I'd like to commend valve for what they're trying to do with these updates. It wasn't apparent to me till just now, but they're not offering "Tricked out" versions of current weapons in the interest of making already skilled players even more deadly. In truth, they're providing "alternatives," granting players a layer of customization beyond the "Choose your Class" bit, that will ultimately allow for even more styles of play.
With that in mind, I find it odd that they'd release new weapons for only one class at a time. All their meticulous adjustments to each and every class are rendered null and void when one class gets a brand new armory, countering former weakness'. Ultimately, I'm sure everything will fit together as well as it did when the game was first released, but there has to be a better way for them to go about releasing these updates.
I'm partial to the idea of them releasing one weapon for every class, simultaneously. Even if that means the updates are further apart. At the very least, it would keep servers from filling up with nothing but the Medic's or Pyro's.
What say you!?
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Besides, the pyro weaponry isnt making much of a difference. The Flare gun is nearly useless, and i almost immediately missed my shotgun. Why give a pyro a very weak mid-range attack? Hes got nothing to follow it up, and the fire means nothing when theres health packs and medics around.
The backburner is pretty nuts, but if a pyro gets behind you you should be screwed anyway, so i have no issue with it.
Its the airblast thing thats making the most difference, and its great for pyros. It means you can get out of a bad situation better, which is what they needed.
And you know valve; every adjustment they make (including new weapons) is very well tested by themselves. The best way to fully set the balance right is to put them out there and let the players find problems.
Yeah, I'm noticing the same thing. This blew over a lot faster than expected.