>>724952430
>Shotgun isn't much of a ranged option because it's specifically weak at range
it is weak at long range, yes. the whole point of the shotgun is that it gives you an option to fill in your cracks while not completely removing your weakness.
>engineer - for if you're caught outside of the nest or before you can build one. but it doesnt make up for the fact that you're a light class thats not very fast.
>soldier - an option for if something gets in your face. but if someone's already there then its likely a losing battle
>heavy - as you said, to stay mobile. but you're drastically crippling your damage output as a powerclass. if you use it over your minigun you fuck your team.
>pyro - to extend your reach just a little bit and to put some extra damage on people that manage to leave your range.
how flares fuck it is that its just a 90 damage projectile with the only catch being that 60 of it is a DoT
no matter what class you're playing 90 damage is enough to make it so that your only option is to go back and resupply or find a health pack. meanwhile the pyro can just sit there and spam flares all the day.
decide to push the pyro anyways? oops now the projectiles deal 90 direct damage since you're already burning!
its not fun to fight against, its that simple.
>scorch shot and detonator
the damage penalties dont apply to afterburn, so you're still taking 80+ total damage
as for the heavy matchup,
>i lose ONE CLASS MATCHUP! REMOVE MY WEAKNESS NOW NOW NOOOOOOOW!!!!
you are effective against everyone else except engineer who's already supposed to be a team obstacle, suck it up. every class has a bad matchup or two
alternatively using the same logic we should give scout a pistol that one shots buildings, or buff the spy-cicle so that it instakills whoever lit him on fire.
and of course im sure you think that all of sniper's class counters are perfectly fine.
>>724954223
dont worry soi kiddie i hate sniggers too.