In an attempt to do weapon balance based off of these blog posts
http://www.teamfortress.com/post.php?id=1688
http://www.teamfortress.com/post.php?id=1670
Since engineer has the most weapons that reduce his weaknesses I'll start with him and make more posts later about other classes unless a lot of people think this is retarded.
Pomson 6000
-Remove Uber drain (shouldn't have been added removes or tempers a classes weakness and is horribly unfun)
-Remove cloak drain (shouldn't have been added removes or tempers a classes weakness, and engineer already has multiple weapons to counter his counters)
-revert back to the old damage scale with player penetration, but decrease hit detection i.e. smaller hit box
Frontier Justice
Instead of Crits do Mini Crits
Max of 3 stored Mini Crits
-33% clip size (so a total of 4 shots)
+33% Weapon Switch speed
-10% accuracy
Short Circuit
-Pre-buff stats with -33% lower metal costs.
This is still a direct counter to demo/soldier, but isn't anywhere near as grevious and would have to directly contend with the Wrangler for defensive play, while also not being enough of a shutdown to be used consistently over pistol for aggressive play
Gunslinger
Increase Mini Sentry build cost to 105 Metal.
+15% damage taken from bullets on Sentry
Allows the engineer to still play aggressively but not be able to constantly shit out mini sentries without resupplying for ammo. I'm not fully sure on this one making it 105 might be to much of a nerf to aggressive engineers without doing to much about the actual problem with minis
Wrangler
+0.5s downtime when switching to wrangler (make the weapon less viable in offensive scenarios specifically mini sentries)
+75% firing speed over base (rather than the current 100% increase)
Jag
+20% fire speed (note: this would keep upgrade speed about the same maybe add a small buff specifically to here to make the goal plausible, would repair faster, and upgrade faster)
-Damage repaired per hit: 85 ((stock is 105, current for Jag is 105) (note: so the jag doesn't actually repair faster)
-15HP
Goal I have in mind for the Jag (since it's a pretty bland weapon already) Make full sentry builds more viable in aggressive scenarios without improving the defensive capability engineer is already really good at. The -15HP is to force the engineer to rely more on his buildings rather than his DM ability.
Eureka Effect
With the current stats the weapon is rarely used even in pubs, this weapon is really cool but just simply isn't viable for any form of competition
Upgrade amount per hit: 20 (stock is 25, current for EE is 12) Total hits for upgrade become 10 rather than 16 for EE.
Damage repaired per hit: 85 (stock is 105, current for EE is 50)
Widowmaker
Can't be crit boosted
No Random crits (for pubs)
Rescue Ranger
Repairs 50 per hit (currently 75)
Can not repair buildings being constructed
Panic Attack
I don't have enough experience with or against this weapon to know
Weapons that are currently fine
Southern Hospitality