Team Fortress 2

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Weapon Balance Ideas (1/10) All Class
I know I'm not the most equipped to talk about this issue, (I have less than 1,000 hours) but I do play the game and pay attention to TF2 influencers, and have some knowledge of game design. So I like to think I'm informed about the game's balance issues and have a few unique ideas on how to fix them. I am not familiar with Source engine, nor have experience with programming video games. I just want to state my opinions, get feedback and maybe catch the attention of someone more capable. With Valve making it easier to develop mods for TF2 this seems like a good time to post, hopefully someone will like some of these ideas enough to implement them, and why I'm posting these in the workshop forum.

Overall I try to make the weapon fit it's name, that way it is more intuitive on how it's meant to be played. Here's all the things I would change, big and small, new and old. Changes are in Bold Upsides will be marked by '+' and Downsides by '-' Neutral effects are listed with 'θ'

All Classes:

There's surprisingly little that needs to be changed across multiple classes. Other then stock melee and reskins there's only 7 multiclass items: the Pistol and Shotgun are reliable weapons that see frequent use as does the Panic Attack and Half-Zatoichi, that leaves the Reserve Shooter, Pain Train, and B.A.S.E. Jumper.
Still there are entire categories of weapons in need of changes that cross multiple classes.

- Remove random crits on non-stock melee weapons

I know stock is often the best option and this will just reinforce that. But melees have the most cases that they are not, and this is a simple way to fix that, The alternative is to rework more then half the stock melees (Scout, Pyro, Soldier, Heavy, & Medic) which a lot more work. To be clear I mean every weapon that is not a stock melee will have random crits removed including all ranged weapons.

- Throwables spawn with 0 charge and cannot be resupplied.

The only way to get throwables now is to wait, this will hopefully balance Jarate and Mad Milk and so I will not be covering them. The Gas Passer has other problems and so will be covered when I get to Pyro. technically the clever is also a throwable but it's cooldown is short enough that I don't think anyone was abusing it, or would care that they wouldn't be able to use it immediately as it would be ready by the time they get to the battle.

Reserve Shooter:

First specific weapon balance, it's generally agreed that it doesn't hold up to the Panic Attack as a followup weapon, and after Valve removed it's ability to mini-crit airblasted targets it became useless on Pyro, why it's on Pyro is a mystery to me but I think I can fix both issues with just a simple buff: passive reload, it is the RESERVE shooter afterall.
Now it has the advantage that when you switch to it you know that it will have ammunition in the magazine, and you don't have to spend ages constantly reloading, which is in my opinion making it feel significantly worse. I believe this will make it a viable sidegrade for combo Pyro and Soldiers that can juggle, being extremely reliable and not requiring you to remember to spend time reloading but will still suffer in prolonged gunfights with it's smaller capacity.
Also the wiki says it only mini-crits for a short period after being drawn. Not sure what that's about but seems like an unnecessary nerf.
Proposed Stats Are:

+ Mini-crits airborne enemies (no time limit)
+ Reloads passively
(1 shell/s unequipped)

+ +20% Faster switch to speed
(0.54s)
- -34% Clip size
(4 shells)

B.A.S.E. Jumper:

It makes you a sitting duck to anyone with decent aim, and it's still banned in competitive so the nerf accomplished nothing but being a killjoy. Redeploying was kind of weird but I guess there could be a backup chute. I think a maximum of ONE redeploy is a fair compromise, it would also allow Airstrike Soldiers and Scottish Resistance Demos to jump, fire their entire magazine, drop out of the line of fire and still avoid fall damage with the backup.
I would also replace the air control nerf with a horizontal speed nerf as air drag opposes motion far more then rotation. I thought that was how it worked, but according to the wiki they nerfed air control not airspeed. I guess I'm just bad at rocket jumps.
Finally why did they remove the updraft mechanic? it was funny and not overpowered whatsoever since you needed to be on fire and taking damage.
Proposed Stats Are:

θ Press 'JUMP' in the air to deploy parachute to slow your decent. (112Hu/s)
θ Pressing 'JUMP' again will cut the chute

+ May be redeployed once
+ Taking afterburn will extend flight time
(minimum vertical velocity becomes 0Hu/s)
+ Unlimited turn speed while deployed
(can turn as fast as you can move your mouse)
- Move speed decreased by 50%
(40% speed or 120Hu/s for Soldier and 46.5% speed or 140Hu/s for Demo)

Pain Train:

A weapon so forgettable I almost missed it, with a massive downside and an upside that only works on a couple of game modes.
Such a brutal looking weapon deserves better so I suggest making it cause pain, to you and the enemy, specifically bleed. It's now a Boston Basher for Soldier and Demo, and because why not and to honor it's heritage as the "playing the objective weapon" hitting an enemy now gives a speed boost to either keep up with the target or to get to the capture point. of course it needs a downside so in keeping with the theme getting shot will also cause the bearer to bleed, to keep Heavy and other full auto guns from instantly melting you, the bearer is capped at 1 stack of bleed, this is technically a soft buff as once you're bleeding you can swing away to your heart's content, I even avoided giving it a damage penalty so if the enemy doesn't have a way to get rid of the bleed you'll do a whopping 105 damage!.
Proposed Stats Are:

+ On Hit: Cause the enemy to bleed (8/s for 5s, up to 40 extra damage)
+ On Hit: +10% Speed for 10s
(90% speed or 271Hu/s for Soldier and 103% speed or 310Hu/s for Demo)
+ Passive: Bearer can only bleed once
(At a time, subsequent hits will reapply bleed/reset the timer)
- Passive: Bullet damage will cause you to bleed
(8/s for 5s, up to 40 damage)
- On Miss: Hit yourself Idiot
(8/s for 5s, up to 40 damage)

What do y'all think? Balanced or crazy.

Next up is Scout, See you there.
https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/601897727418215416/?appid=440
Last edited by Mad_Mandalorian; 1 Mar @ 6:33pm