They'll probably balance them out in a mini-update later this week and then really fine tune them over the following weeks. At least that's what they do with just about everything else.
I'm really not sure where I stand on this. I like that there is now real variety in weapon choices but part of me is also worried that this direction could really take them overboard. Probably just worrying too much.
Apparently, the models for the larger lasers have a higher polycount than the Pyro's model has. And there's tons of them being fired every which way.
I rarely speculate about the next Half-Life episode, but maybe this is hinting at something...
I'm pretty sure Engineers are gonna be getting some serious love from the lads over at Polycount before long.
Though, disabling buildings seems too be stock rocket launcher job. Plus they should've specified max polygon count for all the models for these WETA guys. It just seems like from some other story than the game (which it is).
http://en.wikipedia.org/wiki/Weta_Workshop
RESEARCH!
WETA is a special effects and prop company based in New Zealand. Remember every awesome thing that you wanted from Lord of the Rings? They made that. One of their artists makes a line of collector steampunk raygun props that he sells online at WETA's online store (at a a pretty large premium, serious folks only). Hence, that designer designed a few guns for use in TF2, because why not.
I've always wanted to buy something from WETA's online store, but damn, they ask a lot. Seems worth the investment though.
Also, any forced minicrit from that alien sidearm is a beast. It has particle damage, like that of the pyro, and merely grazing anyone while he is under jarate or while youre buff bannered will insta kill anything but a heavy. Something slipped from the game designers and the art directors here. Something's not right.

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