Huntsman, gives the sniper good (albeit lucky) midline power.
And because I love my huntsman :3
I don't see why the Sniper needs more mid-range power though. Gotta admit I also like the Huntsman for screwing around but honestly that's pretty much all it can do. If you want someone who's good at mid-range, go Soldier, Demo or Heavy and you'll do much better. If you want a long-range class, go Sniper. Going Sniper and then wanting a mid-range weapon just doesn't make sense to me.
Scout : none of them
Soldier : The buff banner (somewhat hard to use well, promotes teamplay at the expense of personal versatility)
Pyro : The flare gun (it's a completely different 'vanilla' weapon that fits the class), the axtinguisher
Demoman : none of them
Heavy : He could us a secondary weapon that is less redundant than the shotgun and less of a no-brainer than the sandvich, IMO. Currently, none of them.
Engineer : The gunslinger (it's a different way to play the class, with pros and cons, yet it doesn't introduce any new convoluted mechanics)
Medic : The kritzkrieg
Sniper : The sydney sleeper (makes the less skilled players less of a liability), jarate (see buff banner)
Spy : none of them
This is kind of the post I expected, even if the explanations are a little lackluster. Not sure I agree with Jarate or the Sleeper but I can discuss these in a bit. Da_Man's and LeeWSabo's posts were fine, too, thanks. I would discuss the unlocks now but I wanna say something first... (at end of this post)
Thats exactly why it can be added
What reason is there for reskins to be in the game? Frankly I don't see one, all it does is cause some confusion and clutter up the game a bit
All of them.
Because I love my big, weird, hat-loving world of TF2, and there's nothing I'd like to get rid of.
This is not a blacklist, you're not getting rid of anything
2007 when the game was released when you're asked what unlocks to add to the game you couldn't really have said "all of them" now could you
Fixing actual problems, instead of creating sub-classes
There, that's a good point and if you apply that argument to all unlocks, half of them already fail
what about , all?
i mean i see lot of people whit diferent loadout and if we keep this therad enough long , all the items will pass.
I highly doubt all items would get listed and even then... I think I worded my OP weirdly or something but guys. Just listing unlocks doesn't help at all, the reasons are the big part here. I expected something like
Post #1: Well, Kritzkrieg because <> and also Ubersaw because <>, not sure about Blutsauger actually
Post #2: I agree with Kritz and Ubersaw (because <>) but the Blut should be in too because <>, additionally the Equalizer because <>
Post #3: I actually want to contest the Ubersaw because I don't see what it adds to the game
etc.
More like a big discussion round instead of a random list of lists. Although these were helpful too as most players here seemed to only want a select few unlocks. The reason I asked for reasons is that I realized most unlocks just don't seem to have one anymore e.g.
Jarate+Bushwacka gives Sniper extremely high damage at melee range, why? Why does the long-range class need to be more deadly at short range?
So please keep the reasons in mind and I'd like people to expand on their lists now, arguing for or against others' and saying why.
If I had to make a little list of items that would probably be added to the whitelist as of now, it'd look like this (with some of my own opinion):
Kritzkrieg, yes - binary choice of huge firepower vs invulnerability. adds element of surprise, Kritz uber and normal Uber can counter each other so neither are really comparable to one another, both have offensive as well as defensive capabilities. Kritz rewards good aim and good timing to get multiple quick kills but the Medic becomes even more vulnerable so it can be countered before and during the charge.
Gunslinger, yes - speeds up Engineer gameplay considerably (upgrading and babysitting buildings is the most boring part and most frustrating considering they can be taken down in an instant) and gives him slightly better frontline capability. easy to see being used at a glance. minisentries are less frustrating to fight against and assist more than kill, promoting use of Pistol and Shotgun. good escape tool - an engineer going with a medic and throwing down his minisentry when an enemy, especially scouts, arrive can really counter a medic snipe. only problem I see with it is that teleporters and dispensers still go to level 3 which kind of contradicts the gameplay it promotes
Jarate, maybe - trades personal firepower for potential team damage. maybe a bit too simple to use (essentially a grenade) and heavily favored but that's because the SMG is not very good. other problems I see is that it allows Snipers to counter Spies more easily and that its... concept still just can't be taken seriously (jar of piss). it also requires the Sniper to be at mid-range, again, and I'm not a huge fan of that. I'd much prefer something like giving the Sniper a Sleeper-like secondary that still applies jarate but has a long cooldown and requires good long-range hitscan aim, there are already enough projectile weapons (and classes)
Ubersaw, yes - actually gives Medics a reason to melee and rewards risky hits with a lot of Uber, allowing for sick clutch plays that can turn the tide of battle altogether. not as much synergy with Kritz (because the Medic gets hurt in the process) unless the other team is not as good as yours, you usually run in to Ubersaw a few times, pop Uber and run away/push in farther.
Gonna wait for some responses and post more I'd actually like to add to the whitelist next time. But yah, more actual discussion, please