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Typical Colors 2: Economic Revolution Update

Summary
Economy Rehaul
Marksman Rebalance
Consistent Update Content
Proper Season Pass
Weapon Re-Balances

Part 1 | Economy Rehaul


The premise of this is to remove the loot box system entirely and replace it with a system that
encourages play time.

Currency
TC2 will feature a two currency system, the normal Funds and Intel.

Normal Funds
Used to purchase expected content such as: normal Cosmetics, and Weapons.

Intel
Used to purchase rare content such as: Tags, Stranges, Collectors Kits, Unusual Kits, and
more.

Shop Adjustments
With this kind of change the shop will also need some adjusting, offering a location to buy the
premium currency as well as locations to spend it. A section for seasonal items should be added
as well that works on a rotating basis, it will rotate items every week during the season featuring
discontinued items that are present inside the time capsule.

Obtaining Intel
Intel will be obtainable in one of three ways:
1. Random Drops
2. Selling Intel earned items
3. Progressing the Season Pass
Part 2 | Marksman Rebalance

Why?
TC2 is naturally and by design easier to play than Team Fortress 2, this is a severely overlooked
premise for the games balancing which leads to a lot of users not understanding certain
changes. Certain features of the game are made easier such as movement, blast jumping,
trimping and so on and so forth. Then adding in the fact that being on Roblox and the use of
R15 character Rigs certain play styles, classes and actions are also considerably easier.
Leading to a desperate need of rebalancing for various aspects of the game.

Marksman is no different in this case, Sniper from TF2 already being wildly controversial due to
the high reward and low risk in return for a higher skill floor becomes wildly easier in a game like
Typical Colors. So to help alleviate this research was done to look into why exactly Sniper is
already considered overwhelmingly powerful in the father game as well as what makes
marksman easier in Typical Colors. (Here are links to the three most convincing videos I found
along with some of their suggestions for the class: 1, 2, 3.)

What makes him so strong?


The thing that makes Marksman and Sniper strong based on this research is:

1. Range
2. Quickscope Potential
3. Damage Uptime
4. Reliance / Lack of Risk

Each of these reasons in particular funnel into the reason that the class can be seen as
fundamentally problematic.

Range: Unlike other classes the Sniper/Marksman are not held to the same standards as other
classes, with range being non-problematic and being able to undisputedly control entire
sightlines.

Quickscope Potential: Being able to deal instant kill damage regardless of distance is quite
genuinely insane, and the speed in which they’re capable of doing so can be as little as 0.4
seconds. Though Marksman can’t do this to the same extent due to him dealing 108 damage
within a certain range.
Damage Uptime: With the class having a quick “reload” and no actual reload this gives the
class the potential to have constant up time meaning there are very few breaks between shots.
Providing very little time to move up and approach the class.

Reliance: Unlike other classes which mostly rely on teamwork and coordination to get the job
done (with variable exceptions) this class is the only one that doesn’t need the help of
teammates to be effective by themselves. The enemy team is forced to focus down the sniper
by using ineffective means or another sniper. There isn’t a lot of Risk for the class either as it is
the only backline fighter in the game, and doesn’t need to get close to do the job it needs to.

These are all just short summaries of what was digested through the research done and
it’s highly recommended that the reader watches the provided media for a better
understanding of the topics above.

Class Downsides

The downsides for this class consist of two things:


1. Awareness
2. Positioning

Neither of these downsides can really be taken advantage of as awareness is as simple as


looking out for another user or listening for a decloak. Positioning is defeated by the premise of
infinite range.

The Rebalance
Proposed Changes:

1. Limit Marksman Ammo [Clip of 4] (Referenced in this video)


- By limiting Marksman's ammo with a Clip Size of 4 and forcing them to manually
reload this will give classes an opportunity to push up and lower the up time the
class has.

2. Range scales with Charge


- By having range scale with charge it removes the Infinite Range problem and
replaces it with “potential” infinite range. Forcing the Marksman to locate
themselves to more risky locations to be effective, or to remain in the backline
and focus on hardscoping which puts them at higher risk of being flanked. Putting
more emphasis on the classes' downsides to use.

Ideally this will be heavily tested before being officially released as it’s a huge fundamental
change to the class and to the game as a whole.
Part 3 | Consistent Update Content

Explanation
Put simply each update will contain the same amount of content as the last, nothing less and
nothing more (unless extra time is provided.) To ensure no update lacks less content than the
last, and to streamline the entire update process as a whole. Given the time period (expected 3
months) between each update this should help make updates more complete and polished.

Part 4 | Proper Season Pass

Explanation
The season pass in the 2022 Summer Update was not fully realized and implemented
incorrectly with various issues regarding its progression and item pool. This will be addressed
and improved. Purchasing of the premium season pass will be changed from Funds / Robux to:

1. Intel
2. Robux
3. Owning Roblox Premium

The Premium Version of the Season Pass will contain enough Intel for users to buy the next
pass.

Weapon Rebalances

Explanation
Ideally any weapon that is considered too strong, or too weak through community engagement
and active feedback will receive rebalances through one of the following means:

1. The Purpose it serves


2. If it alters playstyle
3. If it is fun / un-fun to fight against

Conclusion

There Is a lot more nuance to this update than what is listed, and a lot of it might not be able to
be fully visualized just by reading this document. However this is the general idea of what
changes are in mind for the game and development cycle.

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