Changes:
> Removed the 20% slower firing speed
> Removed the “Silent killer: No barrel spin sound”
> Removed the 20% faster spin up time
> Removed the 20% more accurate
> Raised the damage falloff curve to a power of 0.55
Reasoning:
Tomislav’s core identity is a longer range minigun, it should therefore be better at it and worse at close range, and so we made it as such. The silent killer stat was removed because it’s unfair and annoying to fight a heavy that can easily ambush you.
Changes:
> Increased max health by 100 instead of 50
> Capped overheal to 450
Reasoning:
Useless. Overheal capped because 600 hp heavies would be a nightmare to fight.
Changes:
> Consuming the item no longer heals the user
> +50% knockback taken
> Added berserk: delays all damage taken to the end of the effect. While in berserk, gain a 20% speed boost & mini-crits, but you're locked to melee.
> Reduced the effect duration from 16 to 8 seconds
> Killing resets berserk duration
Reasoning:
Made an underwhelming and unused weapon interesting. Increased knockback added to prevent invincible heavies rushing nests.
Changes:
> Added gain 150 health on deploy
> Added "Honorbound: Once donned putting them out deals 200 damage to yourself unless it kills"
> Added no healing from medics while held out
> Removed +50 health restored on kill
> Removed 30% damage vulnerability on wearer
> Removed +30% damage
Reasoning:
The damage increase doesn’t help reach more than one relevant threshold (medic). Made it more interesting and worth using by making it a reverse Half-Zatoichi.
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.