TheRedSnifit
Member
The unlocks generally trade raw/straight damage for some sort of utility effect. In 6's play they're either banned because the utility effect is so strong in the right hands/situation it breaks the game, or the damage tradeoff gimps them so hard they get ignored.
In pub play when you have 12 enemies to shoot at, you want to opt for the extra damage 9/10 times because otherwise you just can't deal with all your opponents so they're the weaker option in pub as well.
Naturally, but I assumed we were talking about competitive play in here. 12v12 pub play honestly only works if the skill level is low, so you can make anything work in that setting.
But even there, a lot of unlocks are better. Nearly every melee unlock is better, obviously, but you still have things like Machina, Degreaser, and Crit-a-Cola that are better than their stock counterparts.
I haven't played enough Highlander to comment. It always seemed like a silly mode where teams were forced to run things like spy/engy for the sake of inclusiveness/participation when they'd trade that for another scout or soldier in a heartbeat.
You are correct. I originally played it because I thought it was cool that you could main any class and still be competitive, but it's really not that interesting, especially as Heavy. For whatever it's worth, Overwatch gives me serious Highlander vibes.
It doesn't really change the fact that most unlocks are balanced around Highlander, though.
EDIT: I also don't agree with the idea that making Pyro combat revolve around combos is a bad thing. If they made it so the flamethrower itself was useful in higher levels of play without combos, Pyro would be absolutely unstoppable in the lower levels. They recently buffed flame damage and nerfed combos, and all it did was make Pyro more of a hassle in pubs while completely removing any room to play aggressively in competitive. The combos provide actual skill indexing.