Changes:
Changed +200% max primary ammo on wearer to Does not require ammo
Reason: Simple quality of life that doesn't require the user to eat ammo packs needlessly
Changes:
Removed -25% damage penalty
Added Increase blast radius and damage by 20% on a FREEDOM charged rocket
Removed -25% less damage taken from blast jumps
Removed +40% faster projectile speed
Removed +25% larger clip size
Added a FREEDOM meter, FREEDOM can store 2 charges at a time, and can use only 1 at a time. Cannot gain FREEDOM after getting a kill with a FREEDOM rocket.
Reason: The current Liberty Launcher simply has no identity, it’s pretty much what one could describe as a crutch weapon, and fits that bill pretty well. Thus, a complete and total rework of the Liberty Launcher to give it a clearly defined purpose, and also to make it actually feel unique to use.
Changes:
Added +20% faster projectile speed
Removed does 20% damage to buildings
Charge shot no longer disables buildings
Added this weapon is less affected by range. Max ramp up is now 100% instead of 125%, max fall off is now 70% instead of 53%.
Reason: This weapon is extremely boring, which sucks since the Charge Shot idea is really cool! Changing this weapon to be less polarizing based on whether there are Engineers on the enemy team is definitely a good way to go, since currently this weapon is basically a direct upgrade when there are no Engineers on the enemy team, but becomes worthless once there are Engineers on the enemy team.
Changes:
Removed No Ammo from Dispensers while active
Taunts cannot be initiated until this weapon is able to be holstered
Reason: Admittedly I never really liked the Beggar's Bazooka. Yeah sure if you're the second coming of Christ you can make stuff happen with it, and it seems to be a weapon that will never be more than an acquired taste. As such, just a few QOL changes will be made.
Changes:
Removed 20% smaller blast radius while blast jumping
Increased explosion radius penalty to -15% from -10%
Reason: The nerf the Air Strike received to its mid air blast radius was a really stupid way of nerfing this weapon. This should have been the nerf it gotten in the first place, so that the blast radius remains consistent at all times, whilst also nerfing the mid air attack speed slightly to counter this, as 50% faster firing speed is more than fast enough for what the Air Strike aims to do.
Changes:
Added +40% max primary ammo on wearer
Reason: While I’m not entirely convinced any of the banners necessarily need to have passive bonuses, if the Conch and Backup are gonna have them might as well have the Buff Banner have one as well.
Changes:
Damage resistance from buff effect now is a flat 35% damage resistance, or 50% Sentry Gun damage resistance, rather than being affected by range.
Reason: Fixes the inconsistent effect of the banner and now does what the weapon actually advertises.
Changes:
Added Press "SPACE" in mid air to drop directly downward and stomp enemies below you
Changed Deal 3x falling damage to anyone you land on to the stomp having a base damage of 75, which upgrades from Mini-Crits to Crits as the user falls while equipped, similarly to Demoman's shields. Activates when the space bar is pressed in mid air
Added User is bounced back into the air after a successful stomp, which preserves the blast jumping state
Added immune to knockback while falling
Added on stomp: Fall damage is restored as health instead
Removed -75% reduction in push force taken from damage
Removed -75% reduction in push force taken from airblast
Reason: The Mantreads is a weapon with an incredibly confusing and at times kind of meaningless design. It features a new means of killing however that means of killing people is so hard to do and so based on circumstance and even dumb chance that its not only extremely impractical to go for, but it leaves it as a weapon that just doesnt really do anything. If actually getting a kill with the Mantreads is going to be so incredibly difficult, there can at least be a reward put in place to make the Mantreads actually worth equiping if you arent playing with a throw strat like Trolldier.
Changes:
Now Mini-crits targets airborne by airblast
Can no longer be equipped by the Pyro.
Reason: Because Pyro and Soldier are such wildly different classes, they require different balancing for their weapons, and the Reserve Shooter is no different. Thus, this version is a Soldier exclusive weapon, and Pyro will get a new shotgun to compensate.
Changes:
Increased projectile speed by 50%
Increased projectile hurtbox by 25%
Increased base damage to 65
This weapon’s maximum damage fall off is now 80%, from 53%
Removed does 20% damage to buildings
Projectile penetrates Buildings
Increased clip size to 6 from 4
Projectile no longer hits the same enemy multiple times
Projectiles max ramp up is 110%
Reason: The Bison is a weapon plagued by inconsistencies, and I want to get rid of those once and for all. This does mean getting rid of the multi hit mechanic, but that's really the root of a lot of the Bison’s issues.
Changes:
Added Wearer never takes falling damage
Added 20% less damage taken from blast jumps
Can be redeployed in mid air when charge is full
Added a 6 second cooldown between deployments
Reason: Used to make the B.A.S.E. Jumper less free to use whilst also giving it some nice additional bonuses.
Changes:
Can no longer be equipped by the Soldier
Added, instead, The Sergeant's Slammer, a new unlockable secondary weapon for the Soldier.
Reason: The Panic Attack is a weapon that is practically impossible to balance for all 4 classes at the same time. Just like the Reserve Shooter, the Panic Attack will be split into multiple weapons. This is a completely unique shotgun for Soldier that will replace it, as the current Panic Attack for Soldier is pretty much a direct upgrade to stock.
Changes:
Base damage increased from 65 to 75, this is the standard for all Soldier melees.
Reason: The removal of Random Crits I feel significantly reduces the effectiveness of melee weapons. While not useless, they are far weaker without some semi-reliable way of dealing critical hits. As a result, many classes will get their base melee damage buffed.
Changes:
Altered base damage range from 33-107 to 60 - 144
Changed -90% health gained from Medic sources to Blocks Healing
Reason: Not only does this make the Equalizer much more potent as a weapon, but also makes it so that its downside cannot be abused for free Ubercharge.
Changes:
Added +20% faster move speed while carrying the Intelligence Briefcase or PASS Time JACK
Removed +10% bullet vulnerability on wearer
Can now be equipped by the Pyro
Added +15% damage vulnerability while completing objectives
Reason: Add some more use cases while also making the downside more notable. Also, Pyro could make good use out of it as well, so why not?
Changes:
Added +25% damage bonus while wearer's banner is active
Added +20% increase in banner charge rate
Soldier's new base melee damage does not effect Demoman's version of the weapon
Reason: While not the worst option, I feel as if theres very little reason to use the Half-Zatoichi on Soldier. Demoman having this weapon makes things complicated, so I went with some fun extra stats to give buffs to something unique to Soldier
Changes:
Added +15% faster move speed while active
Added max health is drained while active, drain rate is 20 health drained per second
Added 50% longer deploy and holster
Fixed the weapon hitting behind the user
Reason: The whip is pretty much just better than the shovel more often than not. Not to say the whip is bad but the upside is so good and even for combat it has utility, so we’re gonna take this the GRU route, since this weapon is essentially just a replacement for rocket jumping.
Removed 20% slower firing speed
Added -15% damage penalty (Damage is now 64)
Reason: Keeps the weapon in relatively the same place while also not making it a direct upgrade
Changes:
Added -20% damage penalty
Changed -90% less health from healers to Blocks healing
Reason: Same reason for the equalizer’s downside changing.