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Thoughts On Current Design
Currently, Soldier has a 40% resistance to his own rockets while he's airborne. Cool! Want to know what would be even cooler? Pyro being able to share that resistance when they reflect rockets. In preperation for this...
Balance Changes
Removed 40% self blast damage resistance while airborne
Reasons For Changes
Okay, before you kill me, read the rocket launcher changes first! ...Please?
Thoughts On Current Weapon
The stock Rocket Launcher has always been a solid and mostly balanced weapon. However, to make due with what I started in Passive Attributes...
Current Version
Balance Changes
Rockets now deal 40% less self-damage when the rocket doesn't damage an enemy, or 20% if it does.
This makes this property a part of the weapon in general instead of being specific to Soldier. Combined with the change made to airblast (see Pyro), this will allow Pyro to receive this benefit.
This is also different to how Soldier's current 40% resistance works. Instead of only checking if you're airborne, it will instead use a check similar to the Gunboats's, seeing if the rocket hit an enemy and applying the resistance accordingly.
Added a description detailing some mechanics.
New Stats
Reasons For Changes
Besides allowing Pyro to now benefit from reduced damage from airblasted rockets used to blast jump, this serves as the primary nerf to Soldier (besides the change to projectile damage calculation - see General Changes). By now making the resistance work like the Gunboats's, it makes it so that Soldier has a more defined weakness to his primary and can't just jump while in close quarters combat to avoid 40% of the splash he takes while still dealing full damage to the enemy. A necessary change to make Soldier not as masterful in every combat situation.
Thoughts On Current Weapon
The Air Strike is a fun concept to play with, and well-executed, but it can use some tuning in regards to how abnormally weak the splash radius penalties make the rockets while blast jumping while still being a bit too strong when starting out and used as a weaker stock on the ground.
Current Version
Balance Changes
Removed -20% blast radius while blast jumping and -10% blast radius penalties
Added -20% explosion radius while not blast jumping
Reduced faster firing speed while blast jumping to +40% (from +65%)
Listed exact amount of extra firing speed and max extra clip
New Stats
Reasons For Changes
The barrage shots while blast jumping is nice, but it shouldn’t require near-direct rockets to hit. The blast radius penalty has been removed during blast jumps, but increased when you’re not doing so to shift the power more into blast jump attacks to further incentivize actually using the Air Strike properly. I also reduced the bonus attack speed to a 40% attack speed cut instead of 65%. This should still let you fire all your rockets with a fast barrage, heck it should allow you to aim said barrage easier, but it especially makes the starting out phase weaker by making the strategy of doing a middling rocket jump during combat to fire the remaining 3 rockets at the enemy at a quick pace. I could see the snowball increasing the firing speed back to being the +65% after 4 kills, but currently I don't see it as necessary when +40% is quite strong as-is and the Air Strike is already a strong contender for the slot.
Thoughts On Current Weapon
As I find it, the Beggar’s is fine as it stands. You could try to remove the RNG found in the spread and replace it with other downsides, but I don't really think it's something worth going over. Though...
Current Version
Balance Changes
Removed inability to get ammo from dispensers while active
Cleaned up stats, including adding the hidden firing speed bonus and reload speed penalty.
New Stats
Reasons For Changes
Does anyone ever actually get hindered by this downside? The only time I can think of is in MvM, and even there it's only a small inconvenience.
Thoughts On Current Weapon
The Black Box is a surprising weapon to me. It does so little, being two extremely basic stats, yet it does it all right. I can't call the Black Box unbalanced, nor can I call it unfun for the user or enemy, nor even overlapping other rocket launchers. This will be one of the very few unlockable weapons that will remain untouched.
NO CHANGES
Thoughts On Current Weapon
Being one of two of the first Grordbort weapons added to the game, the Cow Mangler has shown its age when it comes to its design. Most of the time, it’s just a reskin of the stock, but with a charge shot that is useless against players outside of getting cheesy kills on a far away objective or getting a lucky hit on a Sniper, realistically only serving to disable buildings. But it also has meaningless downsides outside of when dealing with buildings, so who cares?! ...Yeah, I think it's time for it to be more unique and uphold the Grordbort title a little better.
Current Version
Balance Changes
(All stats removed except does not require ammo and replaced with...)
Added On Hit: Reduce sentry gun firing speed by 50% for 1 second
Added On Hit: Ignite target for up to 4 seconds...
Afterburn duration is based on radius from explosion, scaling linearly from 4 seconds on direct hit down to 2 seconds on the outermost of the radius.
...which includes igniting yourself if you're caught in the blast radius.
Added -40% damage penalty vs sentry guns
Added must briefly charge before firing nonconsecutive shots
0.5 seconds of charge, but unlike the current charge shot, it doesn't slow you down.
In order for a shot to count as a "consecutive" shot, another shot must have been made within the last second. Including the firing cooldown of 0.8 seconds, you will have 0.2 seconds into the reload animation to fire again (or you can just hold down the fire key).
Random crits are disabled, thus “No random critical hits” is no longer needed
Projectile now originates in the same location as other rocket launchers rather than being a few HU closer to the crosshair
Critical shots will now use the charge shot model
Added a fitting description
New Stats
Reasons For Changes
This weapon has caused many headaches while trying to balance it, but here we finally are - a version that doesn’t rely on a charge shot any more! Mostly. This version essentially fires less powerful versions of the old charge shots that lets you to slow down sentry function and set people on fire, but for every shot! However, this also comes at the genuine downside of needing to charge every non-consecutive shot before it's fired, plus you setting yourself on fire if you hit yourself. This will make it much more varied compared to the stock rocket launcher while keeping most of what made the weapon fun beforehand, even finally allowing you to deal with Engineers at a reasonable pace without being a direct upgrade.
Thoughts On Current Weapon
A neat sidegrade to the stock launcher. In fact, this is one of the most prime examples of balance done super well. Only two things stand out to me for being perhaps excessive.
Current Version
Balance Changes
Mini-crits will now only apply to enemies knocked back by you or teammates
Damage bonus now only applies to players
Projectiles are now fired from the center rather than from the side, like the Original
Now is a Level 5 Rocket Launcher
New Stats
Reasons For Changes
It makes no sense that simply because a Soldier has the Direct Hit means that he can do massive damage to a blast jumping Soldier/Demo or Thermal Thruster wielding Pyro (sometimes even one-shotting them!). You or your team should definitely have to knock them in the air for that kind of power. I also extended this courtesy to Engineer's buildings - they're stationary targets that you'll be hitting directly anyway, so getting the damage bonus on them makes little sense, and encourages the game to have weapons like the Wrangler to stand a chance. I'd rather have neither!
Thoughts On Current Weapon
Ahh, the Liberty Launcher. Nobody's favorite rocket launcher. It tried to be just the middle ground between stock and the Rocket Jumper. However, it's safe to say that the Gunboats outclass them... well, ten times out of ten, in addition to being the most commonly agreed "crutch" of all TF2 weapons to nobody's benefit. Improvement is very much in demand here.
Current Version
Balance Changes
Added +25% knockback on the target and shooter
Added +20% faster holster speed
Added +20% longer banner duration
Banner effects will now last for 12 seconds (from 10) when equipped.
Increased reduced blast damage from rocket jumps to -33% (from -25%)
Reduced damage penalty to -20% (from -25%)
Removed +25% clip size bonus
Removed +40% projectile speed
Changed item level to 76, for a hopefully obvious reason
New Stats
Reasons For Changes
As a rocket-jumping rocket launcher that is meant to be paired with a shotgun, I thought it would be cool if it did higher rocket jumps and did more knockback against players hit, plus a slight holster speed bonus for some shotgun action, especially the item set shotgun, the Reserve Shooter. I also included a buff to banner duration to make sure that the synergy isn't just limited to 3 secondaries. I then lowered the damage penalty, increased the self-damage reduction, and clipped the previous upsides.
Thoughts On Current Weapon
Though extremely simple and barely skirting itself out of the definition of "reskin", the Original serves its singular role to completion. However, I'm inclined to do two things to it.
Current Version
Balance Changes
Weapon sounds now have directional audio
In layman's terms, it's now possible hear where the sound originated from, like most sounds.
Added a description telling its unique function and for flavor.
New Stats
Reasons For Changes
Justice has been served.
Thoughts On Current Weapon
It’s fine, even if it's weaker than other choices. I personally think that this is a case where the idea has enough merit despite being less than ideally competitive to your other choices, but I do think it could get some quality-of-life benefits.
Current Version
Balance Changes
Replaced +200% max primary ammo with “Does not require ammo”
Removed wearer cannot carry the intelligence briefcase or PASS Time JACK...
...and replaced it with -100% self-knockback while wearer is carrying the intel in Capture The Flag or the reactor core in Robot Destruction
This doesn't apply to any other gamemode than those two, meaning Special Delivery, Mannpower, Player Destruction, and PASS Time no longer have a penalty attached to them.
Only applies to the reactor core in Robot Destruction; grabbing robot cores will not inflict this penalty.
Random crits are disabled at default, thus "No random critical hits" is no longer necessary.
Now fires a unique projectile
New Stats
Reasons For Changes
Now see, this is the REAL reason random crits need removed: to lower the amount of “bad” stats on the Rocket Jumper! I don’t see why there to be an ammo limit to the jumper weapons when they don't do damage and are meant for training purposes. Additionally, though it makes sense to make the Jumper weapons not allow you to fly across the map with the intel in Capture The Flag (and by proxy the Robot Destruction core, since it functions the same way), other modes shouldn't be affected by such a penalty. Player Destruction simply got caught in the crossfire and obviously doesn't need it, PASS Time already removes your weapons with the JACK in hand, Special Delivery requires you to stand your ground on the elevator which the Rocket Jumper is terrible at, and lastly Mannpower has everyone equipped with a grappling hook so having the Rocket Jumper's mobility isn't so much of a disparity there. To remedy this, I have replaced the old penalty with one that only affects CTF and Robot Destruction and also fixes the problem directly with -100% knockback with the objective in tow rather than disallowing Jumper users from doing the objective altogether.
Thoughts On Current Weapon
A strong banner and a great example of a weapon done right for the most part. Now, unlike other weapons, the bulk of this weapon's changes are in the General page, so check it out there instead.
Current Version
Balance Changes
Updated description to be more detailed and to now reflect the new status effect's name and effects (see General page for more information)
New Stats
Reasons For Changes
Ignoring the general changes to the Reinforcement effect since those were again explained in the General page, I wanted to standardize the banner effect details in the description moving forward. Neat, eh?
Thoughts On Current Weapon
Another great banner, though it lacks any form of passive upside that makes equipping it not feel as great as other banners. One idea comes to mind.
Current Version
Balance Changes
Added +10% faster reload speed on wearer
Updated description to be more detailed
New Stats
Reasons For Changes
+10% reload speed is not a big bonus by any means, but it makes using the Buff Banner feel better, rather than knowing you don’t have any bonuses like the other banners. It also helps the Air Strike and Beggar's Bazooka the most, which are currently the two rocket launchers that benefit the least from the Buff Banner.
Thoughts On Current Weapon
The Concheror has been known to be the strongest banner of the three for quite some time. Not only does it charge in just 480 damage compared to the usual 600 for some reason despite having an equally strong banner effect, but the passive effect is easily the best one (even if some people do tend to exaggerate how good it is). I'll be making some modifications to make it more in-line.
Current Version
Balance Changes
Added +10% faster move speed on wearer
Removed passive health regeneration
Increased RAGE damage requirement to 600 (from 480)
This matches the other banners.
Made the description match the other banners, though with a new haiku.
New Stats
Reasons For Changes
Seeing as the banner effect is just as good as the others, it's fair for it to charge with the same damage. I also changed the passive effect to the faster movement speed to lessen the overlap it has with the Battalion's higher health pool (i.e. being able to survive 2 Demoman grenades) while still feeling strong and giving a taste of what the banner effect has in store.
Thoughts On Current Weapon
Allows for more rocket jumping in trade for a weapon slot. Though it never fully negates the use shotguns have, and (at least on paper) introduces an unavoidable weakness to Pyros when you don't have a secondary that can't be airblasted back, it's safe to say that the Gunboats are... easily Soldier's best and most versatile secondary pick. Being that rocket jumps now barely do any damage to the user with these equipped, rolling out becomes lightning fast and you can escape most situations with a rocket jump and fight again after regrouping instead of dying and waiting for a respawn. This feels especially unfair for the enemy who can often find it next to impossible to actually take out a Soldier with these equipped as lacking a shotgun doesn't really offer counterplay that rocket jumping away from a bad situation doesn't remedy. I'm going to introduce a genuine downside to using these boots to make up for it.
Current Version
Balance Changes
Added 60% fall damage resistance on wearer
Added -25 max health
Added "When weapon is equipped" since all stats are passive
New Stats
Reasons For Changes
I'll have to admit I wouldn't have done this for the longest time, and I expect the reactions of most people to not enjoy this nerf. However, I feel that max health being reduced is the best way to keep the Gunboats a little less dominant over other Soldier secondaries by providing something to lack that isn't just missing your shotgun, though I did add in a sizable resistance to falling damage to lighten the blow. My best hopes are that this makes the Gunboats a tinge more situational to allow other choices to see some action on more professional Soldiers, while making them more fun to use (particularly when used casually) by allowing fall damage to not wear out your health pool faster than your rockets do.
Thoughts On Current Weapon
It's rather telling when even Valve said that the Mantreads weren't good in the Jungle Inferno change notes. Extra turning control, stomping players you land on, and large knockback resistance are niceties, but aren't close to being worth trading in your shotgun for.
Current Version
Balance Changes
Added 100% knockback resistance while blast jumping
Added a "stomp" that instantly stops all horizontal momentum and sets your falling speed to max
Press space while airborne from a blast jump for longer than two seconds to activate.
Using the stomp will reduce fall damage taken by 50%. If you miss, you'll only take 58 damage, or if you land on someone, it does 175 damage since fall damage is no longer random.
Added a zero damage shockwave that pushes enemies when you land
Like the Thermal Thruster, the power of this shockwave increases with your falling speed.
This push force can trigger Direct Hit mini-crits.
Removed -75% reduction in push force taken from damage and airblast
Enemies killed from landing on them will now have squished heads like the Frontier Justice's taunt kill.
New Stats
Reasons For Changes
The Mantreads are a good example of a "for fun" weapon, and these changes fully embrace that aspect. Stomping on people is made easier by a complete resistance to knockback when blast jumping and a super stomp to fall at maximum speed. In addition, near misses can still be utilized from the shockwave that knocks people back, which can even be combo'd with the Direct Hit. This should hopefully make the Mantreads's fun aspects more realistic to achieve.
Thoughts On Current Weapon
What I think the purpose of this weapon was supposed to be was that it could penetrate enemy players and deal a decent damage in total in chokepoints where it is possible to hit multiple people with it. But why do that on Soldier when you can instead use your rocket launcher and get better results? Quick answer: there isn't a reason to. The Bison’s best claim to fame as your secondary is hitting retreating enemies and dealing damage multiple times, but the projectile is so slow that it’s a pointless endeavor.
Current Version
Balance Changes
(Removed all stats (including hidden ones) besides lowered clip size, multi-hit, and no ammo, and replaced them with...)
Base damage increased to 40 (from 20)
Projectile now moves 66.66% faster while not damaging an enemy (2000 HU/s from 1200)
This means it will slow down to the current speed while damaging an enemy.
Improved hit detection to better calculate multi-hits
Currently, it's essentially random how many hits the Bison does. You can hit a standing enemy and it can do anywhere from 1 to 5 hits. In the past before MYM, it used fire particle logic and was mostly consistent, but being as fire particles have changed since then, I'm listing it as a generic fix instead.
No longer has damage fall-off...
...or ramp-up
Added damage decreases every time it deals damage
It will deal 40 damage to start, then 30, 20, and lastly 10. Projectile will disappear after the 4th hit.
Listed hidden -34% clip size penalty
Added a projectile model for critical hits
Added a fitting description
Projectile is now fired from the center rather than the side
New Stats
Reasons For Changes
Making the Bison move faster was an obvious choice, but then it ruins the only valid point of using the weapon: hitting the same enemy multiple times against fleeing enemies, so that’s where I combined the best of two worlds and made it slow down while hitting an enemy. I also made the damage extremely consistent, both in a general fix to its hit detection and with a base of 40 damage on the first hit with and 10 less per additional hit; you can be assured that your laser damage is far more reliable. Should you hit a fleeing enemy perfectly, you can deal a massive 100 damage in a single shot, or at least make off with 40, 70, or 90 damage on less perfect shots. I can guarantee that this Bison is no longer bottom of the barrel in Soldier secondaries and a contender to be as strong, if not stronger than the stock shotgun!
Thoughts On Current Weapon
Nobody uses the stock shovel. It's as simple as that. All of Soldier's other unlockable melees (outside of the Equalizer) all provide something extra for the Soldier to be capable of while losing out on very little. Stock, on the other hand, has nothing to look forward to. Even as the base for being a basic melee, it's not really an excuse for it to be entirely useless.
Current Version
Balance Changes
Added guaranteed critical hits when the user is rocket jumping
Added 50% knockback vulnerability while active and rocket jumping
New Stats
Reasons For Changes
Lower your pitchforks and torches! ...If you have them raised. Or have them at all. This stat from the Market Gardener is something that works well without being too intrusive on other weapon unlocks outside of the Market Gardener itself, which will be getting its own touch-ups, while making for a valid use case for stock. However, being as the Market Gardener itself has a few arguable flaws in of itself (namely, how do you exactly stop them?), I have implemented a knockback vulnerability as well.
Thoughts On Current Weapon
Being serious, the whip is BETTER than the stock shovel in fights due to the serious increase in melee range which is even more than the Demoman swords, despite the damage penalty. Here’s two ways to go about it.
IDEA #1 - Trade Mobility For Other Mobility
Current Version
Balance Changes
Removed 25% damage penalty
Reduced +70% extra melee range to just +50% (like swords)
Added a slower holster and deploy time (like swords)
Added mini-crits when it would normally crit
Makes rocket jump hits do mini-crits.
Added no self-damage resistance from rockets
This removes the 40% resistance to self-damage from rockets.
New Stats
Reasons For Changes (IDEA #1)
It makes sense for this weapon to have increased range, especially when you’re trying to hit teammates with it to give speed bonuses. However, in fights, a 70% increase is too much. As such, I made this increased range match swords and have the same switching speed penalty as swords. As for the other changes, the goal is to nerf the power of rocket jumping by removing Soldier's innate resistance to self-blast damage, making it clear trade for the new mobility option that also affects teammates.
IDEA #2 - Gloves Of Running Urgently Style Nerf
Current Version
Balance Changes
Removed 25% damage penalty
Reduced +70% extra melee range to just +50% (like swords)
Added a slower holster and deploy time (like swords)
Added 5 health is lost per second while speed boosted
Max health is regenerated at the same rate when the speed boost is over.
Added mini-crits when it would normally crit
Makes rocket jump hits do mini-crits.
New Stats
Reasons For Changes (IDEA #2)
It makes sense for this weapon to have increased range, especially when you’re trying to hit teammates with it to give speed bonuses. However, in fights, a 70% increase is too much. As such, I made this increased range match swords and have the same switching speed penalty as swords. In addition, the damage penalty has been switched to a GRU-style max health loss penalty to prevent it from being free speed at little to no cost.
Thoughts On Current Weapon
The Equalizer got the worse end of the bargain when its original stats were split into two weapons. Sure, the damage has the potential to get you out of bad situations, but it’s not very likely. However, the stock buff benefits it greatly, and thereby it won't actually be getting much of an independant buff it'd otherwise get.
Current Version
Balance Changes
Added +20% faster deploy speed
Reduced healing now applies to all healer sources like the Back Scratcher
Added -50% critical damage penalty
Added when weapon is deployed, user's health is visible to enemy players
Added a unique kill icon against the Escape Plan’s
Damage increases as the user becomes injured is now in the description instead of as a positive stat, and notes that the damage can also be less than stock
New Stats
Reasons For Changes
This should help make the Equalizer able to do its job better by being more readily available during combat, while also still maintaining the usage of rocket jump crits (though you'll have to be at low health to get similar/more damage than stock). In addition, there is now a unique kill icon to the Escape Plan so that they aren’t identical, and the user's health is now shown to other players when deployed so that enemies can better gauge how much damage the Equalizer will do to them.
Thoughts On Current Weapon
I used to think the Escape Plan was a grand example of weapon design, granting increased move speed, but cause mini-crits to the wearer to make them even easier to take down. My opinion has since changed along with the Disciplinary Action. Being as it's entirely optional to deploy the weapon in the first place (i.e. if the MfD is going to get you killed despite the speed boost, just don't deploy it!), I think it needs an additional downside, as I don't think the MfD is enough on its own.
Current Version
Balance Changes
Added -50% damage penalty
Reduced healing will now apply to all healers, like the Back Scratcher
New Stats
Reasons For Changes
These changes are simple. Less damage is unavoidable and simply means that it's more often than not going to be effective as a combat tool, allowing the new stock shovel (and Equalizer) indirectly have more solidified roles as Soldier's combat melee picks.
Thoughts On Current Weapon
It’s neat. That’s all I need to say. However, it's gonna need to be changed a bit after what I did with stock.
Current Version
Balance Changes
(All stats removed due to stock having them, and in their place...)
Added -50% blast damage from blast jumping
Added kills while blast jumping will instantly refill clip of primary
Does not come out of reserve ammo.
This weapon is automatically deployed when rocket jumping and cannot be holstered until jump is complete
Weapon-Specific Changes
Made the Freedom Staff into a Market Gardener reskin to reduce the excessive number of multi-class stock melee reskins
New Stats
Reasons For Changes
These changes make the Market Gardener essentially make rocket jumps cost half the normal health, but you're forced to go for rocket jump crits as the downside for these half-health jumps. You can get a clip refill for successful market gardens, making it a neat sidegrade to stock for some situations, but being a hinderance for when you want to chain multiple rocket jumps or bomb an area.