Yet again, I'll say it. I don't give a shit how balanced the rare items are, they're rare. It's wrong to give more strategic options to who has been playing the longest/pays to get items.Soylent Bacon said:The Polycount hats are specifically craftable (though it takes a while). The Scout hat is the only one that I believe is overpowered (in my opinion). The other hats are balanced out, if not by the hat's effects themselves, then by the weapon combinations' drawbacks. For example, a Soldier having resistance to Sentry damage also only has 3 rockets before reloading and no shotgun shells to deal with a sentry, and landing shots on a sentry don't heal him. Even in normal combat, I've tried using the Black Box without a shotgun as a backup weapon, and it is not easy.DazZ. said:+25 health isn't what I'd call situational.The_root_of_all_evil said:If you're willing to pay £12 for a situational bonus
I still stand by the hats really shouldn't give buffs/nerfs unless they're as common as weapons/specifically craftable
If you can honestly argue wealthy/long time players should have more strategic options I'd love to hear it, but as I stand now there is no way they should. A skill based FPS should be skill based, not who has devoted the most time/money.