Base Changes
No Stat Changes
Primary Changes
Sniper Rifle Changes (Applies to all Sniper Rifles)
Range limitations alterred
Rather than having a damage penalty, headshots done outside of the rifle's "effective range" do minicrits, minicrit headshots do anywhere between 61 to 182 damage.
Range limit for "close range" removed
Range penalties do not apply in Vs. Bosses.
Headshot delay reduced to 0.2s (identical to TF2)
Scope now has 25% less zoom.
Reserve ammo is now 24.
Nitpicky change but with 1/25 ammo you have 26 bullets total. Absolutely outrageous.
The rifle will make a distinct "DING!" if the headshot delay has passed.
All of the hidden stats on the Stock Sniper Rifle have been listed on the weapon's stat card, reads something like this:
10% damage penalty vs. players if not fully charged
Headshots do minicrits over 120 studs
Headshots have a slight delay after scoping
(For the sake of not making every stat card a wall of red text, weapons will have "Stock's downsides apply" listed as a single downside.)
I think the way the Marksman nerfs were done in TC2 are incredibly poorly thought out and mostly were done in ways that contradict one another: (such as an increased quickscope delay to prevent quickscoping, and a laser pointer to prevent hard-scoping?? AND a damage penalty to punish the long range class for fighting at... long range??? Amazing )
I wanted to kind of take the current interpretation of Marksman and improve on the foundational elements of his design without making Marksman feeling clunky. As well as trying to make changes that doesnt make people who avidly play Marksman mad.
Scope Redesign
A slight redesign the Scope that makes it marginally easier to get a grasp for what distance you're firing at.
For starters, the stud counter is moved directly to the middle, so you can look at both your charge meter and your studs counter much easier without having to quickly dart between your target, your stud counter and your charge amount.
Distance Counter
Now looking at the Distance Counter is a lot more simplified, if you are within the effective range of your Sniper Rifle (between 75-200 studs), the number may show up as green. If you are outside of the effective range (<40, or >120) then it will show up as red. This will make figuring out whether or not your Sniper Rifle will be doing max damage much easier.
You can call the Huntsman the lucksman in this game too, but for a completely seperate reason than its TF2 counterpart. The Huntsman in this game legitimately is so garbage that the Classic, Efficient Elim. and the Poacher's Pride literally exist for no reason but to do the same thing this thing was supposed to do but without having garbage projecitle hitbox.
Compound Crusader
(Formerly the Huntsman)
Projectile cannot be deflected
Arrows can be charged and fired while falling.
-50% less primary ammo on wearer
Arrows start losing their accuracy if the
bow is drawn for more than 4 seconds
A bow that shoots arrow projectiles that travels faster and deals more damage the longer you hold down the primary fire.
The longer you aim, the more damage
and faster the arrows travels
Projectile cannot be deflected
Arrows start losing their accuracy if the
bow is drawn for more than 2 seconds
While aiming: -33% move speed
Shoots arrows instead of bullets
Changes:
Takes 2 more for aim to start getting shaky.
Unlisted: Reload animation sped up 1.66x
Entire stat card rewritten
Arrow hitbox functionality alterred to be more like Team Fortress 2, where upon hitting the character's bounding box (image below), the arrow teleports to the nearest limb.
(Credits to anonymous TC2 sourcecode holders for showing me how the hitboxes look, no it's not Krosh.)
Yes, that tiny box on Arsonist's head is the ENTIRE bullet/huntsman head hitbox. That's why its so hard to hit heads with this stupid bow.
Inspired by Fishstick's rebalance of the Classic. Instead of waddling on direct upgrade territory like how it used to, now it requires you to have at least half charge to get a crit headshot.
Classic
Charge and fire shots independent
of zoom
-12% damage on body shot
Headshots deal minicrits if charge is under 50%
Stock's penalties apply
Charge and fire shots independent
of zoom
-12% damage penalty
Changes:
Damage penalties apply only to bodyshots.
Fires Tracer Rounds
Headshots deal minicrits under 50% charge
Visual: Uses the TC1 model.
Given a new laser pointer!
Okay, a damage penalty was ENOUGH of a stat. We don't need the damage to start at zero. Instead it starts at 20 for a minimum of 60 damage per headshot instead
Zoom reduction is also reduced to avoid being too problematic once stacked with the existing penalty
Efficient Eliminator
+25% charge rate
No move speed penalty while aiming
Lose scope on full charge
25% zoom reduction
-20% damage penalty
Damage starts at 20 while charging
Stock's penalties apply
+25% charge rate
No move speed penalty while aiming
Lose scope on full charge
50% zoom reduction
-20% damage penalty
Damage starts at zero while charging
Changes:
Range-based damage penalties do not apply
Damage no longer starts at zero, starts at 25 instead
Zoom reduction reduced a bit to account for stock
Visual: Given a new laser pointer!
QOL. You can deal a nice 175 with two headshots in a row. I'd imagine it'd be given some internal damage bonus to ensure the kill on Annihilators and Arsonists.
Poacher's Pride
Changes:
Unlisted: Second consecutive headshot deals minicrits and lacks spread.
Unlisted: Minicrit headshots have a 2% damage bonus)
Decided to play into this item's "stealth" role a bit further. The Urban Upriser in current TC2 is a weapon that serves literally no purpose beyond having a frankly very badass model and sound, and I believe this chagne should let it be more on par with stock and any of the Marksman's better unlocks.
Urban Upriser
Gain Focus on kills and assists
Press 'Reload' to activate focus
Laser displays at 50% transparency
-12% damage on body shot
In Focus: 35% faster charge, hides the laser fully, and fires faint tracer rounds. Can be activated and cancelled at any time.
Stock's penalties apply
Heads will roll.
Gain Focus on damage
Press 'Reload' to activate focus
In Focus: 25% faster charge and no unscoping
-12% damage penalty
Heads will roll.
Changes:
Damage penalty replaced with TF2-styled bodyshot damage penalty
Laser displays at 50% transparency
Focus can be enabled at any time and cancelled by switching off the weapon
(Unlisted: Getting a kill or assist while in focus will increase the duration of focus)
Damage penalty while under effects of focus.
Focus is gained on kill and not damage
Fires Tracer Rounds while in focus
My best attempt at making this weapon have any semblance of usage other than "Being the weapon you pull out when there's a really good Mechanic on RED". Now has more of a crowd control emphasis
Trail-Blazer
(Formerly the Model IV)
Shots penetrate players
Charge above 50% makes the first person in a collateral blow up on successful headshot kill.
+50% damage vs buildings
Laser displays at 50% transparency
Cannot fire unless zoomed
Fires tracer rounds
-15% charge rate
Stock's penalties apply
Shots penetrate players
+34% damage vs buildings
Cannot fire unless zoomed
Fires tracer rounds
-15% charge rate
Changes:
Increased building damage to +50%
Charged shots above 50% makes the first victim you hit in a collateral explode to deal about 45 damage at max.
Laser displays at 50% transparency.
Visual: Given a new laser pointer!
I don't play VSB much anymore but i heard this thing's really OP. Given that Lemonade grants full crits in the gamemode.
Sour Shots
Changes:
Banned from Vs Bosses.
Secondary Changes
MAC-10 Changes (Applies to all SMGs)
Increased Base Damage to 8.
Increased Max Rampup to 12, Increased Max Falloff to 4.
For some reason, the SMG in TC2 is statistically not the same as TF2's SMG. For the sake of consistency, it's been tweaked to be identical (In regards to damage, the cipsize is quite nice)
To ensure that the lemoblade combo isn't as ridiculously OP. Other than that all's good.
Suppressed Solution
Changes:
Increased damage requirement to 150
I personally have a gripe with how anemic the 50-AE feels in usage. The amount of skill required to consistently hit headshots and the rather measly amount you do with one single headshot personally irritates me.
This change makes it so that bodyshots do anywhere between 20-40 damage as opposed to 17-34, and headshots deal 54 damage instead of 45
Action Express
(Formerly the 50-AE)
(Compared to Revolver:)
Mini-crits on headshot
30% more accurate
No Damage Rampup
10% slower firing speed
Damage rampup only applies to headshots
(Compared to Revolver:)
Mini-crits on headshot
30% more accurate
-15% damage penalty
20% slower firing speed
(Unlisted: No damage rampup)
Changes:
Damage penalty removed
Increased Firerate
Damage rampup is now listed on stat card
Literally the stupidest weapon ever. Arsonist only has two weapons (and maybe 2 GOOSE concept weapons) that semi-adequately counter Marksman, so to make the weapon the catch-all counter to this class that isn't even that big of a counter to Marksman in the big picture seems like dumb decision.
I have decided to turn this weapon into a general anti-debuff for the Marksman that works as the "inverse" to the Razorback.
Turtle Rock
+25 max health on wearer
35% less debuff duration on wearer
-25% slower reload and charge-up time on primaries
Protects the user against one boss attack and can be recharged by picking up an ammo box.
+14% move speed after being hit by a boss.
+25% fire damage resistance on wearer
Immune to the effects of afterburn
+10 max health on wearer
Changes:
Increased max health bonus
Added lower debuff duration
Removed the fire & afterburn resistance.
-25% slower reload and charge-up time on primaries
Ported over the protection mechanic over from the Razorback.
If a weapon is designed specifically to say "screw you" to one specific class rather than a general "thing", then it is not a very well-designed weapon.
Reworked to go fully in towards the mobility angle by punishing hardscoping and allowing you to reload your rifle faster. Could be a good pair with the Poacher's Pride, Huntsman, E.E or Classic
Tactician's Bandolier
(Formerly the Razorback)
+7% faster move speed on wearer
20% faster reload on primaries
20% reduction in movement penalty while charging
Prolonged scoping in causes your aim to sway
-100% maximum overheal on wearer
When shield is active:
Blocks a single backstab attempt
+7% faster move speed on wearer
20% reduction in movement penalty while charging
-100% maximum overheal on wearer
Regenerates after 30 seconds
Changes:
20% faster reload on primaries
Scoping in will cause your aim to sway after 2 seconds, MW3-style
(For huntsman users this means your screen will start swaying after 4 seconds of charging)
No longer blocks backstabs.
(Unlisted: Made it so that the 20% scope movement reduction doesn't apply to the Efficient Eliminator, allowing you to go ridiculously fast, according to one wiki user)
No longer protects against one boss attack
Melee Changes
Model poopy ugly stinkey.
Inspired by another Fishstickonastick buff.
Bushcutter's Blade
On Hit: Bleed for 5 seconds
+20% faster firing speed
Damage pierces resistances
-20% damage vs players
On Hit: Bleed for 5 seconds
+15% faster firing speed
-35% damage vs players
Changes:
Boosted firing speed Marginally
Damage pierces damage resistances
Damage penalty reduced
Visual: Uses the old Lemoblade model.
The Mischevious Machete's slower deploy speed is a stat that makes it way too hard to use for its own upside to come into effective play.
This makes it somewhat similar to the Equalizer,
Mischevious Machete
Damage increases as the user becomes injured
-25% damage penalty
20% slower firing speed.
Damage increases as the user becomes injured
-25% damage penalty
30% slower deploy speed. (Unlisted)
Changes:
Replaced slower deploy speed with a swing rate nerf.
It already has a damage penalty, that's enough for this thing.
Damage penalty reduced, so its crit damage can be 156 (enough to kill at least kill a Doctor)
Change inspired by Conventional's buff in his blog.
Lemoblade
Changes:
Reduced damage vulnerability to 15%
Reduced damage penalty to -20%