Red Robot sparked some interesting conversations in various social medias including SPUF when he released this video, commenting on a new ‘playstyle’ he’d discovered:
Using the new weapon-dropping mechanic, he had the very Counter Strike-esque idea to juggle multiple weapons of the same loadout slot and carry them through the battlefield. His first idea was to pair the Crit-a-cola with the pistol, and I can definitely see the appeal in that combo. The pistol’s a half-decent jack-of-all-trades with middling accuracy, firepower, and firing speed, so giving it a damage boost and falloff-immunity could be godly in the hands of a pro scout. But are there any other tricks that weapon juggling can unlock?
He mentioned a few ideas of his own; jarate/Cleaner’s Carbine for the mini-crit boosts, but I can’t see how you’d be able to sustain that, as the jarate respawns every 20 seconds and your Carbine will only stay on the ground for 30 seconds, leaving you a pretty restrictive window of opportunity to keep both alive repeatedly. Another idea of mine is Buffalo Steak Sandvich+shotgun or maybe Family business. You’d have to abuse the weapon switch bug in order to prevent the melee lock, but a shotgun feels like it’d get a lot more done with a speed boost and mincrits than the minigun with its deploy time and movement speed penalty. What about the BASE Jumper? There was a glitch when it first came out that if you could touch a resupply locker while floating without touching the ground, you could snag a grenade launcher and remain floating. While that means in theory BASE Jumpers could probably carry shotguns and grenade launchers with them, I literally think doing so in practice would be impossible.
It could be used to bypass downsides as well as provide upsides. A Demoman who carries along a second melee could constantly ignore the penalty for the Half-Zatoichi. Before it got removed from TF2 the Persuader would have loved a second melee weapon for replenishing ammo. Why not combine both of these tactics?
In general, this line of thinking got kinda dangerous as I started debating how to crush downsides with arguably-abusive weapon switching mechanics. As already mentioned, the Half-Zatoichi need not worry about seppuku anymore. Many weapons with recharge mechanics are actually tied to the weapon and not the player, meaning a scout who carries along (for example) two Sandmen can fire baseballs twice as often as a normal scout. What about all the Medigun shenenigans I’ve already talked about?
And oh damn. I just had a great idea.
Yup. You can now disguise once for free every time you spawn with the Your Eternal Reward. Have fun spies! 😀
Starting to think this weapon-switching thing wasn’t a stellar idea. After all, it was designed within a game without respawn, meaning that you couldn’t do all these shifty things without another teammate helping you. How many different weapons must a single mechanic break while offering very few actual benefits before it might be worth considering its removal?