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Thoughts On Current Weapon
TF2's pistols are worse than they really should be. Your first shot since the last 1.25 seconds is guaranteed to be 100% accurate, but any other shot is entirely under the full whims of random spread and makes using them at their intended mid-range a little unreliable at best and a complete waste of your time at worst. It's also worth mentioning that both Scout and Engineer recover from firing and reload their Pistol faster than 1.25 seconds, which means you don't even get that accurate shot if you hold down the fire key after a reload. What a rip-off of a system!
Current Version
Balance Changes
Reduced maximum spread by 25%
Reduced max bullet spread recovery time to 1 second (from 1.25)
Now linearly recovers weapon spread during the course of a cooldown rather than being stuck until the full cooldown has passed
Each shot will now reduce spread by 30%, reaching max spread at 100%
This means that your first few shots are more accurate, up to the 5th shot and further where max spread is achieved.
This also affects the spread timer - i.e. if you fire once, it will only take 0.3 seconds to recover the spread since it now decreases linearly.
Increased reserve ammo when used on Scout to 48 (from 36)...
...and on Engineer to 48 as well (from 200, for some unfathomable reason?)
Firing cooldown after each shot will no longer count towards spread recovery time
Weapon-Specific Changes
Added a short description to the stock Pistol detailing the above system
Added a final period to the C.A.P.P.E.R's name to be "C.A.P.P.E.R.", as it should be
Fixed a typo in the C.A.P.P.E.R's description
New Stats
Reasons For Changes
These changes alleviate a lot of the issues I laid out in the Thoughts About Current Weapon section. Reducing the cooldown timer to 1 second makes reloading on both Scout and Engineer refresh the full cooldown during the reload, the max spread being reduced directly makes longer range more reliable, and borrowing a similar system as used on the Ambassador which increases accuracy linearly as the weapon is not fired makes for an overall more reliable option without directly buffing its damage.
Thoughts On Current Weapon
32 is not divisible by 6. This sucks on ice!
Current Version
Balance Changes
Reduced reserve ammo to 24 (from 32)
New Stats
(no visible changes)
Reasons For Changes
24 on the other hand IS divisible by 6, in addition to being divisible by 8 for the Family Business, 4 for the Reserve Shooter, and even 3 for the Frontier Justice. Hurray for math! ...Being serious though, even though this is technically a nerf, running out of shotgun ammo is incredibly rare since it's either a secondary weapon or on Engineer who has access to their own dispenser, and should realistically not affect the game any. Besides, shotguns already got the innate buff of having more sensible bullet spread so they'll be fine.
Thoughts On Current Weapon
Though it is extremely strong in competitive sixes due to near exclusive use of projectiles, the B.A.S.E. Jumper is a prime example of competitive sixes balance not working in the slightest in regular 12v12 gameplay. With it halving your air control while deployed and not even allowing you to reopen it after deploying it once, it ends up being nearly completely useless when considering that most of your attacks are going to be suffering from damage fall-off. Oh, and it's also a multi-class item for Demoman for some reason? Uh...
Current Version
Balance Changes
Can now be redeployed as many times as you want
Added -50% reduced damage fall-off on primary while deployed
Brought back the updraft when on fire
This allows user to hover in the air without falling at all while on fire with the parachute deployed.
Added -50% damage fall-off on damage taken while deployed
-50% air control when deployed is now listed as a stat
No longer equippable on Demoman
New Stats
Reasons For Changes
Besides removing it from Demo who gets basically no use out of replacing his primary for this weapon, this change list undoes the single-use limit until landing change that was made for competitive 6s, as the air control stat already does a sizable amount when it comes to preventing Soldiers from doing unreactable jukes with the parachute, and the fact that the B.A.S.E. Jumper just isn't a weapon designed for a format where Scout is the only realistic bullet-based class that can shoot them down. I also brought back the updraft mechanic for Cow Mangler + Market Gardener users to have their fun. Lastly, I made both you and enemies have reduced fall-off to help even out the playing field, allowing Soldiers to still have reasonable damage output while high in the sky at the cost of having the same effect apply to them.
Thoughts On Current Weapon
To be honest, I have no clue why this weapon is multi-class. It's clearly a sword that's meant to go along with the rest of Demoman's collection, yet Soldier gets to have it for the insane few who want to give up the clearly superior melee choices. That changes when you consider the changes I made to the stock shovel, where suddenly this weapon is almost top of the bunch, and needs seperate addressing.
Current Version
Balance Changes
Honorbound will now allow you to holster with 50 or less health and leave you at 1 health rather than not allowing you to holster at all
Now heals 100 health on kills regardless of your base health
Added this weapon cannot be deployed while rocket jumping
This only affects rocket jumps, not other forms of explosive jumping.
No longer one-shots players also using the weapon
Now uses Demoman's sword animations rather than his multi-class melee one
Random crits are disabled, thus “No random critical hits” is no longer needed
New Stats
Reasons For Changes
The two buffs made help justify its use more on more standard forms of Demoman (and Soldier to an extent) since it does lag a little behind other options in that regard, and the lack of being able to deploy it during rocket jumps prevents it from dominating Soldier's melee choice due to the stock shovel change while not affecting Demoman. As for removing the one-hit feature... well, do I have a surprise waiting for you!
Thoughts On Current Weapon
The Pain Train is... probably one of the least interesting weapons in the entire game. No, scratch that. It IS the least interesting weapon in the game! The one and only thing it does is allow you to very slightly capture control points faster and lower the number of people required to push the payload cart faster. Not only are those objectives not a part of every gamemode, but they only apply to the offense part - defending these objectives yields no advantage whatsoever. Besides, do you even really want to do that task a tiny bit faster when you are now constantly taking extra damage from the most common damage source in the game by far? Sure, it's only 10%, but why not have more effective health so you can stay on the objective for longer and have a remarkably similar outcome? For the sake of fun rather than balance this time, I'll be reworking this one.
Current Version
Balance Changes
(Removed all stats, and replaced them with...)
Added Dueler (see General Changes for more information!)
For Pyros, the 5 second speed boost will stack with the existing speed boost on the stock Fire Axe for a total of 10 seconds of speed!
Added a unique kill icon similar to the Half-Zatoichi's unused icon for kills vs other Dueler weapons
Now equippable on all classes
Weapon-Specific Changes
Made the Conscientious Objector into a Pain Train reskin for purely fun-having reasons
Applying the Decal Tool to the Conscientious Objector now allows you to choose to either use the original image's colors or to Team Fortress-ize it, instead of forcing the latter (without using the workarounds)
New Stats
Reasons For Changes
The Pain Train is the absolute perfect weapon for this mechanic that the Half-Zatoichi started. Not only is it close to TF2's weapon aesthetic and can be reasonably be a part of any mercenary's toolkit, but its current stat makeup is duller than the flat side of the nail pierced through it. This new version essentially serves as a counterpart to the stock melee for any class with the gentleman's agreement to brutally murder each other should you both have it deployed. Now that sounds like fun, and is no longer exclusive to Soldier and Demo!
Thoughts On Current Weapon
The Panic Attack currently stands above the stock shotgun most of the time due to it being the only shotgun that fires a fixed shot pattern, but now that random spread is far more tame (see General page), it's time to tackle its other outlying problem - how boring it is. It has a little more close range damage and a fast deploy at the cost of far worse mid-range damage. For most classes, that's just not a good shotgun for a majority of maps and even when it is, it's just basically a stock upgrade that doesn't feel different to use, so let's get to work.
Current Version
Balance Changes
Added +33% faster firing speed
Removed -20% damage penalty
No longer fires a wider spread pattern at base
Still widens with consecutive shots.
Removed +50% bullets per shot
Added -34% clip size penalty
Added weapon cannot stop firing until clip is empty and cannot fire again until fully loaded
You can still holster the weapon early mid-barrage, but if you choose to do so, it will need reloaded back to full before being fired again.
Reduced deploy speed bonus to 20%
Spread pattern details are now in a description rather than being positive and negative stats.
New Stats
Reasons For Changes
This accurate-to-the-name Panic Attack is sort of a middle ground between the current version and the old Beggar's Bazooka-like version. It fires faster and deploys faster, but once you start firing, you can't stop and forces you to fully load it before firing again and has 4 shots in the clip. This allows for some leniency if you swap weapons to either stop firing or loading and save it for later, but regardless you'll need to load it to full to fire it again. Good for emergency situations or blasting a lot of shots quickly at someone, but lacks the full manual control of stock.
Thoughts On Current Weapon
Above any other multi-class weapon, I just cannot understand why the Reserve Shooter was given to Pyro. It's so very clearly a shotgun meant to be a combo tool for blasting those who you've lauched into the air with Soldier rockets, yet the moment they added it to Pyro it had to be hard nerfed on them multiple times to the point where the main upside is no longer something in Pyro's control, and yet the nerfs were all kept on Soldier's end into being a very lukewarm option. Let's undo those wrongs and make it the shotgun it was meant to be!
Current Version
Balance Changes
Added +20% accuracy bonus
Added On Mini-Crit Kill: Gain 50 health
Can overheal, like the Half-Zatoichi.
Removed +20% faster deploy speed
Now only deals mini-crits towards enemies knocked airborne by you or your teammates' explosions
Increased clip size penalty to -50%
Added -10% damage vs grounded targets
No longer equippable on Pyro. They may get a new unlock to make up for this.
New Stats
Reasons For Changes
Now it works much more like it was intended, with it being a combo tool on the Soldier. The accuracy bonus makes it easier to make that high damage shot to those who you knocked high up in the air and the health gives a direct reward for doing so, being that Soldier could've just fired another rocket to combo off of instead, while having sizable penalties that actually matter.