User:EtherealT/Echoboy11's TF2 Balancing Document

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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

MvM Changes

Modified classes' upgrades
Upgrade Classes Cost Level Notes
+2 Health Regen TF2 crosshair orange.png All classes 100 5 Pictogram plus.png Max level increased from 3 to 5
Pictogram plus.png Cost decreased from 200 to 100
+10% Jump Height 200 3 Pictogram minus.png Jump height decreased from +20% to +10%
Pictogram minus.png Cost increased from 100 to 200
Afterburn Specialist Leaderboard class pyro.png Pyro 250 4 +25% afterburn duration, +100% afterburn damage and -25% Flamethrower ignition time per point.
Pictogram plus.png Burn damage increased from +25% to +100%
Pictogram plus.png Can affect all weapons that inflict afterburn
+5 Metal Regen Leaderboard class engineer.png Engineer N/A N/A Pictogram minus.png Removed
Modified primary weapons' upgrades
Upgrade Weapons Cost Level Notes
Rocket Punchthrough Leaderboard class soldier.png Soldier 300 4 Projectiles penetrate enemy players if the damage inflicted exceeds the target's current health until it can no longer kill on hit. Rank increases the base damage of the rocket after penetration by +50.
Pictogram info.png The base damage of the rocket after penetration can never exceed its base damage regardless of the amount of upgrades in Rocket Punchthrough
Airblast Mastery Leaderboard class pyro.png Pyro 350 1 Reflected projectiles inflict afterburn on hit (for 6 seconds), instantly refund 1 Pressure meter and have +100% projectile speed. On Direct Hits: projectiles do maximum damage and stuns target.
Pictogram info.png Renamed from Airblast Force to Airblast Mastery
Pictogram info.png Reflected projectile base damage will increase based on Flamethrower damage upgrades
+25% Burn Damage Leaderboard class pyro.png Pyro N/A N/A Pictogram info.png Removed and replaced with the Afterburn Specialist upgrade
+25% Burn Time N/A N/A Pictogram info.png Removed and replaced with the Afterburn Specialist upgrade
Projectile Penetration Leaderboard class pyro.png Pyro 400 1 Pictogram info.png Affects both primary fire and alt-fire
Larger Heatsinks 400 3 +100% Heat capacity per point.
Pictogram info.png Does not affect Heat build and drain rate
Pictogram info.png The increased Heat capacity will also directly affect alt-fire damage
+20% Damage Leaderboard class demoman.png Demoman 400 1 Pictogram plus.png Cost decreased from 500 to 400
Pictogram plus.png Damage bonus now fully affects impact damage from the Loose Cannon
+25% Projectile Speed Leaderboard class demoman.png Demoman N/A N/A Pictogram minus.png Removed
+10% firing speed Leaderboard class demoman.png Demoman N/A N/A Pictogram minus.png Removed
Taunting Rage Leaderboard class heavy.png Heavy 400 1 Generate Rage by dealing damage. When fully charged, press the Special-Attack key to inflict slow on hit and taunts robots into attacking the wearer.
Pictogram minus.png Cost increased from 350 to 400
Pictogram minus.png Max level decreased from 3 to 1
Pictogram info.png Renamed from Knockback Rage to Taunting Rage
Pictogram info.png The slow effect and duration are identical to the Natascha
Pictogram info.png Robots will still take priority towards Spies and players within 48 HU
Destroy Projectiles Leaderboard class heavy.png Heavy 300 2 Pictogram plus.png Cost decreased from 400 to 300
Pictogram plus.png Accuracy and frequency at level 1 is increased by +100%
+10% Firing Speed 500 2 Pictogram minus.png Cost increased from 350 to 500
Pictogram minus.png Max level decreased from 4 to 2
Destroy Projectiles Leaderboard class heavy.png Heavy N/A N/A Pictogram minus.png Removed
+25% Damage Leaderboard class engineer.png Engineer 400 4 Pictogram info.png Normally unavailable; only accessible if the Gunslinger is equipped
Infinite ammo capacity Leaderboard class engineer.png Engineer Leaderboard class medic.png Medic 400 1 Pictogram plus.png Ammo capacity increased from +50% to infinite
Pictogram minus.png Cost increased from 250 to 400
Pictogram minus.png Max level decreased from 3 to 1
Sentry kills Extend Revenge Crits Leaderboard class engineer.png Engineer 400 1 Each Sentry kill before it is destroyed grants an additional second of Crits, to a max of 40 seconds.
Projectile Penetration Leaderboard class sniper.png Sniper N/A N/A Pictogram minus.png Removed
Explosive Headshots Leaderboard class sniper.png Sniper 500 1 Headshots (lethal or otherwise) damage enemies near target.
Pictogram minus.png Explosion no longer inflicts a brief slow
Pictogram minus.png Cost increased from 350 to 500
Pictogram minus.png Max level decreased from 3 to 1
Pictogram info.png Explosion damage rescaled from 150 to 75-170 based on charge level
+25% damage Leaderboard class sniper.png Sniper 400 4 Pictogram plus.png Damage bonus now properly applies to charged arrows
Projectile Penetration 400 1 Pictogram plus.png Arrows will properly penetrate through Übered players and will not get stuck until it hits a proper surface
Arrow Mastery 200 3 +20% reload time and +20% charge time per point.
Pictogram plus.png Cost decreased from 250 to 200
Pictogram info.png Renamed from Reload Speed to Arrow Mastery
+5s Bleed On Target 200 3 Pictogram info.png Bleed damage is now increased by +100% from level 2 onward, up to +200% bleed damage at level 3
Explosive Headshots Leaderboard class sniper.png Sniper N/A N/A Pictogram minus.png Removed
Modified secondary weapons' upgrades
Upgrade Weapons Cost Level Notes
-35% Speed On Target Leaderboard class scout.png Scout Leaderboard class sniper.png Sniper N/A N/A Pictogram minus.png Removed
100% Critical Chance Leaderboard class scout.png Scout Leaderboard class soldier.png Soldier 400 1 This weapon is permanently crit boosted.
Leaderboard class pyro.png Pyro Leaderboard class heavy.png Heavy
Leaderboard class engineer.png Engineer Leaderboard class sniper.png Sniper
Infinite ammo capacity Leaderboard class scout.png Scout Leaderboard class soldier.png Soldier 400 1 Pictogram plus.png Ammo capacity increased from +50% to infinite
Pictogram minus.png Cost increased from 125 to 400
Pictogram minus.png Max level decreased from 3 to 1
Leaderboard class pyro.png Pyro Leaderboard class heavy.png Heavy
Leaderboard class engineer.png Engineer Leaderboard class sniper.png Sniper
Leaderboard class spy.png Spy
+25% Burn Damage Leaderboard class pyro.png Pyro N/A N/A Pictogram info.png Removed and replaced with the Afterburn Specialist upgrade
+25% Burn Time N/A N/A Pictogram info.png Removed and replaced with the Afterburn Specialist upgrade
Able to re-launch while already in-flight Leaderboard class pyro.png Pyro 200 1 Pictogram plus.png Cost decreased from 400 to 200
Stun enemies when you land N/A N/A Pictogram minus.png Removed
Explode on Ignite Leaderboard class pyro.png Pyro N/A N/A Pictogram minus.png Removed
+10% Firing Speed Leaderboard class demoman.png Demoman N/A N/A Pictogram minus.png Removed
Consuming Grants Crits Leaderboard class heavy.png Heavy 400 1
+5 Metal On Hit Leaderboard class engineer.png Engineer 100 4
+25% ÜberCharge Rate Leaderboard class medic.png Medic 300 4 Pictogram plus.png Max level increased from 1 to 4
Healing Mastery Leaderboard class medic.png Medic 300 4 +25% heal rate for patient, +25% faster revive rate, and +25% self heal rate, per point.
Pictogram plus.png The increased heal rate now fully affects the Amputator as well, including its passive health regeneration and its taunt
+25% Damage Leaderboard class spy.png Spy 200 1
Mini Explosive Headshots Leaderboard class spy.png Spy 350 1 Headshots (lethal or otherwise) damage enemies (100 damage) near target (200 HU).
Modified melee weapons' upgrades
Upgrade Weapons Cost Level Notes
Mark-For-Death On Hit Leaderboard class scout.png Scout 500 1 Pictogram info.png Renamed from Ball Marks Target to Mark-For-Death On Hit
Pictogram info.png Projectiles from the Sandman and Wrap Assassin can also mark enemies for death
+3s Crits On Kill TF2 crosshair orange.png All classes
  • All melee weapons except for melee weapons equipped by the Leaderboard class demoman.png Demoman and Leaderboard class spy.png Spy
300 2 3 seconds of 100% Critical hit chance per level; switching weapons retains critical hits.
+3s Crits On Kill Leaderboard class demoman.png Demoman Leaderboard class spy.png Spy 350 2 3 seconds of 100% Critical hit chance per level; switching weapons retains critical hits.
Pictogram plus.png Critical duration increased from 2 to 3 seconds
Sentry Expert Leaderboard class engineer.png Engineer 200 1 +100% longer Sentry range and +100% max Sentry ammo
Modified buildings' upgrades
Upgrade Buildings Cost Level Notes
2-Way Teleporters Telespin.png Teleporter 100 1 Pictogram plus.png Cost decreased from 250 to 100
Pictogram info.png Becomes unavailable if the Eureka Effect is equipped
Modified canteens' upgrades
Upgrade Classes Cost Notes
Become Crit Boosted TF2 crosshair orange.png All classes 200 Pictogram plus.png Fixed a bug where Sentry Gun firing speed is not properly increased by +67%
Pictogram minus.png Cost increased from 100 to 200
Become Übercharged 150 Pictogram minus.png Cost increased from 75 to 150
Building Upgrade 150 Pictogram minus.png Cost increased from 50 to 150