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

From Team Fortress Wiki
Jump to: navigation, search
Line 782: Line 782:
 
|-
 
|-
 
| align="left" |
 
| align="left" |
* {{c|+|Changed:}} Base ramp up increased from 120% to 150%
+
* {{c|+|Changed:}} Syringe Gun base ramp up increased from 120% to 150%
* {{c|+|Changed:}} Projectiles now arc way less, matching the flare guns, increasing effective range
+
* {{c|+|Changed:}} Syringes now arc way less, matching the flare guns, increasing effective range
* {{c|+|Changed:}} Projectile speed increased from 1000 to 1100 HU/s
+
* {{c|+|Changed:}} Syringe Gun projectile speed increased from 1000 to 1100 HU/s
* {{c|+|Changed:}} Reload time decreased from 1.6 to 1.3 seconds
+
* {{c|+|Changed:}} Syringe Gun Reload time decreased from 1.6 to 1.3 seconds
* {{c|+|Changed:}} Base ramp up increased from 120% to 150%
+
* {{c|+|Removed:}} Syringe Gun random projectile deviation
* {{c|+|Removed:}} Random projectile deviation
 
 
* {{c|-|Removed:}} The wearer matches the speed of their heal target if they are faster (Except for the Quick-Fix)
 
* {{c|-|Removed:}} The wearer matches the speed of their heal target if they are faster (Except for the Quick-Fix)
 
|-
 
|-
Line 874: Line 873:
 
| align="left" |
 
| 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:}} 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:}} Flinching while scoped in causes the reticle to reset in a slightly different location, with the reset increasing 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:}} 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:}} Base rifle self damage force is decreased by -50%
Line 947: Line 946:
 
| {{Table icon|Cleaner's Carbine}}
 
| {{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>
 
| {{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>
+
| {{buff|Dealing damage fills charge meter.}}<br>{{buff|Secondary fire when charged grants 100% critical hits for 5 seconds.}}<br>{{buff|On Kill During Crikey: Extends the buff duration by +2.5 seconds}}<br>{{nerf|-20% clip size}}<br>{{nerf|-25% slower firing speed}}<br>{{nerf|No random critical hits}}<br>
 
|}
 
|}
  
Line 972: Line 971:
 
| {{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>
 
| {{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>
 
| {{buff|+50% increase in damage when health >50% of max}}<br>{{nerf|-35% decrease in damage when health <50% of max}}<br>
 +
|}
 +
 +
= Spy =
 +
 +
{| class="wikitable grid collapsible autocollapse" width="100%"
 +
! colspan="2" class="header" | Spy - Invis Watch Changes
 +
<!-- SPY CLASS -->
 +
|-
 +
| align="left" |
 +
* {{c|+|Changed:}} The wearer can now start cloaking right after attacking a target with a melee weapon
 +
* {{c|-|Removed:}} -20% damage resistance when cloaked
 +
* {{c|-|Removed:}} -50% debuff resistance when cloaked
 +
* {{c|=|Info:}} Debuff resistance refers to the shortened debuff durations while cloaked
 +
|-
 +
|}
 +
 +
== 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|Revolver}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Ambassador}}
 +
| {{c|+|Changed:}} Critical damage falloff range threshold increased from 512 to 1000 HU<br>{{c|-|Added:}} Wearer cannot see enemy health<br>{{c|=|Info:}} This means that damage will only start to fall off from 1000 to 1200 HU, with the inability to crit attribute still remaining the same at 1200 HU<br>
 +
| {{buff|Crits on headshot}}<br>{{nerf|-15% damage penalty}}<br>{{nerf|-20% slower firing speed}}<br>{{nerf|No random critical hits}}<br>{{nerf|Critical damage is affected by range}}<br>{{nerf|Wearer cannot see enemy health}}<br>
 +
|-
 +
| {{Table icon|L'Etranger}}
 +
| {{c|+|Changed:}} Cloak on hit increased from +15% to +35%<br>{{c|-|Removed:}} +40% cloak duration<br>
 +
| {{buff|+35% cloak on hit}}<br>{{nerf|-20% damage penalty}}
 +
|-
 +
| {{Table icon|Enforcer}}
 +
| No changes.
 +
| {{buff|+25% damage bonus while disguised}}<br>{{buff|Reduced blink time if the wearer bumps into enemies while cloaked}}<br>{{buff|Attacks pierce damage resistance effects and bonuses}}<br>{{nerf|20% slower firing speed}}<br>{{nerf|No random critical hits}}<br>
 +
|-
 +
| {{Table icon|Diamondback}}
 +
| {{c|-|Added:}} -50% clip size<br>{{c|=|Changed:}} Rescaled the method of obtaining crits from gaining one upon backstabs or buildings sapped to a fixed 1.8 seconds<br>
 +
| {{buff|On Backstab: 1.8 seconds of 100% critical chance}}<br>{{nerf|-15% damage penalty}}<br>{{nerf|-50% clip size}}<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|Knife}}
 +
| {{c|=|Changed:}} See additional changes in "Spy - Invis Watch Changes" tab
 +
| No changes.
 +
|-
 +
| {{Table icon|Your Eternal Reward}}
 +
| {{c|+|Added:}} +40% cloak duration<br>{{c|+|Removed:}} +33% cloak drain rate<br>{{c|+|Removed:}} Normal disguises require (and consume) a full cloak meter<br>{{c|-|Added:}} Wearer cannot disguise<br>
 +
| {{buff|Upon a successful backstab against a human target, you rapidly disguise as your victim}}<br>{{buff|Silent Killer: No attack noise from backstabs}}<br>{{buff|+40% cloak duration}<br>{{nerf|Wearer cannot disguise}}<br>
 +
|-
 +
| {{Table icon|Conniver's Kunai}}
 +
| {{c|-|Added:}} +100% Overheal drain rate on wearer<br>{{c|=|Info:}} Despite the wording, Overheal duration is decreased from 60 to 30 seconds<br>
 +
| {{buff|On Backstab: Absorbs the health from your victim}}<br>{{nerf|-55 max health on wearer}}<br>{{nerf|+100% Overheal drain rate on wearer}}<br>Start off with low health<br><br> Kill somebody with this knife<br><br> Steal all of their health<br>
 +
|-
 +
| {{Table icon|Big Earner}}
 +
| {{c|=|Changed:}} See additional changes in "Spy - Invis Watch Changes" tab
 +
| {{buff|+30% cloak on kill}}<br>{{buff|Gain a speed boost on kill}}<br>{{nerf|-25 max health on wearer}}
 +
|-
 +
| {{Table icon|Spy-cicle}}
 +
| {{c|=|Changed:}} See additional changes in "Spy - Invis Watch Changes" tab
 +
| {{buff|On Hit by Fire: Fireproof for 1 second and Afterburn immunity for 10 seconds}}<br>{{nerf|Backstab turns victim to ice}}<br>{{nerf|Melts in fire, regenerates in 15 seconds and by picking up ammo}}<br>
 +
|}
 +
 +
== Invis watches ==
 +
 +
{|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|Invis Watch}}
 +
| {{c|=|Changed:}} See additional changes in "Spy - Class & Invis Watch Changes" tab
 +
| No changes.
 +
|-
 +
| {{Table icon|Cloak and Dagger}}
 +
| {{c|=|Changed:}} See additional changes in "Spy - Class & Invis Watch Changes" tab
 +
| {{buff|+100% cloak regen rate}}<br>{{nerf|No cloak meter from ammo boxes when invisible}}<br>{{nerf|-35% cloak meter from ammo boxes}}<br>Cloak Type: Motion Sensitive<br><br>Alt-Fire: Turn invisible. Cannot attack while invisible. Bumping in to enemies will make you slightly visible to enemies.<br><br>Cloak drain rate based on movement speed
 +
|-
 +
| {{Table icon|Dead Ringer}}
 +
| {{c|+|Changed:}} Cloak gained from ammo boxes increased from -100% to -80%<br>{{c|+|Changed:}} Upon feigning death, all debuffs are cleansed instead of just afterburn<br>{{c|-|Added:}} Damage taken during cloak reduces cloak duration<br>{{c|-|Changed:}} All cloak gain, including from weapons, are reduced<br>{{c|-|Removed:}} Speed boost upon feigning death<br>
 +
| {{buff|+50% cloak regen rate}}<br>{{buff|+40% cloak duration}}<br>{{nerf|-50% cloak meter when Feign Death is activated}}<br>{{nerf|Damage taken during cloak reduces cloak duration}}<br>{{nerf|-80% cloak meter from all sources on wearer}}<br>Cloak Type: Feign Death<br><br>Leave a fake corpse on taking damage and temporarily gain invisibility and damage resistance
 +
|}
 +
 +
== Sappers ==
 +
 +
{|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|Sapper}}
 +
| No changes.
 +
| No changes.
 +
|-
 +
| {{Table icon|Red-Tape Recorder}}
 +
| No changes.
 +
| {{buff|Reverses enemy building construction}}<br>{{nerf|-100% sapper damage penalty}}<br>
 +
|}
 +
 +
= Alternative/Miscellaneous Balance Suggestions=
 +
 +
== 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|Baby Face's Blaster}} Version 2
 +
| {{c|+|Added:}} +40% more accurate<br>{{c|+|Added:}} Boost can be obtained while active<br>{{c|+|Changed:}} Damage required to drain all boost increased from 25 to 100<br>{{c|+|Changed:}} Boost only starts draining when the buff is active<br>{{c|+|Removed:}} -34% clip size<br>{{c|+|Removed:}} Boost reduced when hit<br>{{c|-|Added:}} -30% damage penalty<br>{{c|-|Added:}} No double jump<br>{{c|-|Changed:}} Damage required to charge Boost increased from 100 to 200<br>{{c|-|Changed:}} Boost drain now happens upon jumping<br>{{c|-|Changed:}} Boost drain on air jumps increased from -75% to -100%<br>{{c|=|Changed:}} Boost is now activated with alt-fire at full charge, granting a +44.44% speed boost for 8 seconds<br>
 +
| {{buff|+40% more accurate}}<br>{{buff|On Hit: Builds Boost}}<br>{{buff|Boost can be obtained while active}}<br>{{nerf|-30% damage penalty}}<br>{{nerf|-10% slower move speed on wearer}}<br>{{nerf|No double jump}}<br>{{nerf|Boost is depleted upon jumping}}<br>When Boost is full, Alt-Fire to gain a massive speed boost.<br>
 +
|-
 +
| {{Table icon|Phlogistinator}} Version 2
 +
| {{c|+|Added:}} Does not require ammo<br>{{c|+|Added:}} Regenerates up to +33% ammo per second when not attacking<br>{{c|+|Changed:}} 'Mmmph' is now activated through an animation and audio cue, similar to Soldier's banners<br>{{c|-|Added:}} -100% maximum overheal on wearer while 'Mmmph' is active<br>{{c|-|Added:}} -50% max primary ammo on wearer<br>{{c|-|Changed:}} 'Mmmph' can only be charged by this weapon<br>{{c|-|Removed:}} Invulnerable while 'Mmmph' taunting.<br>
 +
| {{buff|Does not require ammo}}<br>{{buff|Regenerates up to +33% ammo per second when not attacking}}<br>{{buff|Build 'Mmmph' by dealing damage with this weapon}}<br>{{buff|Alt-Fire on full 'Mmmph': Gain crits for several seconds.}}<br>{{nerf|No random critical hits}}<br>{{nerf|No airblast}}<br>{{nerf|-100% maximum overheal on wearer while 'Mmmph' is active}}<br>{{nerf|-50% max primary ammo on wearer}}<br>
 
|}
 
|}

Revision as of 12:43, 2 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: Syringe Gun base ramp up increased from 120% to 150%
  • Pictogram plus.png Changed: Syringes now arc way less, matching the flare guns, increasing effective range
  • Pictogram plus.png Changed: Syringe Gun projectile speed increased from 1000 to 1100 HU/s
  • Pictogram plus.png Changed: Syringe Gun Reload time decreased from 1.6 to 1.3 seconds
  • Pictogram plus.png Removed: Syringe Gun 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, with the reset increasing 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

Spy

Spy - Invis Watch Changes
  • Pictogram plus.png Changed: The wearer can now start cloaking right after attacking a target with a melee weapon
  • Pictogram minus.png Removed: -20% damage resistance when cloaked
  • Pictogram minus.png Removed: -50% debuff resistance when cloaked
  • Pictogram comment.png Info: Debuff resistance refers to the shortened debuff durations while cloaked

Secondary

Melee

Invis watches

Sappers

Alternative/Miscellaneous Balance Suggestions

Primary