Changes:
> Removed the increase in push force taken from damage and airblast
> Removed the push
> Added self-knockback identical to the Force-a-Nature's, activated on alternate fire. Each alt-fire shot consumes two bullets.
> Changed the model to make it look in line with the other scatterguns
Reasoning:
Push is a gimmick that only serves to inhibit movement. Model changed because it can be easily confused with a pistol. Self-knockback added as a replacement to push for spice.
Changes:
> Changed -66% clip size to -50%
> Reduced the first reload from 0.7 to 0.5 seconds
> Reduced consecutive reloads from 0.5 to 0.3 seconds
> Removed +50% firing speed
> Hype bar broken into 4: Each quarter bar gives two jumps, each is activated individually and each drains after 5 seconds upon activation and/or after midair jumps.
> Changed the model to detangle it from the now excluded force-a-nature.
Reasoning:
Converted into a modified scattergun because it no longer has FaN's damage profile and clip size. Damage profile changed due to the existing one being hard to react to and unengaging to fight. Reload time and firing speed reduced to make it more similar to vanilla. Hype bar broken up to give the weapon more utility and as a natural incentive to alleviate the accumulation issue rather than being a hard mechanical limiter.
Changes:
> Removed "On hit: builds Boost"
> Removed "Run speed increased with Boost"
> Added +15% passive speed boost
> Added - 20% damage penalty
Reasoning:
Boost traded for a more present upside to make the weapon useable while removing the accumulation issue. Damage penalty added so that it trades something for it.
Changes:
> Removed +20% less accurate
> Changed mini-crits to the target's back to +75% damage to the target's back (applies additively to the overall damage penalty)
> Changed -34% clip size penalty to -25% damage penalty
> Removed no random critical hits
Reasoning:
This version allows scout to be slightly more comfortable with his range, therefore it makes no sense to have the stat that forces closer range. Flat damage penalty added to incentivize using the weapon so it's truer to its name. Removed the random crit exception because there are no longer random crits.
Changes:
> Increased health gain per hit from 3 to 6 HP
> Health is restored after a 5-second delay
Reasoning:
Health gain conditions changed because it is unfair and annoying to fight a healing enemy. Massive health gain buff made to offset the nerf and because the weapon is weak in its current state.
Changes:
> Removed "damage absorbed will slow you when the effect ends"
Reasoning:
Slow removed both because the weapon is underpowered and because the stat goes against every use case of the weapon.
Changes:
> Health gain from damage done to the enemy increased from 50% to 100%
> Increased the cooldown reduction from extinguishing teammates from -20% to -37.5%
> Health is restored after a 5-second delay
Reasoning:
Health gain conditions changed because it is unfair and annoying to fight a healing enemy. Health gain increased to offset the nerf. The recharge buff serves to promote teamplay and offset the nerf.
Changes:
> Added "crits whenever it would normally mini-crit"
> Removed no random crits
Reasoning:
Mini-crit to crit conversion added because the sandman had its stun removed and replaced with a marked-for-death effect. It also now combos well with the Fan O'War. Removed the random crit exception because there are no longer random crits.
Changes:
> Changed -15 max health on wearer to a -30% damage penalty
> Slow replaced with marked for death for 8 seconds
Reasoning:
Removing the slow mechanic really is the only way to keep the weapon. That leaves marked for death as the only effect that would make sense for the projectile to apply. Max health penalty exchanged for a damage nerf because the weapon is weak.
Changes:
> Removed 25% explosive damage vulnerability on wearer
Reasoning:
Arbitrary downside removed both because its arbitrary and because the weapon is weak in its current state.
Changes:
> Added "On Hit: Ignite target for 1 second"
> Removed +25% fire damage resistance while deployed
> Changed -25% damage penalty to -40% damage penalty
Reasoning:
Weapon shifted from useless to a consecutive hit weapon. Removed the fire resistance as it was an arbitrary stat.
Changes:
> Added "This weapon holsters 50% faster
> Reduced the damage penalty from -75% to -50%
Reasoning:
Weapon's damage and holster buffed to make it competitive with the other weapons in that slot.
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.