이 무기는 우리가 잘 사용하지 않는 무기들 중 하나입니다. 주요 쟁점은 저장되거나 지연된 발사에 있는 것으로 보입니다. 이 무기를 사용하는 병과(솔저, 헤비, 엔지니어, 파이로)의 보조 무기 슬롯이 원래 의도하는 바에 어긋나며 플레이어는 즉각적으로 발사할 수 있는 보조 무기를 원합니다. 드물게 주 무기를 사용할 수 없는 경우(예: 탄약 부족)나 주 무기를 사용하는 것이 최적의 선택이 아닐 때(예: 공중에 떠 있거나, 적과 너무 가깝다거나) 저장 / 지연된 발사 개념을 제거하면 우리가 구상한 디자인이 무효화되므로 다시 설계했습니다.
목표: 무기를 즉시 사용할 수 있게 만들고, 큰 저항 잠재력을 제거하고(통상적으로 밸런스를 맞추기 어렵습니다) 무기에 독특한 디자인을 부여하자.
50% 빠른 무기 전환 속도
50% 많은 발사되는 탄환
30% 적은 대미지
고정된 탄환 집탄도를 사용합니다(서버 설정과 관계없음)
발사 패턴은 연속되는 발사와 함께 증가하지만(예: 공격 버튼을 누른 상태에서), 발사를 멈추거나 재장전을 하면 초기화됩니다.
The feedback on this weapon has been fairly consistent for a while: Players really hate losing the ability to fight back. Compounding this, the ball has to travel really far in order to disarm players. Being hit by a long-range ball (more often than not) ends up feeling random, rather than skilled.
Long-range ball impacts no longer remove the victim's ability to fire their weapon (but the victim is still slowed)
We've updated achievements that were looking for disarmed players
Max range balls now do 50% increased damage (from a base of 15)
The flight time required to trigger the "max" effect has been reduced by 20%
Ball regeneration time reduced to 10 seconds (from 15)
This weapon is one of the lower owner-equipped items in the game. Looking at the current design, it seems that not taking falling damage ranks pretty low on the value scale for a Scout, and a flat +20% damage taken penalty is basically the kiss-of-death for a low-health class.
Goal: Make the weapon less of a liability and focus it as a "get health quick" tool with decent burst, at the expense of total damage
Triple-jump as a passive effect is just too strong. It makes combat against the Scout unpredictable because opponents don't see the bat, and therefore have a hard time anticipating the Scout's capabilities until late in an encounter. It also makes the Scout very strong against explosive classes - due to a combination of extreme mobility and high close-range damage.
Goal: Require the Scout to deploy the bat to take advantage of the extra jump - which is also is a signal to other players that they can perform an extra jump - and reduce the bat's negatives to compensate
Triple-jump is now only possible while the bat is deployed
Removed: Self-inflicted damage when triple-jumping
Removed: Attack speed penalty
Added: Melee attacks done while airborne mini-crit
Added: 50% deploy time penalty (to prevent quick-switch bypass)
Reduced damage penalty vs players to -15% (from -20%)
This weapon is capable of high burst-damage under what sometimes seems like random conditions - such as mini-crits at long-range, and full-crits when the target is slowed or stunned by anything (e.g. Ghost "Boo!" effect, Natascha, etc.)
Goal: Remove the feeling of randomness, and reward accuracy
Removed: Crit vs stunned players
Removed: Mini-crits at long range
Added: Long range hits reduce recharge (by 1.5 seconds)
Distance considered "long range" reduced by half of the previous value when determining mini-crits
Players often complain that the B.A.S.E. Jumper is frustrating to fight against because the target is simply too hard to hit. This is mostly due to the combination of being able to deploy/retract at will, and the amount of steering control they have - which makes them too unpredictable.
Reduced amount of air control while deployed by 50%
Removed the ability to re-deploy the parachute once retracted (until the player lands on the ground again)
Ubercharge on death is too valuable of an effect to be passive
Goal: Change the weapon in a way that requires skill and risk in order to gain this effect
Added "Organs" collecting concept (... you know, hit someone with a saw, and out pops a vital organ which you then take, and hold). Each hit with the Vita-Saw harvests the victim's organs (shown on the HUD).
Added: On-death, preserve 15% ubercharge per Organ harvested. This effect caps at 60%.
Bolt healing is very high and significantly out-heals the Medigun when the target is in combat. This might be okay given the trade-offs (risk-vs-reward of ranged shots hitting and the opportunity cost, no overheal). However, it's also the fastest way to build Ubercharge - under the right conditions (e.g. corner damage farming with the Medic behind cover).
Ubercharge gain rate reduced in the same way that the Medigun's healing (and therefore, Ubercharge build rate) is - based on the last time the target was in combat
Reduced by a third when 1 - 10 seconds outside of combat, and scales up to normal over 10 - 15 seconds
The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty would only be removed after 1 second of firing.
Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun-up beyond one second, and fire in bursts, damage and accuracy will remain at 100%.
Speed (lack-of) is used to balance the Heavy's high health, over-heal and damage output. While we still believe it's OK to have a class of items that increases Heavy's movement speed, players have been able to easily bypass the existing negatives.
Added: Max-health is drained while item is active (-10/sec), and regenerated while holstered
Health will regenerate only the amount drained while active - minus any damage taken during that time
Each time the gloves are deployed, the drain rate is accelerated for a brief period of time
The downside of "increased melee damage" doesn't ever really come into play when it counts (e.g. holding a choke point or objective), and when a Medic is attached, the resulting pool of effective-health is unreasonably large
The ability to repair buildings safely from range without using metal is powerful. Combine this with the ability to instantly teleport buildings from far away - which by itself is interesting and useful enough in many circumstances - and you end up with a package that is very strong.
Ranged repairs now consume metal (at a 4-to-1 health-to-metal ratio, e.g. repairing 60 damage costs 15 metal)
Flamethrowers no longer apply maximum-duration afterburn on contact. Afterburn duration is now based on how long the target is in contact with direct flames -- starting at a minimum of 3 seconds, and stacking to a maximum of 10 seconds.
Per-tick afterburn damage increased to 4 (from 3), for a total of 8 damage per-second (up from 6 per-second)
Flareguns now apply 7.5 seconds of afterburn (down from 10 seconds), resulting in the same total damage as before
Afterburn now reduces all direct Medic healing and resist shields by 20%
Note: This effect was previously applied by direct flames from all flamethrowers (at 25%), but was moved to afterburn, and slightly lowered