Changes:
> Melee hit registration now prioritizes friendly buildings
Reasoning:
Made sure crucial repair and build boost actions are executed per the player's command instead of being eaten by unimportant teammate interactions.
Changes:
# Sentries
> Removed the ability to build sentries under water
# Teleporters
> Reduced the teleporter build and upgrade cost by 25%
> Teleporter priority is enforced in order from least to most speed
Reasoning:
Water severely negatively affects sentry counterplay. Teleporter costs reduced to encourage movement as opposed to camping. Teleporter priority made more sensible and effectively more consistent.
Changes:
> Changed per shot -30 ammo to -22
> Removed 10% increased damage to your sentry's target
Reasoning:
It’s unfair to receive extra damage when put against a sentry. Ammo buff serves to offset the damage nerf.
Changes:
> Decreased shield resistance from 66% to 40%
Reasoning:
Sentry requires absent levels of team cordination to take down when wrangled.
Changes:
> Added the ability to wield weapons when hauling buildings. Said wielded weapons cannot be reloaded and have 100% increased spread.
> Added mini-sentry damage ramp up: Starts at 50% damage and ramps up to 125% damage over 3 seconds
> Removed no random critical hits
> Removed “Third successful punch in a row always crits”
> Reduced the mini-sentry’s turn rate by 45%
> Reduced the mini-sentry’s knockback by 25%
Reasoning:
Turn rate and knockback reduced to allow close-range classes more counterplay. Crit swing removed due to being useless and unfair when not. Damage ramp up added to give more effective reaction time and the max on it raised to offset the nerf. Hauling buff added to offset the nerf and make engineer more viable on offense. Removed the random crit exception because there are no longer random crits.
Changes:
> On teleport to spawn refills health and ammo
Reasoning:
Quality of life improvement which saves time.
Note:
Removals are a big no-no in the community because there’s a strong belief that a trader’s puckered prolapse red outline diamondback may be nerfed into the ground and lose 99% of its value; however, apparently, it may not lose the extra percent in the form of a removal. So as to not grow the worthless weapon pile, or worse, keep some of the atrocities in their current state, we "excluded" such weapons from all play but MvM, because while the traders complain, bots don't.
Weapons that are reserved for MvM in this project can theoretically be kept where they currently stand if you find a way to either: a) fix the weapon without removing its core concept or b) recognize that you’re effectively removing the old and adding a new weapon in its place and creating confusion and/or dissonance. However, you may only choose to do so if the solution you provide is in itself balanced and has a purpose. Additionally, it needs to fit the game and the class and be unique to the other weapons.