>>719099084
Oh I respect them alright.
>>719122572
>Great idea, because clearly we aren't fucking bloated
>bloated
Foolish, there is no such thing as too many weapons. Absolutely ridiculous, tf2 doesn't have even Ballistic Weapons amount of guns. But it sure has fucking hats.
>with shit weapons which were meant to do something but ended up being fucking useless or used for memes.
Well, golly gee, who nerfed all these tools?
Could it be that somebody wants to reduce a game to their personal vision of rock (rock)-paper (rock)-scissors (also rock) balance of indistinction for frigid man-logs? Whose hubhub caused all this?
And why did no one, in all these years, ask for boosts? Why does Valve not run patches, mutation servers to routinely re-test balance? Why is the community is so limp if this is so much of an issue?
Changing core mechanics ruins quintessense of the game's V.1. It's unsightly and unartistic.
Ruining a perfectly serviceable and dynamically mutable beautiful asymmetry into "balance" is tasteless and also unartistic.
Not making new unlocks and expanding options, even new mechanics if necessary? That's plain unimaginative. New tactical options is quite literally the universal solution to any unbeatable class scenario, and what do you have, huh?
How many cool community-made weapons were tossed into the bin, huh? Real fun.
Here's an genius idea for you, you ever played Prototype?
Remember the finger point trick?
Give Spy an Inverse Disguise Kit.
At any range he can make another target look like any other character of any team.
When masking enemies, that activates friendly fire on them, and all sentries instantly count him as an enemy.
Literal Ruse Master tier.