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 15% per second
> Added classic-style bullet trails
> 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. Bullet trails and sniper alert sound added to facilitate counterplay.
Changes:
> Bodyshot damage changed to be 100 at 0, 1 and 2; 125 at 3 and 4 and; 150 at 5 or more headshot kills
Reasoning:
Bodyshotting damage now also increasing alongside charge rate buffs this weapon in relation to stock, as it was underused even by good snipers. The global sniper rifle changes combined with the way this weapon works, make sure high burst damage bodyshots are earned, rather than defaulted to.
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:
> Added +35 max health on user
> Added 7% bullet damage vulnerability on user
> Removed +50% fire damage resistance on wearer
> Removed immunity to the effects of afterburn
Reasoning:
Reverted to the first version of the weapon and then slightly buffed as it was underequipped at the time. Added bullet damage vulnerability so that enemy snipers aren't trivialized. The current vanilla version punishes pyro for no reason and lets sniper trivialize flare pestering.
Changes:
> Increased health regenerated per second from 4 to 6
> 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.
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.
Changes:
> Added +50 health restored on kill
> Changed the 20% damage vulnerability on wearer to marked-for-death on the user while active, and for a short period after switching weapons
> Added a 50% deploy speed penalty
> Removed no random critical hits
Reasoning:
Marked-for-death added in place of the damage vulnerability to increase the risk for sniper at close ranges and have him need to commit. Deploy speed penalty added to allow for counterplay. Health restored on kill added to offset the increased risk with increased reward. Removed the random crit exception because there are no longer random crits.
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.