Gunmettle balance explanations
We’re gonna do it - we’re gonna climb Mt. Class and Weapon Updates. We can do it. Ain’t no mountain high enough.
I’ll be describing the effects of these class and weapon changes in a secondary bullet point.
This will be the first post focusing on Class changes, and the second post will be regarding Weapon changes - there’s a lot of info and I want to make life a little easier for everyone. Please keep in mind, they will be described with Competitive TF2 in mind (Highlander, 6v6, etc.).
Most of the following is copied and pasted from July 2, 2015 Patch notes on the Team Fortress 2 wiki: https://wiki.teamfortress.com/wiki/July_2,_2015_Patch
Spy no longer smacks himself in the face while reloading a revolver (New Spy revolver reload animation that does not block cross hair)
An animation not blocking the crosshair obviously makes it easier for you to see targets to shoot.
Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds
A very subtle change, makes Spy a little more mobile - less sitting around waiting for your class to change, more running around and being annoying.
In the disguise menu, pressing 'reload' will also toggle the disguise team.
Makes it much easier to change disguise team by using a key you’re already used to, while also freeing up another key.
While invisible, Spy receives 20% less damage from all damage sources
Dying to random stuff is pretty lame, right? Why let someone get an easy kill just for randomly spamming, without the intention to check for spies? And with any invis watch besides the Dead Ringer, the Spy shows an outline when taking damage, and if he uncloaks, he’s vulnerable to pretty much any class because he’s relatively useless in close-quarters combat.
While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)
Interesting change - in terms of risk for reward, you’re already sacrificing Invis Watch charge and being marked for death, but this might be a little too forgiving - I don’t know how many people will stay invis when their status is affected, as it’s essentially useless in terms of staying hidden.
Decreased the damage penalty on Sentries sapped by the Spy from -66% to -33% (i.e. shooting a Sentry the Spy sapped with a Revolver is now more effective)
This makes 1v1ing an unprotected Engineer a bit too easy, where you’ll be able to sap the gun, let him chase you, and quickly shoot the sapped sentry, which is already rendered useless. You’re risking a lot for a solid reward as it means you’re taking your focus away from the Engineer, but if he has the sense to not get stabbed and take that sapper off, you’re dead meat.
Construction boosts (wrench hits, redeploys) from multiple sources is now additive instead of multiplicative. Calculations are based around a 1x base building speed.
This is only really applicable in pubs, as only Engineers can affect building buildings, but it makes sense in that there’s no reason to multiple Engineers’ build times. If you build your buildings on your own, you build them one by one with a base speed, you’re not affecting their build times at all aside from hitting them with a wrench - so why would multiple Engineers multiply their build times rather than stack them?
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
Allows an Engineer to get their Offense or Defense started faster, so they can scrounge for metal to strengthen their building. Why should a building be so weak when unattended or when it takes the same damage as an Engineer? This reduces the time it takes to get a hold going, and allows Engineers to get started on other buildings or the objective (capture points, push the cart, etc.)
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Could be a little OP, but they already have downtimes where they affect no one and have to be babysat before being useful.
Building pick up speed penalty reduced from 25% to 10%
Engineers are already at risk when holding their building - even more so with the Rescue Ranger equipped, as it Marks for Death (means Engineers will take mini-crits when they pick up buildings with Rescue Ranger equipped). They’re already defenseless when they pick up buildings, no need to slow them down by so much.
On Wrench equip change, buildings no longer self-destruct unless the building type is changed (i.e. Only Sentry explodes when switching from Wrench to Gunslinger)
This might be a little broken or a change in the meta in regards to build times and protection, but it’s a huge timesaver for Engineers that wanna swap their Rescue Rangers, Shotguns, etc.
Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
This balances out the new mobility for the Engineer. Engineers now have more free time with faster building, higher mobility, and very forgiving loadout switches that save your buildings. Gotta add some bad to the good.
Level 2 and Level 3 Sentries have less passive damage resistance against Heavy miniguns. Level 2 Sentry Minigun resistance changed from 20% to 15% and Level 3 Changed from 33% to 20%
This gives less reward to turtling Engineers, or at least requires more active teamwork. Engineers spend metal to hide behind their Sentries that take all the damage - not much risk for a very good reward. Level 2 and 3 sentries already have very good damage output with easily regenerated health (no medi gun required), and with all the mobility previously mentioned, having Engineer and his buildings super strong against everything makes them a little too powerful.
Minigun damage penalty on Level 2 and Level 3 Sentries slightly decreased. Level 2 Sentry resistance changed from 20% to 15% and Level 3 changed from 33% to 20%