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 if he's planning on adding any.
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.
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
_________________
frog wrote:
Fluffy wrote:
"Running Around On Whatever Map Happens To Be On And Doing What I Please: The Interactive Past-Time"®.
Ah so that's the name of game that's being played half of the time on HH4.
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.
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.
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.
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.
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.
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