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Published: 2021-05-22 14:13:26 +0000 UTC; Views: 3597; Favourites: 9; Downloads: 0
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Everyone has been talking about how sniper is unbalanced (something i've been saying since 2020) So I thought I'd just go ahead and share all of my opinions on class balance and why TF2 just has very whack ass balance in general. Along with some extra notes and stuff in here.General Balance:
Obviously, I'm in the camp of remove random crits. Random bullet spread though is a bit more of a case by case basis, since some weapons, like the minigun, are more balanced by RBS. Most weapons however suffer greatly from having RBS. Mainly the pellet based weapons like shotguns and scatterguns, pistols, and the revolvers. SMG's are made way worse by RBS. But sniper is designed to be bad at close range combat. Which is why most of his optional unlocks are utility.
Sniper:
One thing I didn't mention for sniper is bodyshots. You could totally argue in favor of lowering bodyshot damage to 25 damage. And if valve wanted to do that, I'm not complaining. But it's not really the most BS thing about the class. If you walk out of a sightline and take an immediate 50 damage. You're probably going to realize a sniper is out there somewhere and fall back. Which compared to instant death, is pretty alright. The only time you wouldn't really know it was a sniper is if you're in a massive fire fight. And you're basically already dead in that case most of the time. Because once again combat in TF2 is super fast.
It's also worth noting that the changes I'm suggesting for the sniper rifle would require alot of the unlocks to need to be rebalanced and reworked. The Machina as it's stats currently are, would be actual trash with this rework. So it would need some rebalancing. I'd also obviously reccomend reworking the razorback and darwin's danger sheild, as they're pure cancer. Giving sniper free benefits against his counters is actually stupid for real.
Engineer:
Obviously the wrangler and short circuit are pretty bullshit. Honestly I like Dane's rework for the short circuit where the engie gets the defensive buffs. The short circuit I actually had an ingenious balnce decision that I think I already put on here before, so just go find it there I guess. Mini's are perfectly alright with, they die in one hit from a lot of class weapons, and don't do much damage so I consider them not needing a nerf. A sentry unlock that brought back the really tanky sentry at the cost of making it deal way less damage would be cool. But it's not really needed.
Scout:
I'd consider reworking the pistol to be a good mid to long range weapon, both for scout and engie. Since neither of these classes can really make good use of the pistol as it currently is. (mostly due to RBS) The new nerfed scout would be hanging back away from the enemy more anyways so making the pistol a long range pestering option works perfectly for his class role.
Soldier:
Perhaps reworking some of soldier's less than balanced weapons to be more like different versions of the Direct Hit could be a good idea. The direct hit in this case is a weapon which makes Soldier objectively more powerful in most cases compared to stock but gives the Soldier a weakness perfectly exploited by one of his counters. In the direct hit's case, that would be pyros who don't have to worry about the shooting at the ground thing as much anymore. Although they do now have to deal with the faster projectile speed. (maybe lower that a little valve?)
Demoman, Medic, and Demoknight:
I have nothing to say for these classes really. Moving on...
Pyro:
Perhaps making Pybro more of a bro to classes other than engie would help fix the spy problem. Since when all you can do is help out engies, it only makes the gameplay more boring and the engie more powerful. Perhaps giving pyros some tools to help out with defending demos and heavies, would help fix the spychecking problem. Also just giving the pyro some actually more interesting tools in general would be nice. Since currently all the unlockable flamethrowers do the exact same thing. (its true look closely at the stats) Giving pyro his own shotguns would be cool too.
Heavy:
Heavy benefits the most from new stuff. He has so few combat options that counterplay against him could be explained in an image as big as the size above. Ultimately though, a nerf to the minigun's damage is probably innevitable if you want to buff heavy in any other way. Any extra mobility or extra defence, paired with his high DPS could make heavy OP. His balance is just that fragile.
Spy:
As much as people aren't going to want me to say this. Spy will always be a bad class, his concept is flawed from the beginning. The backstab mechanic doesn't work very well, and the disguise kit barely works at all. And it's a huge problem because currently spy is supposed to be a major gear that keeps the game turning, and he just isn't. It's a big part of why sniper and engie are so over powered. In theory spy is supposed to prevent these classes from being OP by getting behind their teams and dealing with them himself. But in practice spy can't deal with them by himself. Its not so bad in the case of engineer since sapper pushes are still pretty good. But spy can't do shit against a competent sniper. Its a big part of why I think he should have tech options. Giving him niche circumstances where he can shine is effectively the only way to make him useful without making him OP.
Which by the way is exactly what the Diamondback and Ambassador are doing. Most people will agree with me on the diamondback, but the ambassador is actually even more egregious. It's basically crits on demand, if you can aim good enough. AKA a sniper rifle. And unlike the sniper rifle which at least has short times in between when you fire, this basically fires successive shots one right after the other. Making the Amby a two-shot king.
























