- Dec 27, 2001
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Apparently, the first weapon pack will go to the medic and will be released with the new gameplay mode. Each class will get two new weapons which will be unlocked by completing achievements. One of those medic weapons will replace the standard healing gun and will differ in that it will give a 100% max HP boost rather than 50% and will uber much more slowly or possibly not at all (presumeably depending on how their playtesting is going).
It seems like the intention is not for the new weapons to be superior to what is available now, but, rather, to be different and offer new play style options. It sounds cool, but now I'm wondering what new they could add to each class that would not unbalance them add also be thematically-consistent.
So, what are your suggestions? Better yet, if you know for sure, go ahead and share.
I'll start with two I thought of.
Engineer - An option to place a sentry gun that can't be sapped but also can't be upgraded.
Demoman - A remote control bomb. You control it and see only what it sees. Faster than a scout with the strength of a sticky bomb but can only be initiated from a cap point thereby leaving you in a vulnerable position.
It seems like the intention is not for the new weapons to be superior to what is available now, but, rather, to be different and offer new play style options. It sounds cool, but now I'm wondering what new they could add to each class that would not unbalance them add also be thematically-consistent.
So, what are your suggestions? Better yet, if you know for sure, go ahead and share.
I'll start with two I thought of.
Engineer - An option to place a sentry gun that can't be sapped but also can't be upgraded.
Demoman - A remote control bomb. You control it and see only what it sees. Faster than a scout with the strength of a sticky bomb but can only be initiated from a cap point thereby leaving you in a vulnerable position.