[quote1201133248=Groo]
I'm interested to see what they do to the new weapons. If the current weapon sets are considered "baseline", as long as the new weapon sets have an attribute which is better AND an attribute to make it worse (EX: double distance of the pyro but half the damage and does not set on fire or a Spy detector device for the engie, but that replaces the Sentry option or a solider with multishot, but each shot does less damage) then it should be okay. I agree with DrMarvin42, if all they do is make these new weapons to be uberweapons, then that just screws everything up.
Here's hoping they keep the game mechanics balanced with the update.
[/quote1201133248]
man you wont believe how many ppl are saying the same stuff you are on the steam forums. everyone is afraid that they are overpowering everyone and its gona suck, but no, what they are no doing is giving people new abilities that have their own advantages and disadvantages.
and i quote, "The unlockables aren't just beefed up versions of the weapons, they balance major advantages and disadvantages to fundamentally alter the role of that class"
so i mean as we can see with the medic overhealer example, theres so many ways the medic could be useful as an overhealer, but there are other situations when a medic with an uber would be far more effective, like if the enemies have 3 sentries in one spot u kno, its up to the player to decide how to approach these situations.
so you see the game has no implemented strategy along with skill, so like drmarvin might beat an enemy soldier because he has a different loadout than him, but even though the enemy might have been a better soldier than drmarvin, drmarvin approached the situation strategicly and in a way that best fits him.