Wednesday, 27 July 2011

TF2 - Uber Update (+Extras)

 Ah Valve, you glorious, crazy, lucrative bastards...

For those of you that don't know, Tf2 is now free. Go get it.

Additionally, they've spent the last week adding the most imbalancing ambitious amount of content to the game since... ever.

22 new weapons across 8 classes.
7 hats
2 misc items
2 action items
And 8 new "sets", Though only in so far as they're a collection of items, as they offer no "set bonus".

What I'm going to do is go through each of the updated classes, the new items they've received , how those items work in a "set", and possibly even suggest a set bonus myself, though mostly for luls.


These were actually released in days, but I'll go through them by class.. Makes more sense to me.

Scout


The #1 Fan

Pretty stuff:
Bonk Boy
Level 1-100 Wearable Hat

Primary:

The Soda Popper
Level 10 Scattergun
+25% faster reloading speed
+50% firing speed
-60% clip size
No random critical hits
Build 'hype' as you run 
When the hype meter is full,
unleash mini-crits!



Purpose: The Bastard offspring between FaN and Crit-a-Cola.


Quite literally the result of someone thinking "What if we wanted to have half the functionality of the Force-A-Nature, As well as the Crit-a-Cola?" Exactly this. At the cost of the FANs knockback (and therefore the triple-jump) and the ability to crit after a short animation, you gain a weapon that gives crits to ALL of your other weapons, without leaving yourself crittable. Plus this means you don't need to waste your secondary weapon slot on Crit-a-Cola. The catch? It needs to be charged up with a hype bar. Overall this is a fair trade, as the charge doesn't take that long. You can even swap weapons and keep the crit effect. A good addition to the arsenal.


Secondary:


The Winger
Level 15 Pistol
+15% damage done
-60% clip size

Purpose: Burst fighting. Running in, hitting, retreating (reloading), rinse and repeat.

The Pistols estranged brother. Smaller clip, slightly more damage. The actual Clip size is now half, meaning 2 reloads in the time it takes the regular pistol to reload once.
I crunched some numbers though, and I can tell you that the smaller clip HALVES your DPS compared to the regular pistol after the first reload. Over an entire 32 shots you'll be looking to do about 3 quarters the dps output of a pistol, but obviously you'll have done 15% damage more across all those shots.
However, the increase damage can sometimes guarantee a kill against lower-health classes in that clip.

Melee:
The Atomizer
Level 10 Bat
Grants triple jump. The third jump deals 10 damage when used.
30% slower firing speed
-20% damage vs players

Purpose: To give a Triple jump at the cost of some slight health.

Utterly useless as a weapon, but the triple jump effect has its purposes. This essentially functions as part of the exploit of the Boston Basher, only with a lower health cost (not 50% melee + a bleed effect..) and less utility as an actual weapon. It compensates for the lack of FaN jumping if you were to use the Soda Popper, but more interestingly it allows for a quad jump if you use it along with the regular FaN!



The whole set:

Weak Link: In this set the weak link is the Winger. With the lack of a good melee, and a primary that you maybe don't want out the whole time (lest you accidentally trigger the crits) a good secondary would be paramount. However, the Winger is by and large slightly worse than the pistol. Additionally, because of its smaller clip it can actually waste your Crit-time from a full Hype meter. This makes it highly undesirable as a part of this set.

Purpose: The sets purpose overall is to offer a little bit of the benefit of some of the other weapons, without taking up quite as many slots.

Set bonus:

To me, the set bonus pretty much HAS to have something to do with Bonk! Atomic Punch. Here we have a set that is essentially the Scout as a Cola-swilling super-hero. We have Crit-a-Cola, but no Bonk! So here were my thoughts.

1) When "Hype" effect in use, swapping to the Atomizer gives the Scout a Bonk! effect instead of mini-crits.

This would add a slight amount of utility to an otherwise unimpressive weapon. As it's tied into the Hype effect already it wouldn't really cause massive overpowered-ness, as there's always that period of détente when the scout has to get his bubbles fizzing again. As a point of balance it could be made this if the scout switches to the Atomizer while under the effect, he cannot switch out until the effect is over. Depending on just how overpowered a Scout that can heckle his weapons between crits and invulnerability is in 8 second bursts.

2) When reloading the Winger, gain a slight Bonk! effect

My idea is to turn the Winger into less of an annoyance-Scout weapon, and maybe give him a bit more staying power. Maybe a %chance to dodge all damage while reloading? Turns the weakest weapons main drawback into a semi-strength, but one that shouldn't be too unfair. Would also make more sense to use the Winger while under the effects of hype, as even when you don't need to worry as much about running away when reloading, meaning you can concentrate more crits on the target.

Soldier

The soldier didn't get one, but TWO sets of weapons and items.

The General's Formals 

Pretty Stuff:

Armored Authority
Level 1-100 Wearable Hat
Fancy Dress Uniform
Level 1-100 Uniform

Secondary:

The Mantreads
Level 10 Boots
-75% reduction in push force taken from damage
Deals 3x falling damage to the player you land on

purpose: Landing mario style on someones head
To be honest, they're a bit weird. You get up high you'll need to rocket jump, but unlike their brothers the gunboats the Mantreads offer no protection against self-rocket-damage, so you'll have to injure yourself twice to pull this off, unless you use the Rocket Jumper, but no-one uses that in all seriousness.
Melee:

The Disciplinary Action
Level 10 Riding Crop
On Hit Ally: Boosts both players' speed for several seconds
-25% damage done
purpose: A close cousin to the Equalizer, this riding crop offers you the ability to boost your own and a targets speed. Useful to be used with heavies, demo's or other sollies, but the weakening of this as a main weapon upsets me slightly.

Whole Set: This feels very much like an "other" set. Made up of bits and pieces you might use occassionally but wouldn't exist in your main gear, as such I'm not really sure what to say. Don't use this set in all seriousness seems the best option!

Set bonus: Simplicity is often best..

Receive no damage from falls, but enemies landed on will still take the fall damage equivalent

Removes the biggest negative of the mantreads, turning it into essentially a backwards gunboats.

The Airborne Armaments

Pretty Stuff:
Jumper's Jeepcap
Level 1-100


Primary:

The Liberty Launcher
Level 25 Rocket Launcher
+40% projectile speed
-25% clip size
Purpose: Half-breed between the standard rocket launcher at the Direct Hit. You benefit from both the faster rockets and the large splash, but get no aerial crits or the larger clip.

Secondary:

The Reserve Shooter
Level 10 Shotgun
+15% faster weapon switch speed
Mini-crits airborne targets for 3 seconds after switch
-50% clip size

Purpose: oh hello aerial crits, almost didn't see you there! This is actually a very good weapon, partly because it mini-crits any airborne target, meaning that jumpy-scouts are a bit messed up by it, and also because the weapon switch works well in pretty much any configuration.

Melee:

The Market Gardener
Level 10 Shovel
Deals crits while the wielder is rocket jumping
No random critical hits


In itself, highly situational, but with the other two weapons... Yeah, you might be able to make something out of this. At least with the Reserve shooter you can more likely swap this out to crit-kill in the air.

Whole Set: A bit of an anti-air set, mostly I see this as being a "blast enemies into the air and shotgun to death" combination. Good fun. The Market Gardener is the weak link, as you wouldn't want to use it over some of the other solly weapons (eg. equalizer). So...

Set Bonus: If I were to attribute a set bonus, it would need to make up for the MG's weakness. Maybe...
1) Increases upward knock-back for all weapons, targets receive no greater fall damage.
So they're in the air for longer, and as such a greater victim to your weapons. Of course, only increasing upward movement to prevent you from blasting everyone off the map!

Additionally, the extra special treat is next, as it took me so long to write this damned thing!



Dr. Grordbort's Victory Pack



Pretty Stuff:

Primary:
The Cow Mangler 5000
Level 30 Focus Wave Projector
Does not require ammo.
Alt-fire: A charged shot that mini-crits players and disables buildings for 4 sec.
-10% damage penalty
No random critical hits
5% slower reload time
Deals only 20% damage to buildings
Cannot be crit boosted
A surprisingly versatile piece of equipment. 5 shot clip, no ammo requirement and the slightly lower damage makes this a rocket-jumpers best friend.
 Additionally, the alt-fire is a surprisingly good sniper tool, or good for hitting cluster of enemies, or even turning you into a temporary "area sapper" against mutliple engis, for a friendly heavy to take out their nest!
Overall, a fantastic weapon, if a little bit strange!


Secondary:
The Righteous Bison
Level 30 Indivisible Particle Smasher
Does not require ammo.
Projectile penetrates enemy targets
Projectile cannot be deflected.
Deals only 20% damage to buildings
The real benefit of this weapon isn't the fact that it goes through multiple enemies, but that it can hit the same enemy multiple times. also, its reload is very fast, but the projectiles are very slow moving!


Whole set: A very strange but actually quite well balanced set. You suffer immensly against enemy buildings, but gain an area clearing shot and a good backup weapon. I think the main weakness of the two weapons is the frequency with which they need to be reloaded. The Cow mangler is essentially a crappy rocket launcher with a large clip and a clip-clearing move, and the bison is a pistol with a small clip. Therefore...

Set bonus:
On Kill: Adds 1 Charge to each of your weapons.

So if you empty either, switch to the other and make a kill, that's one less reload you'll have to do next time! And if you kill with a melee weapon, or especially if you get several kills after alt-firing your whole clip with the Cow Mangler!

Pyro

No set here, so an honourable mention to the new flare-gun...

The Detonator
Level 10 Flare Gun
Alt-Fire: Detonate flare.
+25% damage to self
Purpose: Setting multiple targets on fire with one explosion, Flare Jumping...

I must say, I love the new Detonator compared to what they were banding around at one point in the Beta. Originally it increased the Pyro's weakness to explosives, so this is a lot better and makes a lot more sense. You can set multiple enemies on fire with the right click, and also Flare-Jump yourself.

However... I personally don't use it. With the recent update to make the original Flare Gun to always crit a target (regardless of range) it better compliments my set, and has actually become something of the corner-stone of its damage-dealing.

Demoman

One Thousand and One Demoknights 

Pretty Stuff:
Sultan's Ceremonial
Level 1-100 Wearable Hat
Primary:

Ali Baba's Wee Booties
Level 10 Boots
+25 max health on wearer
+100% increase in turning control while charging

A new staple in all medievel maps. Overall a good item if all you want to do is charge, but not game-breaking in itself. I'd love to see +25 health being added to ALL boot items though, including the soldier ones!
Secondary:

The Splendid Screen
Level 10 Shield
+20% fire damage resistance on wearer
+15% explosive damage resistance on wearer
Can deal charge impact damage at any range
+70% increase in charge impact damage

The charge damage is actually pretty good, and it tends to cause enemies to float in the air a second, making them prime for a follow up melee.

Melee:
The Persian Persuader
Level 10 Sword
+100% increase in charge recharge rate
All ammo collected becomes health
No random critical hits
The increased charge might look like the main strength of this weapon, but the ability to regen health from metal is infinitely more important. This will almost definitely sit in many a demo-man's back pocket, if only for survival purposes! Oh, and it'll only heal up to maximum health, after that you get ammo as always, and I can't think of anyone who will say that they'd rather have ammo when their health is low.

Whole Set: Very balanced, each aspect saves the others. The slight weak link here is the splendid screen, as I know many prefer to use the original charging targe. Also arguable are the boots, as they're inferior to potential weapon that could be there instead, despite the health boost.

Set Bonus: I know I'll probably get no end of scorn for this... but...

All ammo collected becomes health


No, not again, instead of the sword having it. Currently on the sword it's way too over-powered, a demo can waltz across most battle-fields and survive nearly anything, just by swapping out his melee!
But an ability like that in the whole set? That'll make people make notice, and it'll force them to use this set for the purpose it already has!


Heavy


Black Market Business

Pretty Stuff:

Capo's Capper
Level 1-100
 
This dashing number will help you commit crimes of all kinds—except against fashion.


Primary:


Tomislav
Level 5 Minigun
+40% faster spin-up time
This weapon has no barrel spin sound
20% slower firing speed
Purpose: To fuck everything. Seriously, this weapon is so rediculously powerful. If used with the GRU and a sandvich you've pretty much covered all the heavies main weaknesses
Movement speed
self-healing
long spin-up time.

Secondary:

The Family Business
Level 10 Shotgun
+40% clip size
-15% damage done
This weapon depresses me. Sure, it looks cool, but it's so unutterably lazy.
New weapons should do something different, allow for a different play style. Look at this, at the cost of doing extra damage, you can fire extra shots... Which you'd need to do because you do less damage.
Something more intelligent would be
"Reloads by a clip
-15% damage done"
So yes, you do less damage, but you can reload the WHOLE WEAPON a lot faster, but maybe the clip reload takes longer than a one shell reload? Just a thought.

Melee:

The Eviction Notice
Level 10 Boxing Gloves
+50% faster firing speed
-60% damage done
Again, very lazy. You hit more often, but for less damage. Big whoop. When you've got other melee weapons like the GRU, FOS that both offer some utility, why would you use these?

Whole Set: Is a bit weak, only the Tomislav is really of worth and that's overcompensating to the max.

Set bonus: Would have to be something pretty astounding to warrant the use of the other 2 weapons over more useful lunchboxes and fists. Maybe a faster weapon switch speed? Or Give crits a bleed effect or something. Something that actually validates using the other two utterly useless weapons!


Engineer
Sorry Engie...


Medic

Clinical Trial

Primary:

Overdose
Level 5 Syringe Gun Prototype
-10% damage done
Movement speed increases based on Übercharge precentage to a maximum +10%
With an ordinary medi-gun, this might be an issue as it'll take an age to build up charge. Also, don't fault the loss of damage for faster move speed, it's actually more awesome than it looks! This increased move speed will mean it's easier to lead on enemies while filling them with needles!

Secondary:

The Quick-Fix
Level 8 Medi Gun Prototype
ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects +40% heal rate
+25% ÜberCharge rate
Can't overheal.
Move at the speed of any faster heal target.
Still not made up my mind on this weapon. The faster uber-build and faster healing are both great, but are they really worth the cost of over-heal and an uber-charge? If you're using the overdose then this is the weapon for you, as you can also grab rides from Scouts in order to get to the field more quickly, but everyone else? I'm unconvinced.
I mostly play something of a battle medic, fighting my way to the front and then healing, and I like the idea of being able to quickly heal an ally to full health before both of us rejoining the throng, but again I'm still not sure it's worth the overheal!

Melee:

The Solemn Vow
Level 10 Bust of Hippocrates
Allows you to see enemy health.
 
'Do no harm.'
A nice little effect, and can actually be damned useful if you're good at informing your team, or if you want to go in for a kill yourself. Makes fights a bit less of a mystery! Maybe not so good if you like the utility of the other melee.


While faster move speed and the ability to see enemy health is good, it doesn't quite make up for some of the utility found in other medic weapons.

+ubercharged target gains invulnerability when targetted, Medic still keeps normal effect.
-reduces ubercharge time to 5 seconds

Alternatively, a faster weapon switch could work too!

Sniper

Lawrence of Australia

Pretty Stuff:

Desert Marauder
Level 1-100 Wearable Hat



Primary:
The Bazaar Bargain
Level 10 Sniper Rifle
Base charge rate decreased by 20%
Each scoped headshot decreases the weapon's charge time. 
A scoped body shot reduces the bonus. 
A scoped miss wipes the bonus.
The "Skilled headshotters" weapon, rewards you for being awesome, but if you screw up you're at a slight disadvantage.

Melee
The Shahanshah
Level 5 Kukri
+25% increase in damage when health <50% of max
-25% decrease in damage when health >50% of max
Something of an upgrade for the sniper's regular kukri. If you've got your melee out then chances are you're on low health running for a med-pack, so this is a benefit. Combined with Darwin's Danger Shield for the added health means you're less near death with it!



Aim of Set: Seems to be a success-reward sniper, with elements of high risk-reward.

+on kill: Gain 25% max life, this can overheal at 12.5% max health a kill, still decays
+while overhealed: suffer no flinching when dealt damage.
-cannot be healed by other means

Essentially, if a sniper's "on a roll" they'll stay healed and even over-healed, with the main benefit meaning they can't be screwed over by lucky bits of shrapnel from a shotgun etc. Note, this would count for ALL weapons, whether the sniper, the shahanshah or something in the secondary (eg. The SMG)

Spy

The Man of Honor

Pretty Stuff:
Made Man
Level 1-100 Wearable Rose
 
A gentleman always has a flower handy to drop on an opponent's grave.
Cosa Nostra Cap
Level 1-100 Wearable Hat
 
If looks could kill, this dapper fellow would make your head an accomplice to murder.


Primary:


The Enforcer
Level 5 Revolver
+20% damage done
0.5 sec increase in time taken to cloak
The new side-arm for all dead ringer Spys, as it gets around the slower recloak. I've even seen a lot of watch-spy's use this too, as it really does give you a lot more fire-power.


Melee:


The Big Earner
Level 1 Knife
+30% cloak on kill
-25 max health on wearer
The loss of health isn't as bad as it could be, but still leaves you vulnerable. Better suited to cloak and dagger spys as they cannot regen cloak off of metal.


Whole Set: Doesn't really work, I mean, they're two different weapons for 2 different purposes. High face-to-face damage at the cost of sneakiness, or high reward sneakiness weapon, at the cost of the ability to go face-to-face.
Set bonus:


+instantly decloak
-Cloak drain increased to 1.5 rate
-louder decloak noise
  
My idea is a quick-surprise spy, you get in with a bang and if you haven't killed someone almost instantly then you'll probably be taken out. DR spys will be able to spring attacks right in the middle of a fight, and watch spys will be able to take out trailing enemies, but if they screw it up or fail to get back into cloak then they'll be even more vulnerable, due to slow recloak and less time IN cloak!
Basically, if you were focussing on the knife before, you can still do that, and the pistol becomes a backup, and if you were focussing on the gun, when you decloak you'll have the oppurtunity to do something more interesting.

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