<10/6> Lahiel.avi
Mildly Menacing Medic
Seeing as this is Team Fortress 2 and not Scout Fortress 2, I thought up some ideas to balance all the classes to work together against hale in DR with their own unique skills.
Scout: Normal, 100% speed (same as pyro, engie etc.) with double jumping. (No atomizer or FaN)
Soldier: Remove all rocket launchers (including Cowmangler), add a command or a method that sets your health to 25 for Escape Plan 128% speed. This prevents rocket abuse and rocket jumping. Also, disable the whip. The speed boost on the already fast Escape Plan soldier and GRU heavy is ridiculously overpowered.
Pyro: Add the flare gun back in. The pyro gets flare jumping. Perhaps nerf or balance the flare jump if it is too powerful. Note that the pyro is 100% speed and not 80% speed like the soldier, so maybe the power should be about the same as or slightly less than a rocket launcher. Only way to heal is a medic.
Demoman: He gets one charge. Charges make him 250% which easily bypasses most traps before hale can think. Perhaps make him 100% speed for average walking ability, but not necessary.
Suggestion by KinCryos: Make the Demoman 100% speed before charge, and 90% speed after charge. Like a fatigue thing.
Heavy: The heavy keeps the GRU. I think they are balanced as they are. If my sources are correct it makes you 140% speed and damages you quickly. It's faster than the soldier, but is limited.
Engineer: Remove all buildings, they have no place in DR. Pomson 6000 gets a buff. On fire, it removes the standard 25% ammo charge and makes you 150% speed for some seconds, sort of like the whip boost for the soldier just faster. The weapons charge is irrecoverable, like the demoman's charge meter. You get four speed boosts, each faster than the heavy but even more limited. Alternatively (as in one or the other), the short curcuit gives the speed boost instead by removing 65 (3 uses) or 100 (2 uses) metal instead of the ammo charge but metal is recoverable from dead teammates.
Medic: Add mediguns back in. Mediguns do NOT charge uber, remove kritzkrieg because of the self-healing taunt, remove quick-fix because of possible glitch speed boost when healing scouts. Keep crossbow removed. Medic's primary function is to heal pyros, heavies, snipers and others injured by traps and enjoy 107% speed.
Sniper: Sniper gets the Bushwacka wall climb back. Remove the cozy camper. This is balanced because even if the sniper can climb around traps, it isn't useful in every trap and he can't do it forever unless a medic follows him, forcing somebody to enter the traps.
Spy:
Idea 1 (preferred): The spy can see hale's outline through walls at all times. This gives him an advantage on traps where hale is hidden, allowing him to judge when it is safe for him to enter. Red team can already spectate hale on death, so this is fair. It is simply more applicable in real time.
Idea 2: The spy gets one dead ring for a single trap (or hale attack) that deals damage. This dead ring prevents all damage. The spy is frozen in place during the duration of the cloak to prevent rushing while invisible/invincible.
I believe these changes, while not making a single person overpowered, give the red team the ability to work together against hale as a team of unique individuals. Some of these changes may have problems or require a lot of work. I am happy to take suggestions or help test any of these changes.
Thanks for reading,
~Lahiel
Scout: Normal, 100% speed (same as pyro, engie etc.) with double jumping. (No atomizer or FaN)
Soldier: Remove all rocket launchers (including Cowmangler), add a command or a method that sets your health to 25 for Escape Plan 128% speed. This prevents rocket abuse and rocket jumping. Also, disable the whip. The speed boost on the already fast Escape Plan soldier and GRU heavy is ridiculously overpowered.
Pyro: Add the flare gun back in. The pyro gets flare jumping. Perhaps nerf or balance the flare jump if it is too powerful. Note that the pyro is 100% speed and not 80% speed like the soldier, so maybe the power should be about the same as or slightly less than a rocket launcher. Only way to heal is a medic.
Demoman: He gets one charge. Charges make him 250% which easily bypasses most traps before hale can think. Perhaps make him 100% speed for average walking ability, but not necessary.
Suggestion by KinCryos: Make the Demoman 100% speed before charge, and 90% speed after charge. Like a fatigue thing.
Heavy: The heavy keeps the GRU. I think they are balanced as they are. If my sources are correct it makes you 140% speed and damages you quickly. It's faster than the soldier, but is limited.
Engineer: Remove all buildings, they have no place in DR. Pomson 6000 gets a buff. On fire, it removes the standard 25% ammo charge and makes you 150% speed for some seconds, sort of like the whip boost for the soldier just faster. The weapons charge is irrecoverable, like the demoman's charge meter. You get four speed boosts, each faster than the heavy but even more limited. Alternatively (as in one or the other), the short curcuit gives the speed boost instead by removing 65 (3 uses) or 100 (2 uses) metal instead of the ammo charge but metal is recoverable from dead teammates.
Medic: Add mediguns back in. Mediguns do NOT charge uber, remove kritzkrieg because of the self-healing taunt, remove quick-fix because of possible glitch speed boost when healing scouts. Keep crossbow removed. Medic's primary function is to heal pyros, heavies, snipers and others injured by traps and enjoy 107% speed.
Sniper: Sniper gets the Bushwacka wall climb back. Remove the cozy camper. This is balanced because even if the sniper can climb around traps, it isn't useful in every trap and he can't do it forever unless a medic follows him, forcing somebody to enter the traps.
Spy:
Idea 1 (preferred): The spy can see hale's outline through walls at all times. This gives him an advantage on traps where hale is hidden, allowing him to judge when it is safe for him to enter. Red team can already spectate hale on death, so this is fair. It is simply more applicable in real time.
Idea 2: The spy gets one dead ring for a single trap (or hale attack) that deals damage. This dead ring prevents all damage. The spy is frozen in place during the duration of the cloak to prevent rushing while invisible/invincible.
I believe these changes, while not making a single person overpowered, give the red team the ability to work together against hale as a team of unique individuals. Some of these changes may have problems or require a lot of work. I am happy to take suggestions or help test any of these changes.
Thanks for reading,
~Lahiel