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 (well, the previous creator is, at least) 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 40
Reduced rocket base damage to 85.
Max ramp up is still 112 and falloff is still 48.
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.
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 or hardcore combo-ers.
Liberty Launcher
+25% push force bonus
Deploys and holsters 30% faster
+40% projectile speed
+1 rocket per clip
-30% damage penalty
"LIBERTY!! FREEDOM!! SCREAMING EEAAGGLESSSS!!! No, you cannot turn off the loud screeching."
+20% push force bonus
+20% clip size
+40% projectile speed
-20% damage penalty
Changes:
Marginal push force increase
Added switch speed bonus
Significantly increased damage penalty.
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
Mini-crits targets launched airborne by
explosions
-70% explosion radius
Reduced ramp-up and fall-off
"Nobody likes a show-off. Get back at them for hating by blasting them with this bad-boy!"
+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.
Aerial Bomber
+120% faster projectile speed while blast jumping
+120% faster firing speed while blast jumping
Clip size increased on kill (up to +5)
25% more falloff
-1 base clip size
-30% explosion radius
Clip size increases every 200 damage dealt
If clip size has reached maximum amount, each rocket hit will refill magazine.
"Give em' heck! Rain down rockets on the sky and watch the enemy despair! Not responsible for broken legs."
+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 8
Fires a LOT faster
-30% more falloff
Base clip size is only 3
The Black Box is a conceptually fine but boring weapon. This leans into the idea of a one-man army that sacrifices reliance Rocket Jumping in exchange for the ability run in like the moron you always were and blow everyone up.. including yourself.
Black Box
On Hit: Gain up to +25 health per person hit (up to 50 per rocket)
-1 rocket per clip
-25% self damage vulnerability
"Tired of annoying DOCTORS trying to baby you? This bad boy can keep you in the fight for longer and then some, if you can resist the urge to blow yourself up first."
On Hit: Gain up to +20 health per attack
-25% clip size
Changes:
Maximum health potential increased
More self damage
Honestly anything makes the Friendly Fire Foiler better by this point. I've (well, it was already like this, I just agreed with it) 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, since that was stupid.
Full Metal Jacket
(Formerly the Friendly Fire Foiler)
+30% reload speed on wearer
+25% faster move speed on wearer
+10% damage resistance on wearer
25% Knockback Vulnerability
TRAUMA:
Every time damage is done with this vest equipped, gain “PTSD”. Activate by pressing [RELOAD] with your melee deployed gain an insane movement speed boost while locked into your melee weapon for 8 seconds!
"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.
Item Set: Friendly Fire Foiler
Full Metal Jacket
Boonie Blaster
Tunnel Rat
The Veterain
Enables additional voice responses
No knockback taken from damage and airblasts
+30% faster reload time on secondaries
Changes:
25% faster movement speed on wearer
10% damage resistance on wearer
25% Knockback Vulnerability
Added a PTSD meter. Acts sort of like a Banner would.
Unbanned from VS Bosses
Fixed weird wording.
Cow Mangler 5000
(Unchanged)
"This high-tech marvel of science can fire a powerful Big Shot, decimating and burning anyone in it's path!... Unfortunately, Mechanic programmed in some anti-building destruction measures."
Changes:
Changed “Deals only 20% damage to buildings” to “80% damage penalty vs. buildings”
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:
50% clip size bonus
250% more reserve
33% Slower Reload
20% More Damage Falloff
-20% deploy and holster speed
Crits airborne targets
This item always mini-crits.
Item Set: Friendly Fire Foiler
Full Metal Jacket
Boonie Blaster
Tunnel Rat
The Veteran
Enables additional voice responses
Functions identically to the Revolver.
Changes:
Added stats.
Inspired by an old rework for the Reserve Shooter where it was turned into a Rifle. Partially mixed with the Experimental Item. This should give the Ranger's Rifle a bit more purpose without being a hyper-situational weapon with a set of "whatever" upsides.
Icon is an edited version of The Carbine from sned9's blog
Ranger's Rifle
Experimental item added to main game
Compared to Boonie Blaster:
Mini-crits targets launched airborne by explosions
This weapon deploys 50% faster
30% more accurate
+15% firing speed
-66% clip size
Banned in Vs. Bosses
(Compared to Boonie Blaster):
Mini-crits against targets launched by explosions
+60% deploy speed
+35% damage bonus against targets below half health
On Kill: +75% reload speed for 3 seconds
-66% clip size
Changes:
Added accuracy bonus
Removed the On-Kill bonus
Removed the 35% more damage vs half health players
Secondary Changes
(Passives & Banners)
Changes:
Banners: Damage required listed
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
Provides a defensive buff that protects
nearby team members from crits,
incoming damage by 50%
Rage increases through damage done or taken. Requires 600 damage to charge.
+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
Provides group speed buff
with damage done giving health.
Rage increases through damage done or taken.
Requires 400 damage to charge.
Changes:
Auditory: Now uses different sounds for RED and GRN when activating banner.
Idea from Sned9's rebalance
Passives are REALLY weak on this one, which mostly makes sense, but I think they could stand to be a little stronger.
Buff Banner
+15% faster firing speed on wearer
+25% 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. Requires 500 damage to charge.
+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 5%
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
Wearer never takes falling damage
-80% reduction in push force taken
from damage and airblasts
+20% faster reload time on wearer
Wearer never takes fall damage
-100% reduction in airblast vulnerability
Changes:
Increased reload speed bonus.
-80% reduction in push force taken
from damage and airblasts
Now Multiclass
Melee Changes
Decided to lean in a lot more to the "damage increasing with speed" angle that the Market Gardener tried and failed at doing. This would kill Soundsmith immediately.
Market Gardener
Deals crits while the wielder is rocket jumping
-33% damage penalty
+50% knockback vulnerability while deployed
-50% deploy and holster speed
Velocity meter increases with speed. While rocket jumping, gain a damage bonus proportional to the speed you're moving!
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:
Swing speed penalty removed
Maximum damage increased
deploy and holster speed decreased