WARNING!!! I don't play much Agent, these balance changes aren't perfect.
Base Changes
No Stat Changes
Primary Changes
Just ported the one TF2 stat over. This still maintains the "Agent isn't a sniper" type of vibe the original stat had, but now it's a bit less annoying whilst still being around as effective.
At minimum, a headshot may do around 30 or so damage. Up to the current 102 damage up close, it works basically like the TF2 version
Ambassador
Crits on Headshot
Headshots are subject to damage dropoff
Headshots have no damage rampup
-15% damage penalty
25% slower firing speed
Headshots have a second-long delay between them, any headshots made between the delay will do minicrit damage
Crits on Headshot
Requires your clip to be full
-15% damage penalty
20% slower reload time
25% more falloff
Changes:
Full clip no longer required.
Headshots are now subject to damage dropoff, Jungle Inferno style.
Falloff penalty replaced with firing speed
Readded headshot delay, any Headshots made between headshot delay do minicrits.
Given the SIlenced PIstol does around the same amount of damage at full rampup as the stock revolver, I think this is a nominal change, unless you're fighting a Mechanic Nest or something.
The Silent Killer stat is added to let this thing be a bit more than just a family business clone for the Agent. Allowing a more focused "stealth" role for it.
Silenced Pistol
Silent Killer: Kills do not show up in the killfeed
Your gunshots do not reveal your position
+25% faster firing speed
No damage ramp up
A hand-me-down that won't disappoint!
Your gunshots do not reveal your position
+66% clip size bonus
+66% max secondary ammo on wearer
+25% faster firing speed
-30% damage penalty
Changes:
Silent Killer: Kills do not show up in the killfeed
Removed ammo bonuses
Damage penalty replaced with no rampup
L'Esecutore
(Formerly the Block-17)
On hit: bleed for nine seconds. oooh
-100% damage penalty
-85% clipsize
20% slower firing speed
+100 psychological damage against marksman mains
Changes:
Buffed the weapon, unquestionably. No doubt here.
Visual: no more UGLY austrian pistol.. now uses chad american .38 caliber rvolverr...
JUST KIDDING....
Slight fix to give this weapon some more viability.
Block-17
Deals mini-crits while disguised
Attacks pierce damage resistance
effects and bonuses
Deals full damage vs sentries disabled by
your sapper
30% slower firing speed
No damage resistance while disguised.
50% more falloff
Deals mini-crits while disguised
Attacks pierce damage resistance
effects and bonuses
Deals full damage vs sentries disabled by
your sapper
20% slower firing speed
20% damage vulnerability while
disguised
(Unlisted: Minicrits while disguised have damage falloff)
Changes:
Replaced "20% vulnerability while disguised" with "No damage resistances while disguised"
Further Reduced Firing Speed
Added 50% more falloff
Unlisted: Disguised minicrits no longer have damage dropoff.
The heck kind of a name is "Cloak Revolver".
This also falls in line with the L'etranger and its very hard to pronounce name.
Lo Straniero
(Formerly the Cloak Revolver)
Changes:
Renamed, that's it.
PDA Changes
The spy camera is one of my favourite weapons in this game conceptually. However on a functional level, the spy camera falls flat as a result of its system for rewarding the player for successful marks being rather weak.
Rework Idea #1
(DPS-BASED)
Paparazzi
(Formerly the Spy Camera)
A camera used for spying on the enemy
Take a photo of the enemy to mark them and their things for 10 seconds
Marked enemy deaths will grant an Assist charge
Press [Reload] while active to use an Assist charge for 5 seconds of mini-crits
Can only mark two targets at a time.
The finest advancement in Aperture Science.
A camera used for spying on the enemy
Take a photo of the enemy to mark them.
Marked enemies are seen through walls. Lasts 10 seconds
Marked enemy deaths will grant an Assist charge
Press [Reload] while active to use an Assist charge for 5 seconds of mini-crits
Can only mark 2 targets at a time.
Cannot sap buildings
Changes:
Mechanic buildings no longer have to marked seperately from the mechanic himself.
It is possible to mark a Marksman's laser, or an Annihilator's stickybombs, or a Doctor's supercharge percentage through walls now.
Unlisted: The marked target no longer needs to be killed via an assist in order to grant a minicrit. It is possible to kill them yourself now
Some extra stuff to really make this weapon on par with Sappers and not just a mediocre meme tool.
The idea here is that you'd use your camera to "Snap" a sentry from afar, then either take care of it yourself using a revolver, or get a Teammate to take care of it
Recentrly retrofitted to work with the current version
Rework Idea #2
(CLOAK DURATION-BASED)
Paparazzi
(Formerly the Spy Camera)
A camera used for spying on the enemy
Take a photo of the enemy to mark them and their things for 10 seconds
Marked enemy deaths will increase cloak duration by .5s (up to 2 seconds max)
Can only mark two targets at a time.
The finest advancement in Aperture Science.
(this pun sounded better in my head)
A camera used for spying on the enemy
Take a photo of the enemy to mark them.
Marked enemies are seen through walls. Lasts 10 seconds
Marked enemy deaths will grant an Assist charge
Press [Reload] while active to use an Assist charge for 5 seconds of mini-crits
Can only mark 2 targets at a time.
Cannot sap buildings
Changes:
Same general buffs.
Uses the old cloak duration buff instead.
Melee Changes
Knife Changes (Applies to all Knives)
Minicrit backstabs now have a new viewmodel animation where Agent moves her knife off to the side rather than upwards.
Minicrit backstabs do a flat 60% of the enemy’s base health pool now.
Minicrit backstabs now increase weapon switchspeed by 50% for 3 seconds
Minicrit backstabs are, in my opinion, a necessary evil.
Though their implementation is to be frank, quite odd. And incredibly unpredictable. Like how is an average Agent player supposed to be able to tell whether or not an animation is playing at .75x speed?
Replaced the "screw-you-arsonist" stat with a more general "screw-you, most things" stat. Could probably make gunspy a bit more viable? I don't know, I'm not an agent main.
Cold-Blooded Killer
(Formerly the Icicle)
-35% debuff duration on wearer
While Debuffed: 20% faster firing on primaries and melee and 20% faster switch speed
On Kill: Turns victim into ice
-15 max health on wearer
+50% fire damage resistance on wearer
On Kill: Turns victim into ice
-20 max health on wearer
Changes:
Replaced Fire Resistance with general debuff duration reduction
While Debuffed: 30% faster firing speed for primaries and melee
Reduced health penalty
Trying to diversify the array of downsides on Agent's weaponry a bit. Health penalties on almost all knife unlocks even if the gimmick has nothing to do with health feels very uninspired.
This incarnation requires you to think out your chainstabs a bit more before going in for the kill.
Swift Stiletto
When weapon is active:
+30% cloak on kill
Gain a speed boost on kill
This weapon deploys and holsters 15% slower
30% slower cloak & decloak
15% faster cloak drain on wearer
When weapon is active:
+30% cloak on kill
Gain a speed boost on kill
-25 max health on wearer
Changes:
Replaced the health penalty with a slower switch time and slower decloak
The Wraith has been split into two weapons..
Honest-to-god I think the Wraith, and all of Agent's NEW Winter weapons for that matter are a massive misunderstanding of the class at the core level.
Agent, in my opinion at least, is supposed to be this pick class whose role is to (bare minimum) kill one dude per encounter, and generally be a loud fly that wastes the enemy team's energy by forcing them to swat her away.
She isn't, (once again, my opinion) meant to be this crazy clip-farming class that gets rapid insta-kills, or this direct support class in the way the Wraith encourages.
I have decided to split the Wraith into two weapons, an offensive weapon that stays true to Agent's role as an "annoying swattable fly" which is to be used against large enemy pushes (mainly against medic-combos) and the original Wraith (in a nerfed state) which was added back upon feedback suggestion.
Reload Key: Cast spells on allies
Gain Spell charges on Kill (2) and Assist (1)
Backstabs mini-crit
Hold [Reload] to switch between support spells:
Respite: Heal a teammate for 75 health and remove all debuffs. Takes 25% Magic.
Haste: Grants you and nearby teammates a speed boost for 3 seconds. Takes 50% Magic.
Split-weapon #1
(Offensive debuffs)
The Inflictor
On backstab: Apply a debuff spell on target and any nearby enemies for 5 seconds
This weapon deploys and holsters 15% faster
5 second cooldown between spells
Cannot stack multiple spells or types of spells.
Backstabs deal a flat 100 damage from all angles and pierces damage resistances.
Hold [Reload] to switch between support spells:
Leech: Halve the current percent for an enemy's ammo/meters across all of their items.
Lethargy: Mark enemies for death and slow their movement down by 30% for 3 seconds
Purge: 60% of the damage done to the enemy by friendly players are returned as health that can overheal.
Changes:
Spells are applied to enemies rather than teammates
Unlisted: Spell charge can be boosted by picking up ammo packs
Unlisted: Leech penetrates active Supercharges
(But doesn't do damage to stock Supers)
Unlisted(?): Purge heals both you and the teammate.
Unlisted: Spell charges recharge every 10s
Split-weapon #2
(Nerf)
Wraith
Reload Key: Cast spell on friendly team members
Gain Spell charges on Kill (2) and Assist (1)
Backstabs deal a flat 100 damage from all angles and pierces damage resistances.
Hold [Reload] to switch between support spells:
Respite: Heal your teammates for an initial burst of 45 health followed by a gradual regeneration of 30 health that overheals. Takes 50% Magic.
Haste: Grants you and nearby teammates a speed boost for 3 seconds. Takes 50% Magic.
Changes:
Backstabs deal a flat 100 damage and pierces all resistances.
Respite heals 45 hp in a burst, and the remaining 30 hp is slowly regenerated at about the same rate as a Level 2 Dispenser
Respite does not overheal and is now subject to the effects of healing-reduction debuffs.
Both magics take 50% now.
The way that the Kunai has been nerfed a few updates ago feels like, in hindsight, total overkill. The healthsteal having diminishing returns is a cool concept, but reducing the overheal down to stock feels like it's pushing it a bit too far.
This should allow you to have a generally more comfortable amount of health while still allowing attentive explosive classes to easily take you out.
Conniver's Kunai
On backstab kill: Absorbs the health from your victim (up to 100)
-25 max health on wearer
Healthsteal effect has diminishing returns if done in quick succession
Start off with low health
Kill somebody with this knife
Steal all of their health
On backstab kill: Absorbs the health from your victim (up to 75)
-25 max health on wearer
Healthsteal effect has diminishing returns if done in quick succession
Start off with low health
Kill somebody with this knife
Steal all of their health
Changes:
Increased Maximum overheal
A fun "what-if" idea that reimagines the wraith to work with the current pick-power-support class arrangement TC2 has.
The reason that I specifically cranked up the damage bonus for disguising as a pick class was to make it pair with the Ambassador better.
1.25 * 102 = ~128, so you one tap light classes, sweet.
Little reminder:
PICK: Flanker, Agent, Marksman
POWER: Annihilator, Trooper, Brute
SUPPORT: Mechanic, Arsonist, Doctor
Your Eternal Reward
Upon a successful backstab, you rapidly disguise as your victim
Silent Killer: No scream or ragdoll upon kill
Normal disguises require (and consume) a full cloak meter
+20% longer de-cloak time
Disguising as a pick class: +25% damage bonus
Disguising as a power class: +25% damage resistance
Disguising as a support class: +6 health regenerated per second
Upon a successful backstab, you rapidly disguise as your victim
Silent Killer: No scream or ragdoll upon kill
Normal disguises require (and consume) a full cloak meter
+20% longer de-cloak time
Disguising as an offense class: +20% damage bonus
Disguising as a defense class: +20% damage resistance
Disguising as a support class: +4 health regenerated per second
Changes:
Increased bonuses for all weapons
Reworked to work around the new "pick power support" dynamic
Watch Changes
Watch Changes (Applies to all Cloak Watches)
Teammates cannot hear your decloak to avoid confusion.
Cloak now makes you fully invisible.
The lack of this downside on the TC2 version of the C&D baffles me. The TC2 version of the item just kind of feels like it dips too close into Direct Upgrade territory due to how minimal its downsides are.
These downsides have been done to make the Cloak and Dagger do what I think it was supposed to do: Be a watch that encourages much more pre-meditated play.
Silent Observer
(Formerly the Cloak and Dagger)
Cloak Type: Motion Sensitive
Cloak drain rate based on movement
speed
+100% cloak regen rate
No cloak meter from ammo boxes
when invisible
-20% cloak duration
Prolonged cloaking will cause cloak to malfunction
Cloak Type: Motion Sensitive
Cloak drain rate based on movement
speed
+100% cloak regen rate
No cloak meter from ammo boxes
when invisible
-35% cloak meter from ammo boxes
Changes:
Replaced "less cloak from packs" with -20% cloak duration
(Unlisted: Decloak sound made 30% quieter)
The "30-second-blinking" bug is now a listed stat
(Unlisted: The cloak-blink only takes 15 seconds now)
Disguise Kit Changes
Disguise Kit Changes
Teammates cannot hear your disguises to avoid confusion
Taking damage with disguise equipped no longer causes pain grunt or visual loss of health to your disguised player
Disguises now show unusual effects.
You can now switch your Disguise’s weapons by hitting “Inspect” to cycle.
Damage resistances apply when disguising as teammates.
These are all QOL and bugfixes anyway.