Airstrike: +1 max ammo loaded everytime you hit the boss during a rocket jump.
Baby face blaster: Whe you move you charge your hype bar(like the soda popper) When you are fully charged you gain a 25%speed boost for 3 seconds
Big earner: +1 second max cloak for every backstab or +5% revolver dmg everytime you do a backstab
Fist of steel: when active boss deal only 100 dmgs to you
Family buisness: 30%dmg buff but you lose 3 hp everytime you shoot with it
Scorch shot: maybe increase the dmg or idk
Manmelter: +20% movement speed when active But -20 max hp
Kunai: +140 max hp on backstab for 50 seconds
Your eternal reward:
Bleeding on hit for 10 sec
Overdose:
You ca overheal your teamates to 200%max healt but no 5% ubercharge on hit
Blutsauger: +40 max health but no +5% ubercharge on hit
Darwin danger shield:
+50 hp or +15%max speex
Razorback: Blocks a hit from the boss(like demo shield)
shanalashashahahahaha: Longer range
Bushawacka: +30%dmg but 5% slower
Bonk: Grants the atomizer buff but no -10 health whe you use the triple jump
Axtinguisher: It deal minicrits now so you should fix it
Kgb: dealing dmgs charge your crit meter With 700 dmg the crit meter is full Press your reload button when you are using your minigun to activate the crit bat when you activate the crit bar you get a crit buff for 10 seconds.
Airstrike: +1 max ammo loaded everytime you hit the boss during a rocket jump.
Baby face blaster: Whe you move you charge your hype bar(like the soda popper) When you are fully charged you gain a 25%speed boost for 3 seconds
Big earner: +1 second max cloak for every backstab or +5% revolver dmg everytime you do a backstab
Fist of steel: when active boss deal only 100 dmgs to you
Family buisness: 30%dmg buff but you lose 3 hp everytime you shoot with it
Scorch shot: maybe increase the dmg or idk
Manmelter: +20% movement speed when active But -20 max hp
Kunai: +140 max hp on backstab for 50 seconds
Your eternal reward:
Bleeding on hit for 10 sec
Overdose:
You ca overheal your teamates to 200%max healt but no 5% ubercharge on hit
Blutsauger: +40 max health but no +5% ubercharge on hit
Darwin danger shield:
+50 hp or +15%max speex
Razorback: Blocks a hit from the boss(like demo shield)
shanalashashahahahaha: Longer range
Bushawacka: +30%dmg but 5% slower
Bonk: Grants the atomizer buff but no -10 health whe you use the triple jump
Axtinguisher: It deal minicrits now so you should fix it
Kgb: dealing dmgs charge your crit meter With 700 dmg the crit meter is full Press your reload button when you are using your minigun to activate the crit bat when you activate the crit bar you get a crit buff for 10 seconds.
Im just going to give my opinion and say that some of this stuff is a bit to strong. like the overheal on overdose which will give a heavy 600 hp if 200% overheal and will take several hits from weaker hales to kill which give a great oppertunity for the mercs to just attack the hale when he/she is distracted, would not matter if you had über ready you could just get a meat wall to protect you until you had über. But its my opinion on this other people can think different on different things.
Just focus the medic: No 5%ubercharge per hit so you can't shoot at him to get uber and run away. The combo overdose+fist of steel would be op but you just need to not focus on the heavy and kill the medic. If the medic uses uber you just run away and kill the other classes. Example: There's a overdose medic fist of steel heavy combo. You chase the heavy The heavy tries to switch weapon but 20%longer weapon switch time. You hit the heavy 1 and he flies away becoz knockback now heavy has only360 The medic is now alone:he can active uber or try to g9 behind heavy Uber:run away but heavy needs to switch weapon again Tries to go begind heavy:just kill him Now heavy is alone with 360 hp,you just need 2 hits to kill a very slow class with big hitbox(4 if he has fist of steel active)
Most of these sound ok balance wise except for the Airstrike and the KGB
Do you realise how long 10 seconds is in-game? You could deal upwards of 10k+ damage in 10 seconds, that much potential damage for only 3-4 (depending on reg status) melee hits is ridiculous. Up the required damage to 1000 and halve the crit time and we have something that's sounds a little balanced.
The airstrike should get one rocket every 500-700 damage
The airstrike is very strong with crits and becomes even stronger with the reg parachute and the laser guided rockets so i think that your idea is pretty good.
For the kgb:i actually typed a random number 3/4 sec is enough
Airstrike: +1 max ammo loaded everytime you hit the boss during a rocket jump.
Baby face blaster: Whe you move you charge your hype bar(like the soda popper) When you are fully charged you gain a 25%speed boost for 3 seconds
Big earner: +1 second max cloak for every backstab or +5% revolver dmg everytime you do a backstab
Fist of steel: when active boss deal only 100 dmgs to you
Family buisness: 30%dmg buff but you lose 3 hp everytime you shoot with it
Scorch shot: maybe increase the dmg or idk
Manmelter: +20% movement speed when active But -20 max hp
Kunai: +140 max hp on backstab for 50 seconds
Your eternal reward:
Bleeding on hit for 10 sec
Overdose:
You ca overheal your teamates to 200%max healt but no 5% ubercharge on hit
Blutsauger: +40 max health but no +5% ubercharge on hit
Darwin danger shield:
+50 hp or +15%max speex
Razorback: Blocks a hit from the boss(like demo shield)
shanalashashahahahaha: Longer range
Bushawacka: +30%dmg but 5% slower
Bonk: Grants the atomizer buff but no -10 health whe you use the triple jump
Axtinguisher: It deal minicrits now so you should fix it
Kgb: dealing dmgs charge your crit meter With 700 dmg the crit meter is full Press your reload button when you are using your minigun to activate the crit bat when you activate the crit bar you get a crit buff for 10 seconds.
1) Airstrike method is possible in latest FF2 build, but it counts with damage dealt (around 250).
2) I'd rather have the idea of if you keep doing damage, the hype will stay more or less fulled. It's possible with the stat "hype decays over time".
3) Latest build allows the Big Earner to fully recharge the cloak meter upon a backstab, we don't need extra cloak, l'étranger is already annoying enough.
4) Can be done by reverting the stat on the Cozy Camper.
5) Already have something for it, but I'd like to keep it for myself.
6) Scorch Shot is fine, it just need extra jump height for flarejumping.
7) Powerjack already gives Pyro a huge speedboost and you want to give him a weapon that makes him faster + ranged attacks?
8) Eh, just buff the health to 65 instead of 60.
9) YER and Wanga need silent decloak imo.
10) Not possible to apply it on a Syringe weapon.
11) Eh... still makes Medic being able to get one-shotted.
12) +15% is too much on a Sniper, nuff said.
13) Agreed
14) No, just make the %s higher for both stats.
15) Eh...
16) Bonk! should stay away ftom the gamemode.
17) Agreed.
18) Too hard to realise I think.
_________________ I'm just assuming things most of the time...
The problem with the kunai isn't the high-risk when using it, it's the low reward. IIRC one backstab gives you 60 HP, that's laughably low and means you'd need to chain 3 backstabs to make the weapon even remotely useful compared to stock + overheal. Since chaining that many backstabs is a rare occurrence that only happens with the least experienced of hales, you're better off using any other knife.
Airstrike: +1 max ammo loaded everytime you hit the boss during a rocket jump.
Baby face blaster: Whe you move you charge your hype bar(like the soda popper) When you are fully charged you gain a 25%speed boost for 3 seconds
Big earner: +1 second max cloak for every backstab or +5% revolver dmg everytime you do a backstab
Fist of steel: when active boss deal only 100 dmgs to you
Family buisness: 30%dmg buff but you lose 3 hp everytime you shoot with it
Scorch shot: maybe increase the dmg or idk
Manmelter: +20% movement speed when active But -20 max hp
Kunai: +140 max hp on backstab for 50 seconds
Your eternal reward:
Bleeding on hit for 10 sec
Overdose:
You ca overheal your teamates to 200%max healt but no 5% ubercharge on hit
Blutsauger: +40 max health but no +5% ubercharge on hit
Darwin danger shield:
+50 hp or +15%max speex
Razorback: Blocks a hit from the boss(like demo shield)
shanalashashahahahaha: Longer range
Bushawacka: +30%dmg but 5% slower
Bonk: Grants the atomizer buff but no -10 health whe you use the triple jump
Axtinguisher: It deal minicrits now so you should fix it
Kgb: dealing dmgs charge your crit meter With 700 dmg the crit meter is full Press your reload button when you are using your minigun to activate the crit bat when you activate the crit bar you get a crit buff for 10 seconds.
Some feedback on it.
Big Earner: Maybe removing the 2 second wait time so the watch can be pulled out straight after a backstab?
Fists of Steel: Keep the damage resistance, but also add a 30% slower firing speed to keep it balanced so the heavy can't just keep dealing damage and not take much in return (and it's also made of steel).
Family Business: Perhaps giving it a faster reload/firing speed aswell could make it more viable.
Kunai: Also give it extra hp at the start, so the spy can actually survive a hit from hale.
Blutsauger: Medics don't deserve to withstand damage from hale, they are already pretty OP as they are.
Bonk: This will just make scout more useless.
----- My ideas for other weapons -----
Stock Scattergun: This weapon deserves a buff considering how every other scattergun is pretty much superior to this one and how close you need to be to the boss in order to deal damage.
The FaN allows for goomba stomping and super far knockback on hale along with more bullets per shot. The Shortstop has the faster reload speed, giving it more DPS than the stock scattergun and keeping the scout at a very safe distance. The Soda Popper allows for easy getaways and decent damage output.
I had an idea of either giving it full-time minicrits but unable to be crit-boosted or giving it a faster reload speed.
Eureka Effect: Allow this weapon to be used, but only allowed to teleport to the exit teleporter, allowing the engineer to have an escape method.
Diamondback: This weapon is OP in regular gameplay, but it sucks in FF2. Maybe giving it 3 crits or so per backstab, allowing the spy to deal extra damage as a reward.
Ullapool Caber: This weapon is not all that good, it deserves a buff considering the explosion can only be used once throughout the whole round and the damage without it is poor. It could possibly have a recharge every 20 seconds or so. Or give it a set amount of times it can detonate. Or, it could be used as a true suicide weapon, dealing around 1.2k dmg to hale (+300% damage bonus) and the demoman himself even when overhealed.
The Classic, Vita Saw, Claidheamh Mòr, Righteous Bison all need to be changed, but haven't came up with any possible ideas yet.
Any feedback or constructive criticism is much appreciated.
Also the chargin targe and the splendid screen need a buff because tide turner>all
Just the Chargin Targe'. Between the splendid screen and tide turner, the splendid screen allows you to charge bash the boss to make it easier to outmaneuver the boss while falling back and tide turner allows you to turn while charging making it easier to escape non-open areas. I found the splendid screen as one of the most annoying weapons that was used by lots demoknights until the tide turner was added. This made various demos use both. I can agree with the charging targe need a buff, it got buffed before with 5% faster move speed but i dont find it helpful or barely noticeable. My idea for a buff for it is making it unbreakable and adding damage resistance to be able to survive 2-3 hits. This makes it a good defensive shield for ff2 and can still be used even while hit and not losing small speed buffs and still tough against fire and explosives but not so good for shield bashing the boss as the splendid screen or at escaping non-open areas like the tide turner.
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