<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
 
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how about make the Demoman's running speed somewhat variable, like giving him a small speed penalty after he uses his charge? you know, like a fatigue thing.
 
Demos should get unlimited charges; I like the fatigue idea. Maybe the Persian Persuader could be banned as a compromise. Without the Kritzkrieg healing and engineer being unable to build, you can't access the easter egg in block.
 
Scout: I tried setting them at heavy speed 2 days ago and everyone still picked scout. Double jump has to be removed.

Pyro: the flare gun allows pyros to jump over half the traps in factory.

Demoman: they already have 1 charge.

Sniper: not sure how unbalanced this is when there are other sources of healing.

Spy: I tried making the dead ringer single use, but for some reason deaths triggered by traps don't show up as dead ringer deaths. Also I'm not sure if it is possible to only make the outline of hale visible to spies.
 
Scout: I tried setting them at heavy speed 2 days ago and everyone still picked scout. Double jump has to be removed.

Pyro: the flare gun allows pyros to jump over half the traps in factory.

Demoman: they already have 1 charge.

Sniper: not sure how unbalanced this is when there are other sources of healing.

Spy: I tried making the dead ringer single use, but for some reason deaths triggered by traps don't show up as dead ringer deaths. Also I'm not sure if it is possible to only make the outline of hale visible to spies.

Scout: I feel like people pick scout because there's not much reason to play any other class right now, and all we keep getting is more and more content removed.

Demoman: I know, they're balanced.

Sniper: The only source of healing with this change would be medics, which I think makes sense and is fair.

Spy: Perhaps the Spy can cloak for a short time, but his cloak doesn't recharge?
 
Demos should get unlimited charges; I like the fatigue idea. Maybe the Persian Persuader could be banned as a compromise. Without the Kritzkrieg healing and engineer being unable to build, you can't access the easter egg in block.
I think Demomen are balanced as they are now. Also, it is possible to access it with two medics. While this is more of a pain, it is still possible and do we really want to watch everybody do the easter egg every play through?
 
how about make the Demoman's running speed somewhat variable, like giving him a small speed penalty after he uses his charge? you know, like a fatigue thing.
You mean, 100% speed before charge, 90% speed after charge? Hey if that's possible that sounds good to me. Good idea.
 
They would wait for their charge to recharge every trap then.

And also I know we are removing a lot of "content", but none of these maps take into account every possible weapon. Deathrun is played on Garry's Mod with no special weapons.

The convar for cloak recharge rate doesn't work.
 
They would wait for their charge to recharge every trap then.

And also I know we are removing a lot of "content", but none of these maps take into account every possible weapon. Deathrun is played on Garry's Mod with no special weapons.

The convar for cloak recharge rate doesn't work.
Exactly. I think since this is team fortress 2, each class should be different. If people want to play where everybody is identical they could go play Garry's Mod. I'm just brainstorming ways to make things more interesting.
 
Here are the recent changes made to Deathrun.
  • Dead ringer and invis watch are now enabled. They drain 2x faster and do not recharge until the round restarts.
  • Flareguns are enabled. Self damage is increased by 33% and the push is lowered by 6%.
  • Bushwacka is enabled, and the cozy camper is disabled.
  • Medic guns are enabled with the uber removed.
  • The escape plan now damages you when you hit the air. All rocket launchers have been disabled now.
  • Engineers get 600 hp since they have nothing else special.
 
I like these changes. :) There's two things I noticed though:

For some reason, soldier's are now horribly slow. Slower than the heavy. And even at 20 hp with the escape plan you're pretty much about 100% speed.

And the medi guns aren't working correctly. They change into the super-kritzkrieg and speed you up when healing scouts and have 150% ubercharges and all that.
 
Scouts were reduced to engy speed, so medics run faster than scouts. And yes there is still a secondary fire effect, it just isn't an ubercharge. I had to change it to something else or it defaults to an uber.
 
I know medics are faster, but I mean FASTER. When you heal a scout you go to 133% speed. And your medi gun changes to the green kritzkrieg and still charges uber and you can use it. I think it might be part of the VSH mod.
 
I know medics are faster, but I mean FASTER. When you heal a scout you go to 133% speed. And your medi gun changes to the green kritzkrieg and still charges uber and you can use it. I think it might be part of the VSH mod.

Ok I think I fixed it. The Saxton plugin gives you modded weapons 9 seconds after the round starts, so I am replacing the weapons 1 second after that now.
 
Ok I think I fixed it. The Saxton plugin gives you modded weapons 9 seconds after the round starts, so I am replacing the weapons 1 second after that now.
The new medi gun works, but it still speeds you up when you heal a scout for some reason. I don't think it's a game breaking issue though.

On another note, I agree that engineers need something more. The overheal wears off in probably around 30 seconds, and 98% of traps still instakill you.

I'd also like to note how most people still play scout for some reason... I think people just like scout. lol