TF2 Weapon Balance changes Ideas: Scout's Primaries

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·@ultrawing·
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TF2 Weapon Balance changes Ideas: Scout's Primaries
Hey. its another Teeth Fault 2 Blog.

This Blog was Inspired by The TF2 youtuber After Breakfast, his channel is found here: https://www.youtube.com/channel/UCf4F9MrlQdJI8KHzJKQdIfA

Today I want to go over some Balance ideas that I have for the Scout.

so let us begin

The Shortstop
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https://wiki.teamfortress.com/w/images/thumb/8/84/Item_icon_Shortstop.png/100px-Item_icon_Shortstop.png?t=20120630234226

Oh boy, uhh Why does the Shove Mechanic Exist? It does not really do anything Special. Plus the Shortstop never needed a gimmick anyway

Remove the Right-click Shove and Give it a 25% Faster Reload, and Remove the Increased Knockback penalty

Shortstop Concept
+42% faster firing speed.
+100% more damage per pellet.
+Reloads entire Clip.
+25% faster Reload
-60% fewer pellets per shot.
-33% smaller clip size.

Soda Popper
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https://wiki.teamfortress.com/w/images/thumb/f/f1/Item_icon_Soda_Popper.png/100px-Item_icon_Soda_Popper.png?t=20120630234309

So this Weapon has 2 shots like the Force-a-nature, and does the same damage as stock. it also has a faster reload and firing speed and you also gain Hype on hit which when full it allows you to do 5 Mid air Jumps

How about we Give a 10% Damage Penalty, then we also Drop the 66% smaller clip size(2 shots) to a 50% smaller Clip size(3 shots), oh and make it build Hype slightly faster, from 480 damage to about 400.

Soda Popper Concept
A hype meter is placed on the HUD when the Soda Popper is equipped. On hit with the Soda Popper out will build up 'hype'; other weapons out will not build hype. After dealing 400 of damage, the player can activate Hype mode for 8 seconds, allowing for 5 additional air jumps.
+25% faster reload speed.
+50% faster firing speed.
-10% damage Penalty
-50% smaller clip size.
-If one shot is unused before reloading, it is lost.

Baby Faces Blaster
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https://wiki.teamfortress.com/w/images/thumb/e/e6/Item_icon_Baby_Face%27s_Blaster.png/100px-Item_icon_Baby_Face%27s_Blaster.png?t=20120630233443

so we have a Weapon that Puts Scout at a Disadvantage at the start.

So who thought it was a good idea to have the Boost Drain from 25% of damage? Drop that to 100 Damage needed to Drain Boost. but in turn it would Drain all of your boost after taking 100 Damage

and Reduce the Lost boost on Air jump from 75% to 50%

Baby Faces Blaster concept
Equipping the Baby Face's Blaster will slow the Scout down from 133% of normal speed to 120% of normal speed. A boost meter is placed on the HUD when the Baby Face's Blaster is equipped. Dealing damage, regardless of weapon used while equipping the Baby Face's Blaster, builds up the boost meter, increasing the Scout's speed to 173% of normal speed. The boost meter maxes at 100 points of damage dealt.
-34% clip size.
-10% slower movement speed on wearer.
-50% Boost reduced on air jumps.
-Boost reduced to 0 when 100 Damage is Taken.

Back Scatter
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https://wiki.teamfortress.com/w/images/thumb/1/11/Item_icon_Back_Scatter.png/100px-Item_icon_Back_Scatter.png?t=20140619231505

I like the Playstyle the Back Scatter Encourages, but its not good at what it does, and what kills it is the Accuracy Penalty, Seriously if you need to get to Melee Range to do full Damage, you are better off using your Melee, and you know what, Lets Replace both of it's downsides, so scout can have a primary that has the same number of shots as Stock. 

Remove both Penalties and Replace them with a 15% Damage penalty when not fired at their Back, and add a 15% Slower Reload

Back Scatter Concept
+Minicrits targets when fired at their back and at close range.
-15% Reload Speed
-15% Damage penalty when not fired at their Back
-No random critical hits.

And those are all of Scout's Primaries That I think needs to be Changed, Next time im Going over Soldier's Primaries.
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