Changes:
Reduced max ammo by 10
Increased Scope in Headshot delay from 0.2 seconds to 0.45 seconds
Added .2 second long delay before the act of reloading begins
Added fires thin, colorless tracers at a base
Added shots produce a loud whizzing sound when missing a target, similar to the Huntsman or the Minigun. Audible from further away
Reload is audible from 3rd person
This weapon will no longer reload while not active
Can be flinched from any distance by Miniguns
Reason: This looks like a lot of red but many of these are minor changes to make Sniper’s just a little bit easier to answer and to give them more means of being exploited
Changes:
Decreased reload speed from 1.5 seconds to 1 second
Increased carried reserve ammo from 12 to 15
Added +25 max health on wearer
Projectile is now affected by damage fall off. Fall of begins at 1000 HU, caps at 50% damage at 1500 HU
Critical damage is now also affected by fall off. Crit damage fall off does not work like the current Ambassador, however, it simply takes the damage done at a given range and triples it.
Functions like the Flare Gun or Sniper Rifle instead of having a clip of 1 for simplicities sake.
Reason: The Huntsman while I don't believe to be bad by any means I feel is certainly a weapon that's design is sorta against itself. The idea of turning Sniper into a close-mid range glass cannon is one that I feel the Huntsman is very close to achieving, however I feel that the nature of the Huntsman being so punishing on a single miss makes this task far too difficult, and as a result the Huntsman becomes a mid range spam tool.
Changes:
Added 50% faster firing speed
Jarate can now be applied for minimum duration on an uncharged hit for 3 seconds
Removed No Headshots
Removed nature's call and all stats relating to it
Added -20% damage penalty
Reason: The Sleeper is just flat worse than Stock, there's no way around it. It’s pretty much the textbook definition of a crutch weapon. This should hopefully make it feel much more unique, being the Sniper rifle of choice for those that like to be much more aggressive as a Sniper
Changes:
Removed -50% base charge rate
Added On Headshot Kill: 35% faster reload
Added On Headshot Kill: Restore 2 primary ammo
Removed Each scoped headshot kill increases the weapon's charge rate by 25% up to 200%.
Added On Scoped Miss: 35% slower reload
Added On Scoped Miss: -1 additional primary ammo
Added -33% max primary ammo on wearer
Reason: The Bargain always seemed like it was doomed from the get-go. A snowball weapon on a class that interacts with the battlefield so little seems like a completely awful idea. Here, we will try to keep the general idea of the Bargain rewarding headshots intact, but now presents a tangible downside for actually missing a shot, as you’ll run out of ammo extremely quickly with this gun if you keep missing
Changes:
Shots can now pierce at any charge level. Pierce damage depends on the current charge of the rifle.
Added On Full Charge: shots ignore damage resistance effects and bonuses
Removed cannot fire unless zoomed
Added 20% slower charge rate
Removes +15% damage bonus on full charge
Reason: The Machina is a cool weapon idea, but a rather underbaked one, I feel. The weapon feels remarkably clunky to try and get use out of its upsides.
Changes:
Added Reloading does not require you to unscope
Added +100% faster charge rate while aiming at a target (meaning your crosshair is currently hovering over a player, uninterrupted)
Added Silent Killer: Shots produce little sound and no tracers
Removed Focus and all stats relating to it
Added -25% base charge rate penalty
Added -20% damage penalty
Reason: A simple way to make the Heatmaker a lot more interesting and does away with a mechanic like Focus, which is nice and all but is rarely ever that useful outside of Mann vs Machine.
Changes:
Removed -10% damage on bodyshot
Removed No headshots when not fully charged
Added -50% critical hit damage penalty (crits only do 2x damage rather than 3x)
Reason: A simple buff to make the Classic not only like its original counterpart but to also make it more useful overall
Changes:
Added cooldown reduced by doing damage (550 damage required)
Added +100% effect duration on direct hit
Added Jar starts empty
Jar cannot be refilled by resupply
Jar meter now takes 45 seconds to fully charge, from 20
Reason: See Mad Milk.
Changes:
Added absorbs 25% of damage taken from behind
Added +30% extra health from packs on wearer
Added Gain a speed boost when shield is destroyed
Added Shield breaks after sustaining 75 damage
Removed Blocks a single backstab attempt
Razorback appears as a mangled mess on Sniper's back when broken
Reason: The Razorback is the single dumbest weapon in the entire game, it genuinely has no reason to exist in its current state (I main Heavy, by the way). Class counter weapons should generally not be in the game in the first place, thus, the Razorback is getting a complete makeover.
Changes:
Added +10% faster move speed on wearer
Added +25 max health on wearer
Added on kill with any weapon: +25 health restored
Removed +50% fire resistance on wearer
Removed Wearer is immune to afterburn
Reason: Same as the Razorback
Changes:
Added +33% max primary ammo on wearer
Changed No flinching when aiming and fully charged to No flinching when aiming and crouched
Removed Knockback reduced by 20% when aiming
Changes:
Added This weapon is less affected by range, having max ramp up be 100% damage and max fall off being 80% damage
Added +20% accuracy bonus
Added +25% faster deploy speed
Removed 25% slower firing speed
Removed Crikey and all stats relating to it
Increased Clip size penalty to 33% from 20%
Added 33% slower holster
Reason: Crikey simply is too difficult to get for an effect that as a Sniper, you usually couldn't care less about
Changes:
Increased damage from 65 to 75
Reason: See reasoning for the Shovel
Changes:
Added Alt-Fire: damage causes increased knockback
Reason: The Shiv's main idea of just bleed for less initial damage is simply not going to work. A knockback stat of some kind would not only be quite useful for Sniper himself, but would also make the bleed damage make much more sense as an actual mechanic.
Changes:
Changed Crits when would normally Mini-crit to Crits vs enemies recently damaged by a Sniper Rifle (includes the Huntsman, will wear off if 3.5 seconds have passed)
Removed 20% damage vulnerability on wearer
Added -33% damage penalty
Sniper will play his melee duel voiceline when deploying the Bushwacka if there is a crittable enemy nearby
Reason: This may well be the single most polarized weapon in the entire game, and is easily one of the most despised weapons in the entire game, all on top of being a weapon that is just generally very poorly designed and not exactly subtle about it either.