Base class changes:
> Spy has to take three consecutive flame particle hits while disguised or cloaked before the third person fire visuals display to enemies. Flares and the Dragon’s Fury always get a visual.
Reasoning:
Raised spy's resistance to spam and plain bad luck while not affecting flame damage.
Changes:
> Bullet spread recovers linearly over the course of the cooldown
> Added a bindable function that allows the spy to visually reload his disguise’s weapon infinitely
Reasoning:
A slight buff to the revolver's damage consistency. The new disguise function facilitates more trickery.
Changes:
> The following backstab registration condition is now also lag-compensated: “The spy may be facing as much as ~107.5° off from the direction where the victim is facing, but no more.”
> Added a new backstab registration condition: "If the spy is within ~53° of view of the victim, lag compensated from the victim's side, the backstab will not register as such."
Reasoning:
Added lag compensation to the condition that was missing it to prevent facestabs and certain cases of failstabs in the spy's POV. Added the new registration condition to prevent facestabs in the victim's POV while still allowing spy to play normally.
Changes:
> Reduced cloak time from 1 to 0.8 seconds
> Reduced decloak time from 1.8 to 1.44 seconds
> Removed the possibility of the disguise process smoke being visible through cloak
> Removed all healing and overhead visuals on cloaked spies to enemies
Reasoning:
Spy is currently not very good at survival. Rather than give him a completely passive buff, his capacity to enter and exit engagements on the terms of his own timing has been increased. The disguise smoke rule was changed to avoid a confusing and arbitrary requirement being placed upon him. Healing and overhead visuals removed from cloaked spies because invisibility is not an abstract term.
Changes:
> Headshot damage falloff starts at 1024 hu and linearly falls to 18 at 1200 hu
> Removed no random critical hits
Reasoning:
Functionally defunct. A partial revert to its previous state giving it a viable range that can’t be abused. Removed the random crit exception because there are no longer random crits.
Changes:
> Damage ramp-up is capped at 125%
Reasoning:
Close-range damage nerf because it gives a hefty passive stat and effectively doesn’t have a downside for knife spies.
Changes:
> Removed +33% cloak drain rate
> Removed the ability to disguise on command
Reasoning:
This is a full revert to its previous state as it’s currently both much weaker and less interesting than before. The weapon is also indirectly buffed by the new ability to walk at spy speed regardless of disguise.
Changes:
> Always grants a fixed 140 health/overheal on backstab with the max health still being capped at 210
> Increased overheal decay from 2.33 to 4.25 per second
Reasoning:
Makes the health gain more consistent. Much higher decay further localizes the upside, thus reducing its impact on players that weren’t the ones who got backstabbed.
Changes:
> Added the bindable ability to move at spy's base speed regardless of disguise
> Added the bindable ability to strip cosmetics from your disguise
> Spawning wallhacks aren't applied to disguised enemy spies
> Spy’s cosmetics are visible to his teammates
> Disguising as medic now defaults to the disguise holding the medigun
Reasoning:
The new movement option broadens the scope of useful disguises. The lack of spawning wallhacks gets rid of an unfair advantage for the enemy team in locating the spy. Cosmetic visibility changes made to bring swag parity between classes. Quality of life medic disguise change implemented to make the disguise convincing by default. Ability to strip cosmetics added as to not be disadvantaged when playing against unique looking (ugly) trader bros.
Changes:
> Removed the activation delay after stabbing
> Increased +50% to +100% cloak regen speed
Reasoning:
The current cloak regen rate corresponds to the higher ends of respawn timers. This change reduces the cooldown without allowing it to be used for abusing close-together ammo packs. The removal of the activation delay after stabbing makes sure it can do its job.
Stats:
> +100% sapper health
> Does no damage to enemy buildings
Reasoning:
Gives spy better 1v1 odds against the engineer whilst making him commit, without making the engineer a turtle.
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.