The beggars bazooka holds one of TF2's most unique mechanics, also known as overload-jumping
Where you use the misfire feature on the beggars to rocket jump mid-air without needing a wall to fire off of.
The only problem with this is that it increases the self-damage per rocket by roughly 50%, necessitating the use of the gunboats to avoid an instant death.
In FF2:
Beggars: -10% Damage penalty in exchange for a 20% reload buff and a 100%+ Ammo capacity buff (Which equates to 40 rockets)
Gunboats: (same stats as normal)
What it's used for in-game: Long-range roamer. (Using overload-jumps)
In VSH:
Stun on direct hit and do maximum damage.
Gunboats: (Same stats as normal)
What it's used for in-game: Close-range stunner.
The beggars is not used for market gardens in VSH as much as it is used in FF2 due to being much more risky to use at point blank, where you can't rocket jump away as easily from a hale due to not having a pre-loaded clip like other rocket launchers and having a 50% increased self-damage penalty when overload jumping.
The battalions backup:
The battalions provides a -30% Self-damage buff and a +50% Ammo capacity buff. This makes it more desirable to run on ammo-consumption-heavy rocket launchers such as the airstrike and beggars due to it's given ammo buff and passive self-damage buff however less desirable to run on normal rocket launchers like the original due to the decreased self-damage buff
When using the airstrike with the battalions, the self-damage buffs combine to give a passive 45% self-damage buff (Or something around that)
With the beggars bazooka, the-30% self-damage nerf equates to the same damage as a normal rocket jump when using the misfire mechanic. (Roughly 40 damage)
When you account for the fact that VSH does not have reduced fall-damage compared to FF2.
A note: Tweaking the gunboats to give it an ammo buff or giving the battalions a better self-damage buff directly would make trolldier/Market gardens incredibly overpowered, since they would be getting the benefits of both items at no additional cost, so the only option is to tweak the beggars directly.
Suggested stats:
VSH Beggars bazooka:
+Stuns on direct hit and does maximum damage
-20% Self-damage buff (Stacks with battalions to give a 50% Self-damage buff) (SUGGESTED BUFF)
Unstated vulnerabilities/penalties which are how the beggars actually plays in VSH/FF2
Worse point-blank evasion from hale (Referring to one's ability to rocket jump out of the way of the hale as quick as possible to avoid dying)
Poorer Mid-range and long-range performance due to projectile deviation.
Poorer overall performance when rocket-jumping (When referring to self-damage) due to the 50% increased self-damage penalty when overload-jumping. (THIS MAINLY APPLIES IN VSH, DOES NOT APPLY AS MUCH TO FF2)
I would post a demonstration of gameplay examples with the beggars but due to file-size restrictions I cannot.
Where you use the misfire feature on the beggars to rocket jump mid-air without needing a wall to fire off of.
The only problem with this is that it increases the self-damage per rocket by roughly 50%, necessitating the use of the gunboats to avoid an instant death.
In FF2:
Beggars: -10% Damage penalty in exchange for a 20% reload buff and a 100%+ Ammo capacity buff (Which equates to 40 rockets)
Gunboats: (same stats as normal)
What it's used for in-game: Long-range roamer. (Using overload-jumps)
In VSH:
Stun on direct hit and do maximum damage.
Gunboats: (Same stats as normal)
What it's used for in-game: Close-range stunner.
The beggars is not used for market gardens in VSH as much as it is used in FF2 due to being much more risky to use at point blank, where you can't rocket jump away as easily from a hale due to not having a pre-loaded clip like other rocket launchers and having a 50% increased self-damage penalty when overload jumping.
The battalions backup:
The battalions provides a -30% Self-damage buff and a +50% Ammo capacity buff. This makes it more desirable to run on ammo-consumption-heavy rocket launchers such as the airstrike and beggars due to it's given ammo buff and passive self-damage buff however less desirable to run on normal rocket launchers like the original due to the decreased self-damage buff
When using the airstrike with the battalions, the self-damage buffs combine to give a passive 45% self-damage buff (Or something around that)
With the beggars bazooka, the-30% self-damage nerf equates to the same damage as a normal rocket jump when using the misfire mechanic. (Roughly 40 damage)
When you account for the fact that VSH does not have reduced fall-damage compared to FF2.
A note: Tweaking the gunboats to give it an ammo buff or giving the battalions a better self-damage buff directly would make trolldier/Market gardens incredibly overpowered, since they would be getting the benefits of both items at no additional cost, so the only option is to tweak the beggars directly.
Suggested stats:
VSH Beggars bazooka:
+Stuns on direct hit and does maximum damage
-20% Self-damage buff (Stacks with battalions to give a 50% Self-damage buff) (SUGGESTED BUFF)
Unstated vulnerabilities/penalties which are how the beggars actually plays in VSH/FF2
Worse point-blank evasion from hale (Referring to one's ability to rocket jump out of the way of the hale as quick as possible to avoid dying)
Poorer Mid-range and long-range performance due to projectile deviation.
Poorer overall performance when rocket-jumping (When referring to self-damage) due to the 50% increased self-damage penalty when overload-jumping. (THIS MAINLY APPLIES IN VSH, DOES NOT APPLY AS MUCH TO FF2)
I would post a demonstration of gameplay examples with the beggars but due to file-size restrictions I cannot.