a new Team Fortress

these are my extremely long tf2 rebalance suggestions, made mostly during 2021-22 when i was playing quite actively. originally i intended this to just be a funy lil' thing i shared with the friends i played with, but as the changes started adding up, it basically morphed into my pretend master's thesis on multiplayer game design (except, y'know, all in lowercase). there's actually still some more work i was planning to do on it, if you can believe that, but i stopped playing tf2 and thus my interest in continuing this montrosity has fallen off. so, i'd decided i'd just drop it in here and call it done. i'm not sure how much the average person can get from this (nothing. the answers nothing), but if you like tf2, this might be interesting. feel free to use the outline to skip around to a section you're interested in.

you may have noticed this has been sitting in the scrapbook for a while.
originally, i was going to release a short story i've been cookin up this month (walk the line), but i haven't worked on it nearly as much as i'd have liked, so it'll have to wait until around christmas. however, i've been trying really hard to have at least SOMETHING i release every month, so this is just sort of an easy thing for november. hopefully i'll have something more substanial to for december!

Opening

This is not meant to be a down to earth, generally agreeable list of changes that I would actually implement into TF2. I think the already existing balance mods from hiGPS, Kingo, and Fsoas do an okay job at that (if a bit hit and miss). Their changes are more conservative and inline with TF2’s existing design.

instead, this is a more of a complete reimagining, overhauling the fundamental foundations of classes and game modes that have existed for over a decade. This is far beyond what would be reasonable for a major update both in feasibility and reception; rather, this is more suitable for a sequel. adding on to this idea, i came up with a new weapon concept for every slot for each class.

If I was in charge of designing a sequel to TF2, this would be my first draft.

Principles

TF2, on the whole, is a very well designed game. I don't want to change for the sake of change, trying to fix what isn’t broken.

Instead, I use this list of principles to justify every decision in this document. You may not agree with these principles, or how I choose to apply them, but these can help you understand my thought process so you atleast know where I'm coming from.

I also realize that drafting up a huge list of complaints like this is highly prone to personal bias, so having a set of principles to guide my changes helps reduce that and maintain a consistent internal logic.

Cost Balancing

Counterplay

Casual vs Competitive Focus

The Ideal Competitive Format

Preventing Stalemates

Class Identity

Bespoke Weapon Design

Depth vs Complexity

Minimize Randomness

Snowballing Drawbacks

Simple Stock Weapons

the principles below are lower priority and shouldn’t be upheld at the cost of the above principles

Maximize Playstyle Variety

Uphold Weapon Identity

Universal Changes

Remove Random Crits

Remove Stuns & Slows

Replace Damage Res/Vuln

Afterburn Rework

Universal Melee Buff

Remove Spawning Wallhacks

Crit Stacking

Resupply Cooldown

Remove Bloom

Remove Projectile Blocking

Switch Speed Fix

Normalize Fall Damage

Collision Hull Fix

Heavy

the problems with heavy i'd like to address are as follows:

  1. lack of skill expression

    • aiming the minigun really isn’t that deep. a 100 hour heavy is going to put out pretty similar damage compared to a 1000 hour one. positioning and game sense are very important on heavy, but they are also important on every single class.

    • I don't buy the argument that positioning on heavy is more complex compared to other classes because he's too slow to reposition. In fact the opposite is often true. Because he is slow, he’s extremely limited in offensive maneuverability and instead has to sit and wait for enemies to come to him. Many holds have a clear best spot to stand as heavy, whereas every other class (even sniper) can and is required to switch up their positioning based on the situation to perform optimally.

  2. overly defensive playstyle

    • This is bad because it slows down games. it’s why 6s rulesets basically do everything in their power to prevent a heavy from getting to mid.

  3. weakness in high level play

    • being slow in a heavily movement based shooter is a debilitating weakness, but to compensate heavy has worse damage* and pick potential than the other power classes on top of that.

      1. * Of course, heavy players easily have the highest dps, but that’s only really useful against bad players who are out of position. People with good gamesense will know to avoid prolonged exposure to minigun fire, which makes it difficult for heavy to get anything done.

  4. lack of playstyle variety

    • This isn’t as bad on heavy as it is for some other classes as there are some alternative strategies and items that really do switch things up. The problem is more that they kinda suck and aren’t really viable.

Class Wide Changes

Natascha

BRASS BEAST

Tomislav

Huo-Long Heater

★ The Pocket Picnic

Dalokohs Bar

Buffalo Steak Sandwich

★ The Brick

Warrior’s Spirit

The Eviction Notice

Fists of Steel

Killing Gloves of Boxing

Holiday Punch

★ Bread Bite

Demoman

I'd say the demo is in a pretty good place overall, he’s the only class with no weapons banned. but i do have one big gripe:

  1. Demoknight is flawed

    • The subclass is simultaneously both bad, but also kind of annoying. sentries and airblast completely shut down demoknight with no recourse. but at the same time, trying to actually kill a demoknight can feel impossible (especially with the eyelander) because they can seemingly escape anything with their tankiness and speed.

Class Wide Changes

Loch-N-Load

Iron Bomber

Loose Cannon

★ Tapdancer

Chagrin’ Targe

Splendid Screen

Tide Turner

Bottle

Ullapool Caber

Eyelander

Scottmen’s Skullcutter

Claidheamh Mor

Soldier

Soldier has no class-wide problems and also boasts the most playstyle variety out of the cast, so soldier’s in a pretty good spot, bar some specific weapons.

Class Wide Changes

Liberty Launcher

Cow Mangler 5000

Beggar’s Bazooka

Air Strike

Righteous Bison

Mantreads

Battalion’s Backup

Buff Banner

Shovel

Disciplinary Action

Equalizer

Market Gardener

★ Walking Stick

Scout

Scout has a lot of unbalanced weapons (the most weapons banned in competitive!), but the core of the class is all good. No changes.

Baby Face’s Blaster

The Shortstop

The Back Scatter

Soda Popper

Force-A-Nature

Pretty Boy’s Pocket Pistol

Flying Guillotine

Mad Milk

Bonk Atomic Punch

Crit-A-Cola

Bat

Sandman

Sun-On-A-Stick

Candy Cane

Atomizer

Sniper

Ah yes, that class everyone hates. I think most of the criticism i’ve seen towards sniper is very exaggerated and misdirected, so i feel it’s necessary to clarify what i think aren’t problems:

  1. Sniper is not overpowered

    • Being able to do such high damage quickly and safely from a distance is no doubt powerful (as is being able to turn invisible, or have instantaneous cross the map mobility). But sniper is highly dependent on team support, is very difficult to play (*cough cough, except bodyshots), and is countered by spam, mobility, and coordination.

    • Just because a sniper can hypothetically instantly kill 5/9 classes with inhuman levels of reactions, execution, and awareness doesn’t make the class overpowered. Pretty much every method to determine balance you’ll find will look something like (power÷skill) …so if you remove the skill from the equation for the sake of argument, of course it’s going to look broken.

    • If a sniper is single handedly mowing down your entire team, it’s because they’re a lunatic with hundreds, if not thousands of hours of practice and therefore deserve to get rewarded (or they’re using lmaobox). Any class can become an undefeatable final boss with a skilled enough player, and sniper is no different.

      • If you still doubt this, consider that even in 6v6 leagues, which is comprised of the very best players to ever touch the game, almost no one is running sniper, especially not full time. Many people argue that sniper is only overpowered now because people have gotten better than what valve ever intended, but that argument doesn’t hold much water in my opinion. The other classes have gotten better too.

  2. Sniper’s long range presence isn’t inherently unfair / unfun

    • I actually kind of agree with this, but I don't think the range is the issue.

    • Fighting a sniper at long range is fine for the same reason that fighting a sentry as a pyro is fine. because you usually always know where a sentry is, it’s possible to avoid it and exploit limited range. The pyro is at a clear disadvantage, but there’s still counterplay. Likewise, if you have enough information to at least get a rough idea of where a sniper is, you can avoid their sightline and play around them even if you’re at a disadvantage.

      • This is why my changes focus on information rather than sniper’s raw power.

  3. Quickscoping doesn’t invalidate sniper’s close range weakness

    • It's very unreliable and difficult (especially with flinching). I sometimes see people say things like “all it takes is one shot for a scout’s flank to be ruined,” as if that’s not one of the hardest and least consistent things in the entire game. I think fsoas put it pretty well.

      • If you doubt this, look at any unedited footage of a sniper, Highlander or casual, and count how many of their kills are actually quickscopes.

  4. The only counter to sniper isn’t another sniper

    • Obviously it can be one of the better ones depending on the situation, but the idea that a sniper is untouchable by any other class simply isn’t true. here’s a list of some effective counters:

    • Mobility

      • Strafing, double jumping, jumping with rockets, stickies, or even the detonator makes you much harder to headshot, even for the best snipers. If the sniper’s aim is exceptionally good, your movement will have to match that – getting good at avoiding damage with chaining rockets and unpredictable movement is a core part of the game. It should be expected that it requires 100s of hours of movement practice to counter a sniper with 100s of hours of aim practice.

        • But what if there’s like, 5 people and a sentry watching the sniper?

          • Yeah, good luck getting past that on your own. But that scenario isn’t indicative of a sniper being overpowered, it’s the entire enemy team that’s stomping yours to protect their sniper and prevent your team from getting an uber push.

    • Flanking and sightline avoidance

      • Most snipers stand in the same spots and watch the same angles every round and are thus very predictable. They are also highly susceptible to tunnel vision when scoped in. traveling through alternative routes to get to the sniper will therefore give you the upper hand.

        • But what if there’s no good flank routes, or the map has super long sightlines?

          • That's indicative of the map sucking rather than a problem with snipers. Maps should aim to support TF2’s gameplay, not the other way around.

    • Spam and harassment

      • Sniper is a light class with no movement options and is vulnerable to flinching. if you’re at mid range, a sniper can be spammed out.

      • Even if your only option is to hit them for 3 damage across the map, the offset to their aim will help you evade their crosshair.

      • Weapons with damage over time like flare guns, the wrap assassin, or the guillotine are especially effective as they essentially put the sniper out of commission for a few seconds.

    • Overheal and coordination

      • If you are certain you’re going to get instantly headshot the moment you turn the corner, then make sure you get a buff from your medic before going in.

      • You can also try to go in with multiple people to push through to the sniper since they are limited to picking off singular targets, though that’s not always possible in casual

      • If you are in a very coordinated environment like competitive, comms can greatly undermine a sniper’s influence. it’s a lot easier to avoid getting headshot if your team is calling where the sniper is looking.

        • But what if my team sucks and can’t do that?

          • That means your team sucks, not that the sniper is an unbeatable obstacle.

Now, I don't think the criticism the sniper has received is totally unwarranted. here’s what i believe are the actual problems with sniper:

  1. A lack of counterplay

    • While any class can single handedly dominate a server, a sniper often feels a lot more oppressive than a soldier or scout of similar caliber. but as i’ve covered, sniper isn’t really more powerful. This problem stems from the sniper's lack of counterplay.

    • The main way you can play around a sniper’s sightline is to stay out of it, but this is a pretty flawed interaction. It's usually difficult or impossible to tell where the sniper is looking, so you have to play a guessing game of which corridor you go down, leaving you no agency in the situation. I think valve realized this, and attempted to solve it by adding the dot, but it doesn’t really work because the dot is tiny and isn’t visible at all if there’s not a wall nearby.

    • The sniper might not be overpowered, but I think he is unfair in many situations.

  2. A lack of feedback for the opponent

    • There's nothing wrong with instant kill hitscan from a balance perspective, but there’s no denying it feels kind of bad to play against as it is currently. even if you dodge a shot, you can’t really tell if it’s because of your movement or if the sniper just straight up missed. The reward for dodging a sniper’s shot is very intangible, which is why many people falsely believe it to be useless.

  3. Body shots are too strong

    • I elaborate more on this in the class changes below, but in short, the high execution barrier sniper is balanced around mostly goes out the window when the area you need to hit gets way, way larger.

Class Wide Changes

Machina

Sydney Sleeper

Bazaar Bargain

Hitman’s Heatmaker

The Classic

Huntsmen

Cleaner’s Carbine

Jarate

Razorback

Darwin’s Danger Shield

Cozy Camper

Tribalmen’s Shiv

Bushwacka

Shahansha

Spy

Spy is a really creative class that doesn’t really have an equivalent in any other game (except ඞ). however, spy is often considered the weakest class out of the 9, which i believe is due to these issues:

  1. Predictability

    • This class is sort of a bag of tricks, but once you have like… 50 hours in the game, you will have seen most of what a spy can do, and it just becomes a matter of paying attention. For this reason, it’s tremendously difficult to get a pick on an experienced player as a spy if they are paying any attention at all (which they will be after you stab them once).

  2. Spy checking is too easy

    • a defensive pyro basically prevents a spy from making any plays. disguises aren’t very effective because you can just shoot all your teammates when you know there’s a spy around to reveal them.

  3. Limited playstyle variety

    • Many of the spy's weapons don’t change how you play very much (with exception). I'd say Spy is probably in the bottom 3 for variety.

    • This is sort of tied in with problem #1. if spies had more alternative loadouts and thus more ways to trick you, they’d be much less predictable.

Class Wide Changes

Ambassador

Enforcer

Diamondback

Deadringer

★ Projection in Question

Red Tape Recorder

★ Grapple Hook

Your Eternal Reward

Conniver’s Kunai

Big Earner

Spy-cicle

★ Inside Jab

★ Enthusiast’s Timepiece

Pyro

I really admire Pyro's unique gameplay and combos, but I feel TF2’s implementation of these ideas could be much better. in game currently, pyro has a number of problems:

  1. General weakness

    • Pyro is a pick / support hybrid, but really isn’t good enough at either to ever be the best choice. Like anything, it can certainly work in casual mode but it’s rarely optimal, and pyro doesn’t have much use in comp beyond airblasting people off last.

  2. Overly defensive playstyle

    • While not as bad as heavy in this respect, pyro’s current airblast centric meta has the potential to slow the game down.

      1. you certainly can play pyro in a more offensive way, but it’s not optimal and falls apart at higher levels of play.

  3. Skill expression on pyro isn’t appropriately rewarded

    • Even if you’re somewhat good, it’s often not worth it to go for a difficult flare combo or axtinguisher finish or a reflect if you’re not certain you can hit it, because just holding down the fire button will do the same trick more consistently.

    • I'm not saying those examples I listed never have value compared to w+m1, they certainly do. but it’s not as much or as often as I feel it should be.

Class Wide Changes

Backburner

Phlogistinator

Degreaser

Dragon’s Fury

Gas Passer

Scorch Shot

Thermal Thruster

Mannmelter

Detonator

Flare Gun

Fire Axe

Axtinguisher

Sharpened Volcano Fragment

Third Degree

Neon Annihilator

Hot Hand

Homewrecker

Back Scratcher

Powerjack

Engineer

engineer has two major problems:

  1. Overly defensive focus

    • this is bad because it slows down games

  2. Too slow to adapt

    • setting up buildings generally takes too long to keep up in faster paced modes like 5cp, even when using the unlocks that are specifically designed to do that as fast as possible.

    • maps where the spawns change frequently are especially bad for engineers.

Class Wide Changes

Pomson 6000

Widowmaker

Wrangler

Short CIrcuit

★ Texas Instrument

Jag

Southern Hospitality

★ Industrial Might

★ Handy Pardner

Medic

Medic is mostly good, and has an okay-ish playstyle variety (the mediguns are very distinct), and ubercharge is great for the flow of the game. however there’s one major problem:

  1. Medic’s meta is stale: the primary and melee slots pretty much have 1 definitive option

Class Wide Changes

Syringe Gun

Blutsauger

Overdose

Crusader’s Crossbow

Vaccinator

Quick-Fix

Bonesaw

Vita-Saw

Uber-Saw

Amputator

Solemn Vow

★ Inverse Inject

Multi-class Weapons

Panic Attack

Reserve Shooter

B.A.S.E Jumper

Pain Train

Learning Experience

Many have observed how TF2 can be deceptively hard to get better at if you're new. The in-game resources for learning are very lackluster, forcing a reliance on community created guides that you won’t know about until you’re already deep into the game. Additionally, the game’s wide array of unlockable items massively amplifies the amount of things a new player has to learn; thus making the game a lot less accessible than it could be. The following changes are my solutions to those problems.

Boot Camp

★ Welcome Mat

Item Progression Rework

★ Missions

Casual

Core Game Modes

Alternative Game Modes

Auto Balance

Competitive

The goal is to have it be like a subset of casual. so there won’t be anything you aren’t already familiar with

Ruleset

Ranking & Matchmaking

Abandonments

Party Queue

Unranked Practice

Accessing Competitive

Mann vs Machine

Will be completely reworked – the gameplay is quite flawed in my opinion. I'm confident that if random drops from missions were removed, a huge majority of the player base would stop playing.

Payload

Payload is the staple casual mode – usually hailed as the best, and it also sees play in Highlander. However, I'm not convinced it’s always ideal. especially for 6s, it has some issues:

Cart Rework

Control Points

5CP is a very strategic mode due to its back and forth nature, and is the standard for competition as a result. However, its glaring issue is that it’s often very prone to stalemates, where after winning the midfight, neither team has any incentive to push. these changes are heavily inspired by Construction Zombie’s comment on this video

Scoring Rework

Timer Rework

Attack Defend

(TODO) pretty decent mode, but it doesn’t have the back and forth dynamic, you’re either attacking or defending, which is less strategic. cp_steel is a really interesting concept, but it’s really confusing for new players and should probably be its own mode so it’s more easily understood.

Capture The Flag

removed from the core casual rotation. It's very prone to stalemates, and also splits up teams (some classes attack, others defend) which makes the game worse (less teamwork). basically everything ancle dane said. while i do think the gamemode is fundamentally pretty flawed, there’s some changes that can improve it.

i understand that a lot of people enjoy ctf because of the endless nature of it, giving an opportunity to just mess around. The deathmatch gamemode serves that purpose.

Also, I do think a lot of the problems in ctf are indicative of the really bad maps, where the intel room is behind the spawn room. if every map was on the same level as landfall, the mode would be a lot better.

Flag Returning

Three Rounds

Medieval Mode

not exactly the deepest TF2 experience ever, but i think it’s fun. I do think with some additions (and more than 1 map), it could be a little more fun though.

Engineer Buff

Item Whitelist

Knockout

A new alternative gamemode. Heavily inspired by Diabotical, which has the same mode. It's sort of a replacement for arena mode.

Rules

★ Juggernaut

A new alternative game mode based of the community mode vs saxton hale

Rules

★ Class Wars

a new alternative gamemode, based on the community mode of the same name.

Rules

★ Duels

a new alternative game mode, based on the MGE mod.

Rules

★ Deathmatch

a new alternative game mode, designed to better fill the need that hightower / 2fort servers do currently.

Rules

Quality of Life

Now obviously it would be great if tf3 was on a new, more optimized and graphically impressive engine, and if every bug was fixed, so I'm not going to go over those since they go without saying.

Better Options Menu

Gameplay Improvements

Usability Improvements

NonGMOTrash
november 30th, 2023