Note:
Our changes to the sniper class fall well within the bounds of overly transformative. We've given ourselves such liberty because sniper is a deeply flawed class, one Valve tried and failed to fix, and we firmly believe the game would be better off entirely without it. That being said, we try to keep as many things as possible, but we cannot do so without changing them into something worth keeping. The following changes result in a gutted class, with the vast majority of its weapons missing and its power being lessened as an unavoidable collateral. Keep in mind that everything you see is an alternative to removal.
Changes:
> Bodyshotting does 67% of the current damage
> Headshot damage is at 112.5 below 1 second of charging, at which point it resumes at where it normally would be
> Charge can only be gained while at least one enemy is visible within the scope
> When not charging, charge is drained at a rate of 10% per second
> Upon a sniper rifle starting to gain charge on you, the fully charged “ding” sound is played on your end
Reasoning:
Bodyshotting damage reduced as it's a disproportionately high amount compared to the effort required. Initial headshot damage reduced to facilitate counterplay. Charge requirement and drain added to prevent circumventions of the above change and reduce cheesy strategies. Sniper alert added to facilitate counterplay.
Changes:
> +35 max health on user
> Decreased max charge bodyshot damage to 100
> Every dimension of the current headshot hitbox increased by 73% (tripled the cross section) and made it be the element used for headshot registration.
Reasoning:
Max health increased to offset the nerfs. Bodyshot damage nerfed because it is disproportionate to the effort involved and difficult to dodge. Headshot hitbox size decreased and made consistent to raise the aim requirement and consequently discourage spam.
Changes:
> Increased health regenerated per second from 4 to 6
> Regeneration only happens while aiming
> Removed no flinching when aiming and fully charged
Reasoning:
Deserves a buff because no flinching is now a global stat and was removed from the weapon because of it. Restricted regeneration because the item is about boosting camping, not close-range fights.
Changes:
> Duration of effect increases linearly from 3 to 10 seconds depending on proximity to the center
Reasoning:
Made the weapon more dependent on aim and the counterplay more worth it.
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.