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Thoughts On Current Weapon
Valve's decision to give Scout a better version of the shotgun rather than the useless weapons he used to bolster was an incredibly good decision that made him so much more fun and viable outside of the niche objective-focused design he already had. But... I'm of the opinion that it's too good - particularly in the ammo department. With such a high clip size, reserve ammo pool, rapid reload speed (especially compared to other primary weapons) and Scout's speed and playstyle causing him to run into ammo packs constantly, it's rare to ever see a Scout who is having issues with his Scattergun ammo when running stock. This may be a hot take to start off the Scout page of all things, but sometimes you need to put your best foot forward first.
Current Version
Balance Changes
Decreased reserve ammo count to 24 (from 32)
Decreased clip size to 4 (from 6)
Added the higher damage ramp-up as a description
New Stats
Reasons For Changes
The description is nice, and though I did lower the reserve ammo capacity by a sizable amount, it should almost never come into play considering Scout is the fastest class in the game and therby the fastest at grabbing ammo packs and already specializes in close-quarters combat to quickly grab ammo packs from his victims. The bigger change here is the lowering of the clip size, which will make it harder for Scout to deal with groups of enemies and take out large health foes in one encounter without needing backup from his secondary. This should help introduce some of the reloading weakness back into Scout that his fellow power classes of Soldier and Demo share while not altering his excellence in 1v1 encounters.
I should note as well that I'm not doing this because I hate Scout specifically. In fact, I spent a good part of a year with Scout as my "main" and quite enjoyed my time (though ultimately, like every other class, I never ended up sticking with one main even after forcing myself to play as each of them primarily unless the game otherwise necessitated another). Rather: this is the first step of many in toning down the strongest classes to give other classes the opportunity to stand a fighting chance. Soldier, Demoman, and especially Medic and Sniper all stand clearly above the other classes, and Scout does to an extent as well. I even spent a week or so playing Scout pretending that the Scattergun only had 4 clip size and he's still absolutely playable. So, yes, I do think that this is a reasonable direction to start with.
Thoughts On Current Weapon
Currently, the Baby Face’s Blaster is a great tool for a Scout who wishes to be even better at dodging and maneuvering around enemies. However, the rate at which it builds and loses its Boost is extremely slim - 100 damage to build which you can achieve in a single shot at point blank and 25 damage to lose it all which is pretty much a given from every damage source, making Boost extremely volatile.
Current Version
Balance Changes
Reduced clip size penalty to 25%
3 shots due to stock change.
Added wearer never takes falling damage
Damage will no longer reduce Boost
Now only reduces Boost on double jump, and only 50% (from 75%)
Triple Jump will not reduce Boost.
Increased slower move speed to 15% (from 10%)
Increased damage required to charge Boost to 200 (from 100)
Maximum boost % is now tied to the user's current health %
I.e. if you have 50% health remaining, you can only charge up to 50% Boost.
Overheal will not let you go over 100% boost, but does allow you to maintain your boost if you stay overhealed.
If you take damage and your cap goes below your current amount of Boost, it will decrease to match the new cap.
Boost-related stats moved into a description
Added "When weapon is equipped"
New Stats
Reasons For Changes
By massively increasing the margins required to both gain and lose Boost, the boost meter being an extremely temporary increase in speed is now a thing of the past. If you're able to keep up dealing damage while utilizing your speed to avoid most incoming damage, you'll be able to maintain your speed! As for maximum Boost being tied to your current health, this acts similarly to taking damage to lose Boost, but allows for more error when you're starting out and makes a Medic buddy actually have value, though not to an absurd amount due to Medic's nerfs (see his page for more details). Finally, letting the user not take fall damage will allow you to safely fall long distances without needing to double jump like other Scout weapons would let you do; it's a surprisingly useful benefit for the weapon.
Thoughts On Current Weapon
Rewarding Scouts that flank and get behind the enemy with mini-crits on their primary, but reduced effectiveness otherwise is something that seems great on paper. However, in practice via the Back Scatter, it ends up behind the stock Scattergun (even when you utilize the mini-crits) due to the accuracy penalty. Even though it’s a mere 20% difference, it makes mid-range meatshots a dream of the past and greatly reduces the power of the mini-crit shots unless you make them point blank. I think exchanging the downsides and slightly improving back shots will go a long way here.
Current Version
Balance Changes
Removed -34% clip size
Still 4 shots due to stock change.
Removed 20% accuracy penalty and flipped it to a 20% accuracy bonus
Shots from behind at close range will also now cause the enemy to be marked for death for one second
Added -20% damage penalty from the front
Random crits are disabled, thus “No random critical hits” is no longer needed.
New Stats
Reasons For Changes
Flipping the accuracy penalty to an accuracy bonus and lowering damage done from the front makes it so that the mini-crit shots can be worth utilizing from a further distance while still being a small bit worse for standard combat. In addition, the problem of people turning around after the first mini-crit shot and being able to completely avoid further mini-crits is mitigated by temporarily marking them for death after being shot from behind (mind, it only comes to being +8% damage with the front damage penalty to keep it in check). It also offers a slight support role by marking enemies your teammates are currently attacking. This will make it feel more like a side-grade to stock rather than a worse gun that forces you to play better to get the same results.
Thoughts On Current Weapon
The Force-A-Nature is a weapon that did too much for its own good. The fast firing speed and knockback on shooter are amazing abilities that allow you to be more mobile and get those two-shot kills very quickly... in theory. Unfortunately, it also causes enemies to be knocked back. This means by the time you're going to fire the second shot to finish the kill, the enemy has already flew backwards out of your effective range unless you got them pinned up against a wall. I'd rather see this weapon be simpler so that its roles don't get in the way of each other like it does now.
Current Version
Balance Changes
No longer consumes an extra bullet from reserve ammo when reloading with one shot still in the clip
Reduced clip size penalty to -50%
Still 2 shots due to stock change.
Removed damage penalty
Slightly improved reload time to 1.4 seconds (from 1.4333)
Removed extra bullets per shot
No longer deals additional knockback to enemy players
Self-knockback listed in the description as a neutral stat.
Now mentions the slower reload time alongside the full clip reload
New Stats
Reasons For Changes
A far simpler weapon that isn't muddled with the mostly disadvantageous enemy knockback. Now can be used like the current Soda Popper for those quick two-shot kills and provides some added mobility out of combat, but will struggle against higher health targets more and can cause you to propel yourself away from the enemy while jumping when you might not want to.
Thoughts On Current Weapon
I played with the Shortstop quite a lot during the time Scout was my "main", though my experience didn't much line up with what it was intended to be: a mid-range Scattergun. Rather, a particular unfortunate default setting affects the Shortstop arguably more than any other weapon in the game - random bullet spread. When longer range attacks are only dealing 12, 24, or rarely 36 damage... yeah, it ain't worth the effort. On top of that the odd shove gimmick leaves much to desire and only really serves to push people off cliffs. To add insult to injury, the reload speed feels really darn slow and leaves you significantly more vulnerable than the standard reloading Scatterguns. Thankfully, I've addressed random spread in the General page, so let's see about those other shortcomings.
Current Version
Balance Changes
Shove damage increased to 10
Shove range increased to 50% longer than a standard melee
This matches Demo's swords.
Now able to shove while reloading
Increased reload speed to 1.26 seconds (from 1.52)
Removed increased knockback taken while active
Decreased reduced bullets per shot to -20% (from -60%)...
...but also removed +100% damage bonus
These changes effectively don't change the weapon at all, outside of reducing damage done at long range where one pellet connects to 3 (from 6).
Slightly reduced firing speed to +40% (from +42.4) for consistency's sake
Now lists all stats that make it unique from stock
Removed “When weapon is active” since it isn't needed anymore
Shove is now listed as an upside
Added a kill icon for the shove
Now is a Level 10 Peppergun
New Stats
Reasons For Changes
I decided to buff the shove instead of removing it, as you might see. Though I don't disagree with removing it, the shove does have potential to pair with the main weapon's use of being used at mid-range, especially if the person you're shoving doesn't fight well at that range. Making it stronger, more versatile, and have longer reach would make it more handy than it currently is now. As for the main weapon, having fixed spread and a faster reload are super significant in boosting its performance, and are more than enough to make the weapon good at what it's supposed to do.
Thoughts On Current Weapon
Not only does the current Soda Popper put the Force-A-Nature to absolute shame with better stats and a HYPE meter on top of that, but it even competes with stock to the extent that their sustained DPS is almost the same. Now that's definitely pushing what makes a Scout primary balanced.
Current Version
Balance Changes
Reduced clip size penalty to -50%
Still 2 shots due to stock change.
Hype will now allow you to use reserve ammo instead of needing to reload while it lasts
You will need to reload once the effect ends, however.
Hype will no longer grant multiple jumps and lasts 3 seconds instead
Removed +25% faster reload time
But now matches the FaN's now improved reload time to 1.4 seconds.
Reduced +50% faster firing speed to just +25%
Added -50% max primary reserve ammo
If needed, HYPE could further increase firing speed while it's active or allow you to charge HYPE while it's active like the Heatmaker's FOCUS
No longer consumes an extra bullet from reserve ammo when reloading with one shot still in the clip
New Stats
Reasons For Changes
The Soda Popper being more centered more around HYPE was the key to making it not just another Force-A-Nature. I did this by making the benefit remove your need to reload briefly, which is far more enticing than just a bunch of extra jumps. I then lowered the power of the base weapon quite a bit to make it weaker than stock and the FaN at base, though still definitely in the competition with it being able to charge the HYPE ability for stronger plays.
Thoughts On Current Weapon
Bonk... is a generally inoffensive weapon that, in my experience, doesn't get used too often. Though handy for distracting the enemy team for a few seconds and tank fire, this strategy often doesn't end up contributing too much to the fight since you can't do any fighting yourself. You can also use it to attempt to brute force your way through the enemy lines and flank, but this really doesn't work too often as the enemy team can send one or more members to chase you, and simply resume their normal activities. (It's also worth mentioning here that the slowdown would further weaken this strategy, but repeatedly using the strafe keys will greatly reduce the slowdown effect so it really doesn't do much). Yet, despite those two use cases being not that strong, what it DOES do exceedingly well is being a get out of jail free card. It takes just a little more than a second to consume (certainly a low enough amount of time to duck in a nearby corner and get the effects rolling before the enemy catches up) and bam! You're now completely invincible! Who cares you're at super low health? You can now freely ignore all damage taken and either heal up or get to safety before the enemy can possibly have a say against it. This use case is extremely annoying to fight against and there is almost nothing you can do about it - especially since the drink meter charges with time (nearly half of which is already charged from using the thing).
As a result, my goal with the balance changes is to make sure that the former two use cases can be made more effective while also allowing the enemy to have some say when a Scout uses their Bonk to get out of a bad situation. Here's what I've got to achieve that.
Current Version
Balance Changes
(all stats removed and replaced with...)
Added DRINK fills with damage done
500 damage to fill from empty
Doesn't charge with damage done during the effects.
Can be used with any charge amount, with 50%+ charge doubling the resistances, and full charge tripling them
Doubling/tripling applies directly to the listed percentage value (i.e. doubling 20% resistance will make it 40% resistance).
Has more intense visuals at higher charges to indicate how much resistance the Scout player has.
Now grants the "Hyperactive" effect for 8 seconds, which grants 20% knockback resistance, 33% damage resistance to sentries or 30% from other sources, but locks you to your melee weapon
DRINK does not charge with time
DRINK starts empty and cannot be refilled with resupply
Now is "Level 5 Soda"
New Stats
Reasons For Changes
If you happened to read the Thoughts On Current Weapon section, you should be pretty caught up to what the goal of these changes are. This version of Bonk lets the Scout contribute more to fights (albeit with limited firepower since you can only use your melee weapon) while using it to distract the enemy team and tank incoming damage and succeed more often when attempting to flank for the same reason. However, it now requires damage to charge, making it no longer a free bonus to use out of spawn and lowers repeated use, and no longer provides full invulnerability so that it's still possible to kill a Scout at low health using it to escape a bad situation. On top of this, I have also made it possible to drink Bonk without a full charge meter at the cost of reduced resistances from the full charge to make it more versatile and let the Scout use it in more situations that may call for it. This should help balance out Bonk's use cases to be more spread out, make it more fightable, and make it more fun and involved for the user.
Thoughts On Current Weapon
The Crit-A-Cola is infamous by now for its longstanding title of "Weakest Overpowered Weapon". Though in theory, free mini-crits are absolutely insane for Scout, the Mark-For-Death can end up making the effects hard to abuse. I believe that it needs to be a little less extreme.
Current Version
Balance Changes
(Current effects removed and replaced with...)
Drinking will grant 25% faster firing speed and reload speed
Damage dealt fills drink meter
350 damage to fill from empty.
Cancelling the drink taunt via knockback or falling will no longer consume drink meter
Effects will still not be applied, however.
Drinking will make the user take 25% more damage from all sources
Drink no longer charges with time passed or using resupply
Drink now starts empty on spawn
Now is "Level 5 Soda"
Added effect duration to description
Added a Crit-A-Cola can icon above player and HUD during effects
New Stats
Reasons For Changes
I believe that a good degree of the chargeable items in the game like the Crit-A-Cola should be charged by dealing damage or through other ways rather than purely waiting. As in regards to its effect, I changed it to the more simple 25% reduction in reload time and attack cooldown but 25% more damage taken during effects. This still allows it to be strong and have the same dynamic of being more powerful but dying more easily while you are buffed. This should hopefully make the Crit-A-Cola less extreme and more fun.
Thoughts On Current Weapon
As my go-to Scout secondary, it's pretty clear to me how ridiculous the 5.1 second recharge is, and how pointless the 1.5 second faster recharge at long distance hits is. As a replacement to the pistol that can deal big damage over 5 seconds and recharge in that time, it needs a slower recharge and changes in a few other areas.
Current Version
Balance Changes
Made all hits reduce recharge time rather than only long distance hits and made it reduce recharge time by 4 seconds (from 1.5)
Base recharge time increased to 12 seconds (from 5.1)
Long distance hits deal half direct damage and bleed time
Random crits are disabled, thus “No random critical hits” is no longer needed.
New Stats
Reasons For Changes
12 seconds (or 8 if you hit) should be suitable for waiting for this weapon to recharge. That way, in most combat situations, you should only be able to use the cleaver once during the fight, but still be able to recharge it in a fast enough manner where the next fight will have the cleaver recharged. Having a longer recharge also makes throwing it at some random enemy for no reason but to deal damage have more risk. I have also reduced the effectiveness of long-distance hits, as it really shouldn’t be a Scout secondary’s place to deal 90 damage from someone far away. This should hopefully keep it in-tone with other options by not being constantly available.
Thoughts On Current Weapon
A strong debuff splash of [REDACTED] that almost guarantees that anyone who gets coated in its ellusive substance can no longer win a fight. It also extinguishes fires and only takes a mere 20 seconds to recharge. For being a trade from using a pistol, this definitely is among the highest when it comes to being the least effort required for high rewards. High enough to decimate an entire team fight if done right, even. I think it's in its best interest to be similarly toned back like the sodas were, but to a larger extent considering its sheer power.
Current Version
Balance Changes
Milk can now be charged with damage dealt to enemies not covered in milk
450 damage to charge
Increased reduction on cooldown for extinguishing fires to -50% (from -20%)
Milk debuff timer will no longer be lowered by healing sources, like Medics
Added jar starts empty and cannot be refilled by resupply
Milk no longer charges with time
Milk now lasts for 7 seconds (from 10)
Reduced heath-to-damage percentage on milk to 50% (from 60%)
Weapon-Specific Changes
Removed "The" from Mutated Milk to be like its counterpart
Mutated Milk no longer travels slightly further than the Mad Milk
New Stats
Reasons For Changes
This will hopefully make it so that the Mad Milk isn’t as spammable or so long lasting, while allowing it to have major playmaking potential when used in a skilled player's hands.
Thoughts On Current Weapon
When deciding to use a pistol, the choice between this and the stock pistol is obvious. It’s always going to be the Pocket Pistol. The clip size penalty and firing speed bonus pretty much cancel each other out due to the quick reload speed of pistols, and it also provides a minor amount of healing. The only thing stock does better is killing enemies that end up taking exactly 10-12 bullets to kill, and even there the Pocket Pistol isn't far behind and still is providing free health. Although many rebalances I've seen just slap on a damage penalty and call it a day, that just creates a really boring unlock. Rather, I have a better idea in mind.
Current Version
Balance Changes
Healing has been increased to up to +5 on hit (from +3)
Increased firing speed bonus to +30% (from +15%)
Increased clip size penalty to -50% (from -25%)
Added a +100% slower reload time
Removed “When weapon is active” since all stats only apply to the weapon itself
Weapon-Specific Changes
Lugermorph is now a Pretty Boy's Pocket Pistol reskin instead of the stock Pistol
New Stats
Reasons For Changes
The Pocket Pistol being a “Quick, heal me and get a few bullets in that guy!” is a great concept for a pistol. The problem was that it didn't really emphasize on this idea and slacked off when it came to the penalties. Thus, I have upped the extremity of the existing stats to make them more prevalent and added a large reload speed penalty to make the clip size penalty matter. This should make it a good side grade to the stock pistol, neither of which invalidate the other.
Thoughts On Current Weapon
I'll be honest: I don’t ever use the Winger. It’s fine at what it does, though. It provides the utility use of a higher jump height while trading off a large part of the pistol's power. However, I think it's safe to say that the execution could be better.
Current Version
Balance Changes
Reduced clip size penalty to -50% (from -60%)
Added a +25% faster holster speed bonus
Added a +25% faster deploy speed bonus
Removed +15% damage bonus
New Stats
 Reasons For Changes
Might as well make that jump height more accessible, plus it’s much easier to just have an extra bullet to work with compared to the +15% extra damage.
Thoughts On Current Weapon
Scout's stock melee is... oddly a downgrade from every other class's. Sure, it may swing faster, but its damage is significantly lower, making it not only have worse damage over time, but it's rather lacking when it comes to the one thing Scout might want from his stock melee - the ability to finish someone off. All of Scout's primary unlocks have clip size penalties (and I just made 4 clip the standard), and a few of them have longer reload times as a result of reloading all at once! ...But doing 35 damage once or maybe twice in the time it could have taken to reload your primary and just shoot the guy is not often what you need. I think it should act more like the other melee weapons.
Current Version
Balance Changes
Increased damage dealt to 50
Slowed swing speed to 0.8 seconds (from 0.5)
This matches other melee weapons.
Weapon-Specific Changes
Added "The" to the Batsaber's name to be consistent with other unlockable weapons
New Stats
(Stock Bat remains visually the same)
Reasons For Changes
These stats do lower the overall DPS by a small amount. However, by having a higher flat damage, it's more valuable as a finisher, and having that instead of swing speed often works better in melee fights. After all, a fast swing speed forces you to stay close to the enemy to maximize DPS compared to retreating after each hit to allow your swing to hit but not the enemy's - a skill that Scout and his superior mobility is already good at. Additionally, because it does better initial damage, it actually takes several swings for the current bat to catch up so it's a buff in most circumstances, and most notably so in the one area it needs most.
Thoughts On Current Weapon
The Atomizer (before being nerfed in Jungle Inferno) was the utility Scout melee. Understandably, it wasn't balanced at all to have what was effectively an entirely hidden extra jump in combat at the cost of 10 health per use and a tiny melee damage penalty and attack speed penalties which did not matter, but Valve's solution to it didn't end up feeling satisfying in the least. When a utility weapon takes as long to "activate" as the Atomizer does, it becomes really hard to find time in combat to use it effectively, save for clearing specific map obstacles that require the triple jump. Also, as shrug-off-able as the old combat downsides were, at least they existed. The current Atomizer still manges to be a sidegrade at worst to the stock bat of doing a tiny bit more damage as long as you remain airborne when you hit the enemy. I believe the best way to deal with this weapon is to go back to its roots and address readability while also providing a real downside.
Current Version
Balance Changes
(All stats removed except for triple jump, and replaced with...)
Triple jump is now accessible at all times
Added double jump reduces max health by 15
Max health lost from this is restored at 10 max hp/sec after 3 seconds of no double jumping.
Only counts the double jump specifically; triple jumps and higher will not be affected.
All of Scout's jumps will now have purple smoke like the triple jump when equipped.
Weapon-Specific Changes
 Unarmed Combat is now an Atomizer reskin rather than a Holy Mackerel reskin... which is itself a stock reskin alongside the Batsaber... yeah, let's not have three Bat reskins
Unarmed Combat now is a Level 1 - 100 Helping Hand
New Stats
Reasons For Changes
When Valve changed the Atomizer's stats, it was for the purpose of readability. However, it made using the triple jump mid-fight more or less a complete joke. Spending nearly a full second to deploy the weapon before you could even perform it meant that you couldn't possibly react with a triple jump to avoid damage, in addition to spending an additional half second switching back to your previous weapon, resulting in it being exclusively used for map navigation... and yet also managed to be a better melee weapon with the mini-crits allowing it to overcome its damage penalty. This version aims to return to the old version while fixing its flaws of unreadability via adding purple smoke to all jumps and having the real downside of damaging the Scout before the triple jump actually happens.
Thoughts On Current Weapon
To be perfectly fair, the Boston Basher is... kinda a straight upgrade. Not the biggest one, mind, but as long as you don't swing mindlessly and instead individually click for each swing, it's unlikely that you'll ever hit yourself, while you get free bleed on your melee and the ability to damage yourself on purpose to aid a Medic's charge rate or as pseudo triple jump. Being as stock is important in my books, the Boston Basher has to be addressed some.
Current Version
Balance Changes
Increased attack speed to 0.5 seconds...
...and lowered damage to 35
In other words, this weapon doesn't follow the stock bat changes.
Missing will now also reduce currently loaded primary ammo by 1
Listed hidden -50% self-damage taken
The feature that prevents the Scout from hitting himself accidently when an enemy is killed by him or a teammate now functions properly.
Weapon-Specific Changes
Killing a player with the Three-Rune Blade with a direct hit (not the bleed) will now decapitate them! Better watch your own head though...
New Stats
Reasons For Changes
These changes (or moreso the lack of keeping with the medium of stock bat changes) mean that the Boston Basher has a higher DPS than the stock bat and can cause bleeding. However, you'll need to keep up with the faster swing speed and still watch out for misses hitting yourself, allowing it to not always be better than stock. Speaking of misses, they now also cost you a shot in your primary to use, making using it during downtime to help build your Medic's Ăśbercharge have a cost and associated risk - having an unloaded primary weapon is the last thing you want to have when you get into combat!
Thoughts On Current Weapon
My personal go-to melee weapon for Scout. It allows him to heal off of his kills while also making him a one-hit for close-range rockets and direct grenades. A fair trade-off in my opinion, though there are a few ways to improve its design.
Current Version
Balance Changes
Kits dropped on kill now recover 40% of max health
Kits dropped on kill are now team-colored gifts that can only be picked up by you and teammates
Uses a team-colored version of the present model used during Smissmiss.
Kits dropped on kills will now expire after 10 seconds
Added jingle all the way
This jingle is unique to the hats and cosmetics that have this stat.
If you have a cosmetic with jingle all the way and the Candy Cane, the Candy Cane's jingle will take priority.
Due to the change in the General page, jingle all the way only plays for the enemy team so that teammates with the Candy Cane don't mess with the audio cue of enemy Scouts.
Added "When weapon is equipped" since all stats are passive.
New Stats
Reasons For Changes
Although originally a joke stat for some Smissmiss-themed cosmetics, jingle all the way ironically enough is an intuitive and fitting way to solve the Candy Cane's problem of having completely passive stats but no way of telling whether a Scout has it or not, and it gives proper room for a buff - specifically, making the kits dropped give more health and can no longer be picked up by enemies. This allows the Candy Cane to be stronger to use and more fair to the enemy.
Thoughts On Current Weapon
The Fan O’War sounds like a fun idea on paper - Scout is great at close range, so why not allow him to mark a player for an extended period of time with a melee weapon to let them take more damage? Unfortunately, in practice, it's just riskier to do that routine compared to firing your primary instead for pretty much the same reward - just with the enemy having less health from, y'know, taking a point blank shot. It's worth noting as well that though it takes a short time to holster your weapon, it's still not mathematically worth it to spend the time using the Fan O'War just to kill a target easier on your own in part because it's ironically slower than just firing your primary (0.2 seconds from intially swinging until the attack actually goes through + 0.5 sec holster > 0.625 sec firing time). I think with the Scatterguns having a lower ammo capacity does open up more chances for a Scout to want to save on ammo by substituting one with a melee swing, but the Fan O'War certainly needs more than that to thrive.
Current Version
Balance Changes
Damage penalty reduced to -50%
Added +50% faster holster speed
Mark-For-Death is now removed from the target if the user dies
Removed crits when it would normally mini-crit
If the weapon still isn't great, there could be an additional reward if the user kills an enemy they marked
Weapon-Specific Changes
Holy Mackerel is now a Fan O'War reskin rather than yet another stock Bat reskin, to maintain that getting humilated = take mini-crits
New Stats
Reasons For Changes
These changes allow the Scout to take out his next weapon to follow up on the Mark-For-Death faster, along with the damage being a consistent -50%. However, I also made it so that the agonizing 15 second debuff timer can be removed by killing the Scout who did the marking. This will make it a little more useful for the Scout using it on his own merit to save on Scattergun ammo by making it slightly faster than the firing speed of most Scatterguns, but also make the Mark-For-Death effect fairer to the target.
Thoughts On Current Weapon
Thankfully this weapon no longer stuns! However, the slow effect feels unhelpful to the Scout using the Sandman and still is unfun to the poor sap who got hit, even if it's significantly more fair than the stun or unarmed states beforehand. I think it's best that it takes a less... sadistic approach to weapon design and become handy again without mainly stemming from the enemy's pain.
Current Version
Balance Changes
(Removed all stats, and replaced them with...)
Added Alt-Fire: Launches a baseball that grants you a speed boost when it hits
Duration of speed bonus based on distance, from 3-8 seconds.
Like the slow effect, it needs to travel a far enough distance to be activated.
Added -15% jump height on wearer
Scout's stun voice clips now play for hitting the baseball.
New Stats
Reasons For Changes
As I thought about other potential debuffs to apply instead of a slow effect, I realized something. Debuffs aren’t fun! I then took a new avenue of thinking - how about buffs on hit instead? Then it hit me. Ouch. ...Ahem, I thought: what about a speed bonus for hitting the baseball? This would achieve a similar purpose to the slowdown but would feel more rewarding to the user while also being not-so annoying to get hit by. I also changed the penalty to be less extreme version of the original downside of no double jump. This still is a penalty that the enemy can take advantage of, but it also is more managable to the Scout player than -15 max health is.
Thoughts On Current Weapon
Here's some fun trivia! Both the Sun-On-A-Stick and Sharpened Volcano Fragement weren't originally going to have unique stats, and rather just be reskins. The SoaS specifically was going to be a Boston Basher reskin. However, for whatever reason Valve decided against this and whipped up the most basic two-stat weapon a fire mace could have and put it in the game. After years of being one of the most pointless additions stat-wise to the game, it got some attention with a fire resistance while active! ...Which became clear after about 3 days that it barely helps compared to Scout's other utility weapons. I think it's fairly clear this weapon needs some refocusing and actually let its crits be, y'know, actually possible to get without outside assistance.
Current Version
Balance Changes
Added Alt-Fire: Launches a mini-sun that ignites enemies hit for 3 seconds
Recharges in 10 seconds and deals 15 damage, like the Sandman.
If you hit a surface, it will dissolve instead of being able to be picked up.
Using Alt-Fire will also ignite you for 3 seconds
Removed +25% fire resistance while deployed
Increased damage penalty to -33% (from -25%)
Added extinguishes enemies hit
Listed damage penalty as melee damage penalty to not confuse it with the mini-sun.
New Stats
Reasons For Changes
Seeing as Scout is the one who utilizes ball-launching melees, the Sun-On-A-Stick can very well inherit this ability and be able to finally ignite enemies to use the 100% critical hits vs burning players upside without needing help from a friendly Pyro or other fire-related sources. However, it now also extinguishes enemies, so the crit is a one-time use, and it also deals less damage at base. Additionally, the Alt-Fire comes at the cost of igniting yourself for a short while. Overall, it can deal more damage than stock for the first hit, but you'll be igniting yourself in the process and need to hit the mini-sun, too.
Thoughts On Current Weapon
The Wrap Assassin, though it does completely butcher its melee damage, has a strong Alt-Fire ability. In fact, this Alt-Fire ability puts the stock bat to complete shame - especially considering that Scout's bat rarely comes out to begin with. In fact, to remind of the Thoughts On Current Weapon about the stock bat, Scout's most useful aspect to find from his melee is to finish off an enemy when he runs out of ammo. The Wrap Assassin, despite it's penalty, manages to not only do it better, but then also mitigate that purpose by allowing you to use the ornament to start a fight and get its full damage in over the course of the fight. Considering that I'm trying to put stock back into the competition, and that the Sun-On-A-Stick now also has a ball launch with additional damage over time, the Wrap Assassin has to not infringe on the stock bat nearly as much as it does now while also being unique enough compared to the Sun-On-A-Stick.
Current Version
Balance Changes
Increased ornament damage to 20 (from 15)
Ornament splash damage is now always 20 damage
This makes the direct hit deal 40 damage + 40 more in bleed for 80 damage total.
Kills will now grant you your ornament back
Ornament no longer charges with time
Resupply and spawning no longer grants an ornament to use
Added -100% slower deploy speed
Listed damage penalty as melee damage penalty to not confuse it with the ornament.
Listed moonshots doing critical hits
Now is "Level x Cardboard Tube"
New Stats
Reasons For Changes
If the problem lies in the Alt-Fire ability being too free, then the solution is to make you earn it! Now you have to kill Wrap Assassinate someone in order to get your festive ornaments. The damage from the ornament has been increased as well to be consistent, though I also added a hefty deploy speed penalty to really hammer in the idea that it's for starting a fight and not as your last resort.