stand too close to the splash radius!
 +
|-
 +
| {{Table icon|Razorback}}
 +
| No changes.
 +
| {{buff|Blocks a single backstab attempt}}<br>{{nerf|-100% maximum overheal on wearer}}<br>
 +
|-
 +
| {{Table icon|Darwin's Danger Shield}}
 +
| {{c|+|Added:}} +25 max health on wearer<br>{{c|-|Added:}} -18% max Overheal on wearer<br>{{c|-|Removed:}} +50% fire damage resistance on wearer<br>{{c|-|Removed:}} Immune to the effects of afterburn<br>
 +
| {{buff|+25 max health on wearer}}<br>{{nerf|-18% max Overheal on wearer}}<br>
 +
|-
 +
| {{Table icon|Cozy Camper}}
 +
| {{c|+|Added:}} +100% max primary ammo on wearer<br>{{c|-|Removed:}} No flinching when aiming and fully charged<br>{{c|-|Removed:}} Knockback reduced by 20% when aiming<br>
 +
| {{buff|+4 health regenerated per second on wearer}}<br>{{buff|+100% max primary ammo on wearer}}<br>
 +
|-
 +
| {{Table icon|Cleaner's Carbine}}
 +
| {{c|+|Changed:}} Activating Crikey now inflicts full crits instead of mini-crits<br>{{c|+|Added:}} On Kill During Crikey: Extends the buff duration by +2.5 seconds<br>{{c|-|Changed:}} Base buff duration decreased from 8 to 5 seconds<br>{{c|-|Changed:}} Damage required to charge Crikey increased from 100 to 300 damage<br>
 +
| {{buff|Dealing damage fills charge meter.}}<br>{{buff|Secondary fire when charged grants 100% critical hits for 5 seconds.}}<br>{{nerf|-20% clip size}}<br>{{nerf|-25% slower firing speed}}<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|Kukri}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Tribalman's Shiv}}
 +
| {{c|+|Changed:}} Damage increased from -50% to -35%<br>
 +
| {{buff|On Hit: Bleed for 6 seconds}}<br>{{nerf|-35% damage penalty}}
 +
|-
 +
| {{Table icon|Bushwacka}}
 +
| {{c|+|Added:}} On Hit: One target at a time is marked for death, causing all damage taken to be mini-crits for 1 second<br>{{c|+|Removed:}} 20% damage vulnerability on wearer<br>{{c|-|Added:}} On Miss: Mark yourself for Death for 3 seconds<br>
 +
| When weapon is active:<br><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 for 1 second}}<br>{{nerf|On Miss: Mark yourself for Death}}<br>
 +
|-
 +
| {{Table icon|Shahanshah}}
 +
| {{c|+|Changed:}} Damage increased when health >50% of max from -25% to +50%<br>{{c|-|Changed:}} Damage decreased when health <50% of max from +25% to -35%<br>
 +
| {{buff|+50% increase in damage when health >50% of max}}<br>{{nerf|-35% decrease in damage when health <50% of max}}<br>
 
|}
 
|}

Revision as of 14:26, 1 June 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

Engineer

Engineer - Building Changes
  • Pictogram plus.png Changed: Level 3 Sentry rockets no longer have damage falloff
  • Pictogram plus.png Changed: Metal salvaged from Sentry gibs increased from 60 to 130 metal
  • Pictogram plus.png Changed: Metal salvaged from Dispenser gibs increased from 50 to 100 metal
  • Pictogram plus.png Changed: Base Dispenser construction time decreased from 21 to 8.4 seconds
  • Pictogram plus.png Changed: Base Dispenser redeploy time decreased from 5.25 to 2.625 seconds
  • Pictogram plus.png Changed: Metal salvaged from Teleporter gibs increased from 25 to 50 metal
  • Pictogram plus.png Changed: Base Teleporter construction time decreased from 21 to 8.4 seconds
  • Pictogram plus.png Changed: Base Teleporter redeploy time decreased from 5.25 to 2.625 seconds
  • Pictogram plus.png Changed: During setup, all teleporters are automatically upgraded to level 3
  • Pictogram plus.png Changed: Teleporters will no longer downgrade to level 1 upon one side of the teleporter being destroyed
  • Pictogram plus.png Changed: Buildings now block penetrating attacks and explosive splash as though they were pieces of map geometry
  • Pictogram minus.png Changed: Level 3 Sentry rockets no longer have damage ramp up
  • Pictogram minus.png Changed: Sentry knockback multiplier decreased from 1600% to 800%
  • Pictogram minus.png Changed: Enemies are now only able to receive knockbacks from one level 2/3 Sentry at a time, or two level 1 Sentries
  • Pictogram minus.png Changed: Mini-Sentries no longer inflict knockback nor flinch the enemy
  • Pictogram minus.png Changed: Allied Engineers are no longer able to interact with buildings they do not own
  • Pictogram comment.png Changed: Metal from Dispensers are now split evenly across multiple Engineers if there are more than one Engineer within the radius

Primary

Secondary

Melee

Buildings

Medic

Medic - Class Changes
  • Pictogram plus.png Changed: Base ramp up increased from 120% to 150%
  • Pictogram plus.png Changed: Projectiles now arc way less, matching the flare guns, increasing effective range
  • Pictogram plus.png Changed: Projectile speed increased from 1000 to 1100 HU/s
  • Pictogram plus.png Changed: Reload time decreased from 1.6 to 1.3 seconds
  • Pictogram plus.png Changed: Base ramp up increased from 120% to 150%
  • Pictogram plus.png Removed: Random projectile deviation
  • Pictogram minus.png Removed: The wearer matches the speed of their heal target if they are faster (Except for the Quick-Fix)

Primary

Secondary

Melee

Sniper

Sniper - Primary Changes
  • Pictogram minus.png Added: Scoping in for more than 5 seconds will cause the wearer to lose focus and gradually draining charge, fully losing all charge after 1.5 seconds
  • Pictogram minus.png Added: Flinching while scoped in causes the reticle to reset in a slightly different location. The reset is increased proportionally the more damage the weapon does while scoped in
  • Pictogram minus.png Added: Non-scoped in shots have a minimum fall off damage of 50%
  • Pictogram minus.png Added: Base rifle self damage force is decreased by -50%
  • Pictogram minus.png Added: A team-coloured scope glint effect will be visible to other players while scoped in
  • Pictogram minus.png Changed: Base ammo decreased from 25 to 12

Primary

Secondary

Melee