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Weapon balance rework thread 
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Post Weapon balance rework thread
I'd like a topic to collect all good balance suggestions for weapons in FF2. This would serve as an easy reference thread for people with ideas and for (frog) if he's planning on adding any.


Mon Nov 25, 2013 9:47 pm
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Post Re: Weapon balance rework thread
Some ideas for weapons that needs to be balanced.

Black Box = Less health from health packs
Short Circuit = Remove +25% faster firing speed and -65 metal each shot regardless of hit or miss
L'etranger = Remove extra cloak duration and add more damage penalty
Battalion's Backup = Slower switch speed and slower rage building
Baby Face Blaster = On 100% boost, boost drains and will get mini-crit (like it was before)


Last edited by Thunder Runner on Tue Nov 26, 2013 10:36 pm, edited 1 time in total.



Tue Nov 26, 2013 2:30 pm
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Post Re: Weapon balance rework thread
Ideally you'll want to keep item changes within the scope of attributes that can be applied to weapons so we don't have to script it. Refer to http://wiki.teamfortress.com/wiki/List_of_item_attributes to see if it can be done.

Gonna throw my 2 cents at it while I'm here.

Looking at increasing the strength of pyros in general:

Phlog reduces damage taken while it's equipped
Scorch shot has increased explosion radius, burn time and knockback
Axtinguishers deal increased damage to ignited targets but deal none to non-ignited targets.
Stock shotgun has incendiary ammo

Engineer:

Wrangler increases self-knockback.

Demo:

Wee booties + bootlegger increase movement speed by 5%
Charge n targe increases movement speed by 3%

Scoot:

Sun on a stick deals increased damage to ignited targets but deals none to non-ignited targets

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Tue Nov 26, 2013 2:41 pm
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Post Re: Weapon balance rework thread
arthur123 wrote:
Some ideas for weapons that needs to be balanced.

Black Box = Less health from health packs
Short Circuit = Remove +25% faster firing speed and -65 each shot regardless of hit or miss
L'etranger = Remove extra cloak duration and add more damage penalty
Battalion's Backup = Slower switch speed and slower rage building
Baby Face Blaster = On 100% boost, boost drains and will get mini-crit (like it was before)


I agree with the black box, but only a bit like 20%.
Short circuit needs the firing rate bonus removed and nothing more.
L'etranger is fine.
Battalion's Backup is fine.
BFB just needs a slightly lower speed cap.


Blinx wrote:
Ideally you'll want to keep item changes within the scope of attributes that can be applied to weapons so we don't have to script it. Refer to http://wiki.teamfortress.com/wiki/List_of_item_attributes to see if it can be done.

Gonna throw my 2 cents at it while I'm here.

Looking at increasing the strength of pyros in general:

Phlog reduces damage taken while it's equipped
Scorch shot has increased explosion radius, burn time and knockback
Axtinguishers deal increased damage to ignited targets but deal none to non-ignited targets.
Stock shotgun has incendiary ammo

Engineer:

Wrangler increases self-knockback.

Demo:

Wee booties + bootlegger increase movement speed by 5%
Charge n targe increases movement speed by 3%

Scoot:

Sun on a stick deals increased damage to ignited targets but deals none to non-ignited targets


Why doesn't splendid get increased movement speed? :(
I like the rest though, but maybe pyro could get fall damage immunity for non-regs who want to flare jump.


Tue Nov 26, 2013 10:14 pm
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Post Re: Weapon balance rework thread
oscarvdhooft wrote:
Why doesn't splendid get increased movement speed? :(
I like the rest though, but maybe pyro could get fall damage immunity for non-regs who want to flare jump.


It was to make up for the damage decrease that the charge n targe has compared to the screen (Both disappear, along with their on wearer attributes once theyre hit, so it's relatively minor)

I'd agree with Arthur that the BB need's a tune down, it got buffed in one of the recentish patches that allowed it to generate rage through damage dealt, not just damage taken. Unfortunately, the only buff duration alter-er I can find is ID 319 (Increased buff duration), it might be possible to reverse this so it decreases buff duration, but I'm not sure.


Tue Nov 26, 2013 10:24 pm
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Post Re: Weapon balance rework thread
I would suggest for the Bootlegger
- Increased blast knockback for higher sticky jumps
- Less blast dmg for more sticky jumps instead of 3

And for the Booties
-Longer Shield charge duration

Isn't there a way to let the shield come back? Would make alot of sword weapons more usefull in ff2.

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Wed Nov 27, 2013 1:40 pm
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Post Re: Weapon balance rework thread
| SkyKnight | wrote:
Isn't there a way to let the shield come back? Would make alot of sword weapons more usefull in ff2.


There is but that would require editing of the FF2 mod, from what I can see, when a demo with a shield takes damage, the mod just literally strips them of the shield, so it's not numerical.


Wed Nov 27, 2013 1:44 pm
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Post Re: Weapon balance rework thread
I was thinking that just how shields synergize well with the launchers by crit charging them, boots could do the same for sticky launchers?


Thu Nov 28, 2013 8:26 pm
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Post Re: Weapon balance rework thread
The power of crit stickies is the reason why the demoman doesn't have any taunt crits. I could see a change to the booties that gave strength to the sticky launcher as was mentioned earlier.


Thu Nov 28, 2013 8:37 pm
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