[QUOTE=Nzdjh;25232899]This might just be in there for community/developer weapons. Seeing as how most developer weapons seem to have custom attributes attached to them.[/QUOTE]
They might also be there because Valve is screwing with everyone.
[QUOTE=KarmaPolice;25232599]I think everyone's had this idea at some point, and I wouldn't be surprised if Valve implemented it. I imagine it takes a lot of time to balance each possible attribute, though.[/QUOTE]
They said in an interview they tried this idea many times before but couldn't come down to a solution they liked.
However, it may be related to the new gamemode. Where you can get temporarily different weapons and whatnot. They did say that the new gamemode would have some involvement with the secret 6th class pack, and would work on existing maps - so it's a possibility. After all it does sound like a good solution to letting all that work on customisable weapons not go to waste.
[QUOTE=DainBramageStudios;25232875]It doesn't matter if the so-called "upgrades" are balanced or not. The problem is that Valve initially designed the game so that as soon as you see, for example, a soldier, you know that he can fire up to 4 rockets sequentially at you, and shoot you up to 6 times sequentially with his shotgun. He may also rocket jump over you and rain rockets down on you from above.
Once you start adding in the ability for players to customise things like that, that goes out the window.[/QUOTE]
This could be solved in the way Bioshock, among other games, handled weapon upgrades - attach different things to the weapon model to signify that it's slightly different somehow. They've already basically done this (Backburner, Natascha, Scottish Resistance, etc.).
I want my bastard eyelander of the bear
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