Base Changes
You will no longer take extra self damage if you happen to shoot an enemy who is next to you so long as you have the "Blast Jumping" status effect.
Rocket jumping now has a dedicated animation for flying around midair
Given Rocket Jumping has less push force, it's been buffed to deal less self damage. The second change was to make doing Rocket Jump rollouts less annoying, as a Trooper main it's really infuriating to get my whole rollout ruined by a random player standing exactly in the spot I'm about to blast jump from.
Primary Changes
Primary Changes (all of these changes apply to unlockables)
Reduced rocket jumping self damage from 46 to 30
Reduced rocket base damage to 85.
Max ramp up is still 112 and falloff is still 48.
Further reduced rocket jump push force
Horizontal Push Force reduced by 20%
Vertical Push Force reduced by 40%
The base damage nerf was inspired by Tony Allen TF2's soldier rebalance. The idea in this rebalance is to give Mechanics more of a fighting chance against camping Troopers.
And okay, look this Push Force change may seem bad, but I assure you with how small TC2's maps are, it's moreso a buff than anything. Less chances of bumping into ceilings.
This rework is supposed to push the G-Bomb more towards a direction of being a "combo" weapon. Unlike the Liberty Launcher's combo use however, this one is meant to encourage a more 30/70 distribution of "Rocket to shotgun" usage.
Little Boy
(Formerly the G-Bomb)
Does not require ammo
This weapon deploys 25% faster
+65% explosion and pushforce radius
+65% damage vs buildings
-35% slower projectile
+65% damage to self from blast jumping
-75% clip size
The one rocket in the launcher will recharge on a meter over a course of 8 seconds
Getting a kill with the rocket will recharge meter by 50%
Killing an enemy with a non-primary or getting an assist will recharge meter by 20%
+40% explosion radius
This weapon deploys 25% faster
+50% damage vs buildings
+65% push force radius
-35% slower projectile speed
Cannot fire another rocket until the last has exploded
+65% damage to self from blast jumping
-75% clip size
Changes:
Does not require ammo
Works on a meter-based system now.
(Unlisted: Reload speed enhancing stats will allow this to reload faster)
Trying to cement this weapon into having more of a "combo-oriented" role rather than just being a boring sidegrade to stock. The damage penalty is actually something you have to think about now rather than just being an accessory stat that you sometimes remember exists. The deploy and holster speed may prove useful for Trollper mains.
Free Bird
(Formerly the Liberty Launcher)
+25% push force bonus
Deploys and holsters 30% faster
+50% projectile speed
20% faster firing speed
-30% damage penalty
+20% push force bonus
+20% clip size
+40% projectile speed
-20% damage penalty
Changes:
Marginal push force and proj. speed increase
Firing speed increased
Significantly increased damage penalty.
Replaced clipsize bonus with a deploy/holster speed bonus
This should hopefully push it over 130 damage at max rampup. This is also to make it less stupidly terrifying from long range.
Torpedo Tube
(Formerly the Direct Hit)
+25% damage bonus
+80% projectile speed
+30% less falloff
Mini-crits targets launched airborne by
explosions
-70% explosion radius
30% less rampup
+25% damage bonus
+80% projectile speed
+60% less falloff
Mini-crits targets launched airborne by
explosions
-70% explosion radius
50% less rampup
Changes:
Reduced Rampup Penalty
Reduced falloff reduction
Added back the max clipsize of 8 rockets. Though to avoid making it a direct upgrade. I've added a few extra downsides.
Stellar Carpet
+60% faster projectile speed while blast jumping
+60% faster firing speed while blast jumping
Clip size increased on kill (up to +4)
30% more falloff
25% damage vulnerability while midair
-30% explosion radius
Clipsize increases every 200 damage dealt
Explosion radius penalty doesn’t apply in VSB
If clipsize has reached maximum amount, each rocket hit will refill magazine..
+60% faster projectile speed while blast jumping
+60% faster firing speed while blast jumping
Clip size increased on kill (up to +2)
-30% explosion radius
Changes:
Maximum clip size is now 4
-30% more falloff
25% damage vulnerability while midair
20 HP, adding up to 60 HP for a full magazine is completely pitiful, being only 10 more HP than what you can get from a small HP pack. This version of the Black Box encourages more aggressive play by ditching your Medics and other traditional health sources, in exchange for running into the enemy team head on to try and tackle crowds way bigger than your size.
Black Box
On Hit: Gain up to +20 health per person hit, adding up to +50 health maximum
-15% damage penalty
20% smaller splash radius
-33% Healing from all sources
-33% Overheal from all healers
Health gain can overheal
On Hit: Gain up to +20 health per attack
-25% clip size
Changes:
Health mechanic reworked.
Clipsize Penalty Removed
-15% damage penalty
20% smaller splash radius
-33% Healing from all sources
-33% Overheal from all healers
Fixed weird wording.
Cow Mangler 5000
(Unchanged)
Changes:
Changed “Deals only 20% damage to buildings” to “80% damage penalty vs. buildings”
On successful charged shot: Boss loses 15% rage
Usually. I'd refrain from ever touching the Rocket Jumper, as I think it's mostly a fine weapon. Though I have noticed the epidemic that is the surge of Trollper mains in public servers. To make Trollper harder, I've removed the reserve ammo bonus. I hope this kind of works as a backwards "buff" to teach people who ACTUALLY use this weapon for its intended purpose of learning the ropes of Rocket Jumping, especially ammo management and the placement of packs.
Rocket Jumper
Changes:
No more reserve ammo bonus.
Visual: Reverted model to Seranok's Rocket Jumper (with upscaled textures)
Added Paintability
Honestly anything makes the Friendly Fire Foiler better by this point. I've decided to shake it up from all the other reworks/buffs by adding a meter of sorts to it. It's also been unbanned from VSB, as a sort of "experimental" change.
Full Metal Jacket
(Formerly the Friendly Fire Foiler)
+30% faster reload time on secondaries
20% faster movement speed on wearer
20% Bullet Resistance on wearer
25% Knockback Vulnerability
TRAUMA:
Every time damage is done with this vest equipped, gain “PTSD”.
When PTSD bar full (after dealing or taking 400 damage), hitting M2 will allow him to start firing his secondary 25% faster with a 20% Accuracy Penalty, as well as run with a speed boost, your melees swing 25% faster.
PTSD stands for “Power To Supremely Destroy”, clearly.
When PTSD has been enabled, full critical hits, no accuracy penalty.
Protects the user against one boss attack.
No knockback taken from damage and airblasts
+30% faster reload time on secondaries
Changes:
20% faster movement speed on wearer
20% Bullet Resistance on wearer
25% Knockback Vulnerability
Added a PTSD meter. Acts sort of like a Banner would.
Unbanned from VS Bosses
Secondary Changes (Guns)
Explanation not required.
Personal Death Ray
(Unchanged)
Changes:
Projectile speed increased by 25%
100% critical hit chance in Vs. Bosses
Stat changes to make the Boonie work better alongside the Foiler, and differentiate the stats from the revolver.
Boonie Blaster
Compared to Revolver:
100% Clipsize bonus
250% more reserve Ammo
30% more accurate
30% more rampup
15% Slower Reload
20% More Damage Falloff
Crits airborne targets
This item always mini-crits.
Functions identically to the Revolver.
Changes:
Added stats.
Secondary Changes
(Passives & Banners)
Why specifically 50% against sentries? This should make the Battallion's have a much more versatile use, and showing how much damage is required should make it easier for players to gauge how much damage is needed to fill the banner.
Battallion's Backup
+30 max health on wearer
Damage taken or dealt required to fill: 600
Provides a defensive buff that protects
nearby team members from crits,
incoming damage by 50%
Rage increases through damage done or taken.
+30 max health on wearer
Provides a defensive buff that protects
nearby team members from crits,
incoming sentry damage by 50% and 35%
from all other sources.
Rage increases through damage done or taken.
Changes:
Damage requirement now listed in stat card.
Changed the sentry damage resistance and general resistance into one general 50% resistance.
To match with other Banners.
Concheror
+8 health regenerated per second on wearer
Damage taken or dealt required to fill: 400
Provides group speed buff
with damage done giving health.
Rage increases through damage done or taken.
Changes:
Auditory: Now uses different sounds for RED and GRN when activating banner.
Buff Banner
+20% faster firing speed on wearer
+25% faster reload time on wearer
Damage taken or dealt required to fill: 500
Provides an offensive buff that causes
nearby team members to do mini-crits
and pierce damage resistance effects.
Rage increases through damage done or taken.
+10% faster firing speed on wearer
+10% faster reload time on wearer
Provides an offensive buff that causes
nearby team members to do mini-crits
and pierce damage resistance effects.
Rage increases through damage done or taken.
Changes:
Damage requirement now listed in stat card.
Boosted the passive firerate stat by 10%
Boosted the passive read stat by 15%
Damage requirement lowered to 500
Now a multi-class weapon. Merged with the Galway Greaves.
Mantreads
+25% faster reload time on wearer (for primaries on Trooper, for secondaries on Annihilator)
Wearer never takes falling damage
-80% reduction in push force taken
from damage and airblasts
15% more horizontal speed on blast jump
+20% faster reload time on wearer
Wearer never takes fall damage
-100% reduction in airblast vulnerability
Changes:
Increased reload speed bonus.
Ported over the speed bonus from the Galway Greaves
-80% reduction in push force taken
from damage and airblasts
Now Multiclass
Melee Changes
I am become generic TC2ber, doer of equalizer jumps..
Yeah this change was legit just added to make Equalizer jumping easier, fuck you.
Equalizer
When weapon is active:
+15% base damage bonus
Damage increases as the user becomes injured
While airborne: 33% less self damage.
On Miss: Hit yourself. Idiot.
25% slower firing speed
When weapon is active:
+15% base damage bonus
Damage increases as the user becomes injured
On Miss: Hit yourself. Idiot.
25% slower firing speed
Changes:
While airborne: 33% less self damage.
Decided to lean in a lot more to the "damage increasing with speed" angle that the Market Gardener tried and failed at doing.
Market Gardener
Deals crits while the wielder is rocket jumping
This weapon deploys and holsters 25% slower
50% more knockback vulnerability
-20% damage penalty
Pressing the backwards movement input midair reduces damage to 108 regardless of velocity
Damage increases with midair velocity. Ranging from 108 to 152 damage. The more damage you will do the more brightly your shovel will glow.
Deals crits while the wielder is rocket jumping
This weapon deploys and holsters 25% slower
50% more knockback vulnerability
-30% damage penalty
-20% firing speed
Unlisted: Damage ranges from 108-135, depending on Velocity.
Changes:
Max damage is increased.
Damage penalty reduced
Firing Speed Penalty Removed
Pressing the backwards movement input midair reduces damage to 108 regardless of velocity
Damage range is a listed stat now
Hot take. Having a stat that specifically exists as a "screw you" to one class is kind of a dumb way to design a weapon. Also, fixed the Haiku from the TF2 version's description to actually follow the 5/7/5 syllable format.
The Damage Vulnerability I'd imagine is also exceptionally annoying to have, because of how it makes weapons like the Pistol basically nuke you.
Caveman
This weapon has a large melee range
and deploys and holsters slower
Gain 35% of base health on kill which overheals
On Hit: Instantly kill enemies who are
also wielding this weapon
Honorbound: Once drawn sheathing
deals 25 damage to yourself unless it kills.
+10% damage vulnerability on wearer
Troopers and Anni's
Both can duel with katanas
For a one-hit kill
This weapon has a large melee range
and deploys and holsters slower
Gain 50% of base health (25% for Annihilator) on kill which overheals
On Hit: Instantly kill enemies who are
also wielding this weapon
Honorbound: Once drawn sheathing
deals 25 damage to yourself unless it kills.
+25% damage vulnerability on wearer
Changes:
Reduced Damage Vulnerability
Changed the class dependent health gain to a flat 35% across both Trooper and Annihilator.