Baby Face Blaster
+ 33% faster deploy speed
+ 33% faster holster speed
+ Fires in a fixed spread
Sun-on-a-Stick
+ Triple damage against burning targets
B.A.S.E Jumper
+ 50% air maneuverability
Beggars Bazooka
+ 50% reload speed
+ 200% maximum ammo
- 10% damage penalty (adds onto current)
Sticky/Rocket Jumper
- 90% damage reduction (formerly 70%)
- No overheal from Medics.
- 20% health from health kits
+ 60% self-damage reduction (formerly 50%)
These weapons are very annoying to fight against whilst very fun to use. I've attempted to retain that feeling without removing what made these weapons very fun to use. I don't really believe in only nerfing a weapon without buffing something else, so for simplicity's sake I've made you take less blast damage.
Thermal Thruster
+ 50% recharge rate
+ 20% jump height
Scottish Handshake
+ Cannot take fall damage when active
- Deals no damage
Persian Persuader
+ 100% shield bash damage
+ 50% shield charge recharge rate
+ 50% shield charge on hit
Splendid Screen
+ 300% shield bash damage
Chargin' Targe
+ 30 max hp
These are two weapons that are extremely underused, mostly due to being bad or having a better option. I'm going for more of the "basher" subclass if you'd call it, dealing a sizeable chunk of damage when bashing into the hale with a shield. This balances itself out automatically, due to being able to lose your shield by being hit once. The Chargin' Targe and Splendid Screen were both vastly overshadowed by the clear-upgrade Tide Turner, so I've made them a little unique in their own way!
Natascha
+ 20% movespeed
+ 10% damage (former damage penalty removed)
+ 50% movespeed while revved
- 75% overheal from Medics
- 90% healing rate from Medics
Heavy has always been quite bad in FF2. The only two things you can really do to prevent this is have a Medic constantly pocketing you, or be in a really cheesy spot where the hale can't get you. This minigun is more of a "roamer" heavy subclass, allowing heavy to stand a threat when left alone in the open.
Huo Long Heater
+ 250% max ammo
+ minicrits against burning players
All Pistols
+ Constantly critically charged
All Stock Shotguns
+ Constantly mini-critcally charged
The Wrangler
+ Removed 20% speed debuff when active
Southern Hospitality
+ 70% sentry bullet resistance
+ 70% sentry rocket resistance
- 10% firing speed
- 40% metal from dispensers & ammo packs
This is a concept I've always wanted to see implemented properly. A way to consistently sentry/bullet jump, without it being too insane. I have put some (obviously) necessary debuffs on this wrench, mostly because being able to jump around as engineer without downsides would be a bit much. I hope to see more engineers flying around!
Sydney Sleeper
+ 50% decreased charge time
Dead Ringer
- 25% Cloak consume rate
- 50% health from health kits
Conniver's Kunai
+ 10% damage vulnerability when active
L'Etranger
Halved firing speed.
- 50% maximum ammo
These weapons have been purely nerfed because of how annoying of a loadout this is to fight as hale. Due to not being allowed to change the amount of HP lost when hale is backstabbed (9%), we have to improvise. Purely nerfing weapons is not very fun, so I'd changed up the invis watch to possibly see a new playstyle emerge.
Invisibility Watch (and Cloak and Dagger)
+ 10% Cloak duration
+ 25% Jump height on wearer (exactly enough to crouch jump over any hale!)
I've buffed the Watches to hopefully encourage a new playstyle using them, instead of the Dead Ringer being "meta"
Thank you to everyone who helped me test these changes and make sure they work
If you dislike some of these changes/want to see something new, just tell me. Most of my changes are community-suggested and not something I just make up, so your voice matters! unless you want the gunslinger buffed i'm not doing that
Download: http://www.mediafire.com/file/rdvhiu4rf7ncc2r/weapons.cfg/file
+ 33% faster deploy speed
+ 33% faster holster speed
+ Fires in a fixed spread
Sun-on-a-Stick
+ Triple damage against burning targets
B.A.S.E Jumper
+ 50% air maneuverability
Beggars Bazooka
+ 50% reload speed
+ 200% maximum ammo
- 10% damage penalty (adds onto current)
Sticky/Rocket Jumper
- 90% damage reduction (formerly 70%)
- No overheal from Medics.
- 20% health from health kits
+ 60% self-damage reduction (formerly 50%)
These weapons are very annoying to fight against whilst very fun to use. I've attempted to retain that feeling without removing what made these weapons very fun to use. I don't really believe in only nerfing a weapon without buffing something else, so for simplicity's sake I've made you take less blast damage.
Thermal Thruster
+ 50% recharge rate
+ 20% jump height
Scottish Handshake
+ Cannot take fall damage when active
- Deals no damage
Persian Persuader
+ 100% shield bash damage
+ 50% shield charge recharge rate
+ 50% shield charge on hit
Splendid Screen
+ 300% shield bash damage
Chargin' Targe
+ 30 max hp
These are two weapons that are extremely underused, mostly due to being bad or having a better option. I'm going for more of the "basher" subclass if you'd call it, dealing a sizeable chunk of damage when bashing into the hale with a shield. This balances itself out automatically, due to being able to lose your shield by being hit once. The Chargin' Targe and Splendid Screen were both vastly overshadowed by the clear-upgrade Tide Turner, so I've made them a little unique in their own way!
Natascha
+ 20% movespeed
+ 10% damage (former damage penalty removed)
+ 50% movespeed while revved
- 75% overheal from Medics
- 90% healing rate from Medics
Heavy has always been quite bad in FF2. The only two things you can really do to prevent this is have a Medic constantly pocketing you, or be in a really cheesy spot where the hale can't get you. This minigun is more of a "roamer" heavy subclass, allowing heavy to stand a threat when left alone in the open.
Huo Long Heater
+ 250% max ammo
+ minicrits against burning players
All Pistols
+ Constantly critically charged
All Stock Shotguns
+ Constantly mini-critcally charged
The Wrangler
+ Removed 20% speed debuff when active
Southern Hospitality
+ 70% sentry bullet resistance
+ 70% sentry rocket resistance
- 10% firing speed
- 40% metal from dispensers & ammo packs
This is a concept I've always wanted to see implemented properly. A way to consistently sentry/bullet jump, without it being too insane. I have put some (obviously) necessary debuffs on this wrench, mostly because being able to jump around as engineer without downsides would be a bit much. I hope to see more engineers flying around!
Sydney Sleeper
+ 50% decreased charge time
Dead Ringer
- 25% Cloak consume rate
- 50% health from health kits
Conniver's Kunai
+ 10% damage vulnerability when active
L'Etranger
Halved firing speed.
- 50% maximum ammo
These weapons have been purely nerfed because of how annoying of a loadout this is to fight as hale. Due to not being allowed to change the amount of HP lost when hale is backstabbed (9%), we have to improvise. Purely nerfing weapons is not very fun, so I'd changed up the invis watch to possibly see a new playstyle emerge.
Invisibility Watch (and Cloak and Dagger)
+ 10% Cloak duration
+ 25% Jump height on wearer (exactly enough to crouch jump over any hale!)
I've buffed the Watches to hopefully encourage a new playstyle using them, instead of the Dead Ringer being "meta"
Thank you to everyone who helped me test these changes and make sure they work
If you dislike some of these changes/want to see something new, just tell me. Most of my changes are community-suggested and not something I just make up, so your voice matters! unless you want the gunslinger buffed i'm not doing that
Download: http://www.mediafire.com/file/rdvhiu4rf7ncc2r/weapons.cfg/file