Mercenaries,
There have been changes to your performance metrics and updates to the rules of engagement.
You are expected to review the revised documentation in full and adjust accordingly. Assumptions, improvisation, and “business as usual” will not be tolerated.
Further clarification will be provided only if necessary.
Do your jobs.
— Miss Pauling
Changes:
> Removed random crits
> Removed random pellet spread
> Removed random fall damage variance
> Removed the effectively random spawn times by making them a fixed number equal to the average of the lower and higher spawn threshold
Reasoning:
The following mechanics, with the exception of random crits, are kind of just there. They serve no real purpose, while making things less consistent, and were thus removed. As for random crits - If you want to keep them, you've instantly disqualified yourself from any balance discussion.
Miscellaneous
Changes:
> Removed flinching
> Made the freezecam extend to 5 seconds before your death
Reasoning:
Flinching removed to avoid punishing aim and unfair engagements, global sniper changes make its removal a non-issue. Freezecam duration extended into a replay to make it a more useful tool in determining your cause of death.
Changes:
> Removed support points
> Getting a revenge grants 0 additional points
> Removed the ability to gain points during setup
> Upon dealing damage to an enemy, a 10 second timer is started. The timer resets to 0 each time you deal damage to that same enemy. The damage you deal is added up, and from it, all healing the enemy receives is subtracted. If the enemy dies with this total being over 40% of the enemy's base health, and only if so happens before the timer runs out, an assist will be granted. If multiple players satisfy the conditions, the assist is awarded to the one with the highest total. The current rules for other considerations still apply.
Reasoning:
Support points removed because they don't affect the score and are assigned arbitrarily. Ability to gain points during setup removed because you're not doing anything. Revenge on someone who is wiping the floor with you is not an opportunity for the mop to show off how moist it is. Changes to assist awards made to make them more fair and sensical.
Changes:
> Extinguishing a teammate with the airblast grants 0.5 points
> Reflect-killing an enemy grants an additional 1 point
Reasoning:
Amount of points for extinguishing a teammate reduced because while it is helpful, it is also incredibly easy to do and spam. Reflect kills are now rewarded in accordance to their skill requirement.
Changes:
> Healing yourself with any food item grants 0 points
Reasoning:
Gluttony is a deadly sin.
Changes:
> Destroying a sapper grants 0 points
Reasoning:
You are not to be rewarded for salvaging your original mistake.
Changes:
> 2 points given to the cart pusher upon it reaching a point. 1 point given to the player that reset the rollback counter on the cart. 1 point given for every 30 seconds of pushing the cart.
Reasoning:
Payload scoring dilineated to more properly reflect effort and discourage leeching points of the cart.
General changes:
> Removed competitive and replaced its position in the game mode selection menu with that of community servers
Reasoning:
Team Fortress 2 was not designed around being a competitive game, and the resulting complete lack of interest for competitive should no longer be propped up at the expense of community servers, nor be a major consideration in balancing.
Changes:
> Removed crits on cap
> Added an intel passing-off cooldown lasting first for 10, then 20 and finally 60 seconds, after the first action of passing off the intel to another player. The cooldown resets upon death.
Reasoning:
Crits on cap removed as they don't really do anything except give the capping team a few free kills. The intel pass-off delay was added to prevent drop/pickup voiceline spam.
> Added an official MGE gamemode located in the training section
> Added class-wide features: ammomod
> Added class-specific features:
Soldier: airshot kills only - toggle
Pyro: flare crits only - toggle
Sniper: headshots only - toggle
Spy: backstabs only and headshots only - toggle
All match-specific rules require bilateral confirmation for the match to begin.
Reasoning:
Gamemode added to offer a place to sharpen your 1v1 skills and engage in fun duels.