FF2 Mercenary Balance Changes (1 Viewer)

Yogii

New Member
Joined
Sep 9, 2025
Messages
6
So I've noticed it's kind of impossible for most people to play hale especially when a server is full. Even for regulars. There's maybe 4-5 people that win consistently but mercenaries always stomp the hale which is no fun. I've not modded TF2 before so I don't know how hard these changes will be to implement but I think some of these should help with the situation. The numbers don't have to be exactly as specified I'm just making stuff up to illustrate the change.
  • Medics overheal rate should be inversely proportional to the number of medics alive. This might mean when there's 1 medic they overheal as normal. When there's more than one they might overheal at a 50% or 25% rate. The hale does not one shot on this server which I'm guessing is to make medics have more team utility other than just ubering. This is fine until the server is at capacity & you have a few good medics. The team will be constantly overhealed & the medics become really hard to get to without losing 1/4 of your health. Killing targets will take 3-4 hits with some hales depending on items used.
  • Engis regenerative metal rate should be inversely proportional to the number of engis alive. Similar to the medic change. This might mean 1 engi gets the full 20 metal per second but 2 would mean they only get 10 metal per second each. Engis set up way too quickly on this server & nests are almost instantly back up after being destroyed when the server is full.
  • Snipers melee climb should have a cooldown. Maybe 5-7 secs. This change alone would make matches so much better. I've seen hales duke it out with the last sniper alive for 5 mins straight cause they keep parkouring around the map. This should be a utility for snipers to position themselves on maps, not a mini super jump which has no cooldown. It makes no sense for this sniper ability to have no cooldown while the hales superjump does.
  • Spy's diamond back rockets should have a cooldown. Same as sniper change. Maybe 5-7 secs. Ontop of trolldiers being able to essentially backstab, multiple spies rocket jumping at you & also rocket jumping away from you when you try to catch them is the reason a lot of hales lose like 7k health in the first 30 seconds of a match. Again it's like a mini superjump with no cooldown while the hales superjump does have a cooldown. The mercenaries abilties should not be more powerful than the hales. The only class that should have this kind of mobility is soldier.
 
  • Like
Reactions: Aerial
The Medic & Engi suggestion does sound intriguing. I would like to see how that would work out.
On the other hand, I have to disagree with the Sniper change. He's already got a small cooldown to not swing around for half an hour. That should be plenty.
I'm very indifferent to the Spy thing. I would rather make it so that the Dead-Ringer wouldn't be available if the Diamond Back is equipped.

This thread also needs a poll to be even considered btw, otherwise I'd ask someone to move this down to the FF2 section as a discussion instead.
 
im all for medic nerfs but im not sure about the whole rate being affected by amount of players
edit: nvm, sounds fine


for engie, no changes like this. potentially nerfing jump pads by decreasing their velocity or increasing delay, or build cost idk (alongside a pistol nerf PLEASE!). nerfing engies metal like this just guts him too much. if the boss doesnt want engies to setup quickly then he better focus them down early before they do so. playing well in early game is essential in winning as boss. maybe a slight nerf to sentries could make engie less oppressive such as a knockback or damage nerf but i think the main issues with engie are the jump pads and crit boosted pistol spam

sniper climb has a cooldown, maybe a slight increase could be added but completely gutting snipers escape option im against

diamondback is absolute bullshit and i would remove it/gut it hard, adding a 5-7s delay could make it considerably less cancer. this i agree with
 
The sniper cool down isn't long enough then given when I've played I've never noticed it.
 
The sniper cool down isn't long enough then given when I've played I've never noticed it.
the cooldown is very much considerable when the sniper is getting focused down. its fine the way it is
 
I like the medic and engi suggestion but im very much against the sniper one since the cooldown has already been nerfed before and i think it is fine as it is
no comment about spy tho since i only play him
edit: also who plays hales to sweat 😅 (skill issue)
 
playing well in early game is essential in winning as boss
While I agree with this I think early game setup is too short for the things you have to do & the amount of obstacles there are to doing them. Like if you focus engies medics get uber & the team is overhealed. If you focus medics engis setup. Both of these things are not as easy as they sound cause if there's like 2 heavies using taunt crits you will get knocked back form your first 1-2 super jumps & they'll both be set up. And that's not including stuff like sticky traps & all the other classes harassing you.
 
medic and engineer changes can't be done unless a plugin is made to seek out how many players there're on the server for said to then do said changes, medic's issue is major overheal capabilities with very little setback, the decay rate should be something applied so that you can't shove a medigun up someone and leave them with double the hp.

engineer's passive metal regen should just go, still looking at jump pads because of how annoying they are.

sniper melee climb is aids to play against unless you're playing a hale that something to beat that out specifically, say armstrong roar, ronald's impure mode, hales with extra mobility choices, I'm all for butchering brain dead gameplay elements and by that I mean sniper climbing should cost 30 hp per climb.

diamondback spy needs the self knockback lowered and the damage also lowered, that plus maybe -25 hp on the wearer due to how good it is.
say -10% self player knockback decrease, -20% damage reduction and the said -25hp.
 
I'm going to move this to FF2 folder and suggest to gather the ideas here and place them in a suggestion separately with poll votes. There's too many ideas going on for me to poll up, so it's better to be one change at a time if you want to consider more than two options for each idea.

You can make 4 threads just for it, you don't have to wait until each one passes.
 

Users who are viewing this thread