Changes:
> Health gain per hit increased from 20 to 30
> Health is restored upon enemy death if it happens within 6 seconds of them taking damage from the last shot
Reasoning:
Health gain conditions changed because it is unfair and annoying to fight a healing enemy. Health gain increased to offset the nerf.
Changes:
> Added "This weapon deploys 30% faster"
> Added "This weapon holsters 40% faster"
> Reduced the damage penalty from 25% to 20%
> Removed -25% blast damage from rocketjumps
Reasoning:
Sped up deployment and holster times to fit a shift to trading damage potential for ease of use. Reduced the damage penalty because the weapon is underpowered in the current game. Removed the reduction in rocketjumping blast damage to buff the weapon further.
Changes:
> Increased rocket jump blast damage resistance from 15% to 30%
> Removed the blast radius reduction while blast jumping
> Reduced the maximum clip increase from +4 to +2
Reasoning:
The air strike is an underpowered weapon with an accumulation issue hidden by said weakness. Airstrike demands you rocket jump, so self-damage resistance was buffed. Additional blast radius reduction while airborne removed because it's too harsh, especially so as it applies when using the weapon in the intended manner. Accumulation issue limited by reducing the max clip size.
Changes:
> Removed "Deals only 20% damage to buildings"
> Added +25% longer reload and firing interval
> Changed mini-crits on alt-fire to +35% damage on alt-fire
> Removed "minicrits whenever it would normally crit"
> Removed "no random crits"
Reasoning:
Removed the reduced damage to buildings to align it more with its sentry-busting side. Longer reload and firing interval added to offset the buff. Alt-fire minicrits changed to a damage increase to discourage spam with fall-off. Removed the crit-to-minicrit conversion stat because it is random. Removed the random crits exception because there are no longer random crits.
Changes:
> Increased the resistance from all other sources from 35% to 40%
> Added 10% explosive damage vulnerability on the wearer
Reasoning:
Explosive damage vulnerability added because the weapon currently punishes demo for no good reason. Damage resistance buff serves to offset the nerf.
Changes:
> Added 6% explosive damage vulnerability on the wearer
Reasoning:
Explosive damage vulnerability added because the weapon currently punishes demo for no good reason.
Changes:
> Increased the base damage from 20 to 55
> Increased projectile speed from 1200 to 1800 Hu/s
> Removed the "deals only 20% damage to buildings"
> Removed projectile penetration
Reasoning:
Base damage and projectile speed increased to make the weapon viable. Projectile penetration removed to remove the prospect of it being used for spam and because it caused inconsistencies. Removed the decreased damage to buildings as it a random stat.
Changes:
> Removed the "reduced amount of air control while deployed by 50%"
> Removed the "removed the ability to re-deploy the parachute once retracted until the player lands on the ground again."
> Added -15% blast damage from rocket jumps
Reasoning:
The B.A.S.E. jumper was never problematic in casual. This is a revert to its previous state followed by a rocket jump blast damage reduction to buff it, as the weapon is meant to be used for rocket jumping.
Changes:
> Changed “Gain 50% of base health on kill” to 100%
> Removed "This weapon deploys and holsters slower"
> Removed the increased range
> Removed no random critical hits
Reasoning:
Increased range removed as it is an unfair advantage in melee fights. Buffed because the upside doesn’t justify itself. Removed the random crit exception because there are no longer random crits.
Changes:
> Removed the increased range for enemies
Reasoning:
Removed the increased range because it is an unfair advantage in melee fights. There is also no reason for a team utility weapon to have increased stats against enemies.
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.