If anything, that shows the gameplay changes rather than attacking my point.Terralthra wrote:Sticky-jump, pipe to the face. Nearly a one-hit kill with a normal grenade, one-hit kill even with full overheal if it's a crit. Also, sticky-jumping has greater range, higher speed, and is more difficult to evade. The charging shields change the style of the ridiculously fast movement from "arc through the air" to "straight forward along the ground", but that's it.
I don't think you understand what constitutes gameplay changes. For just one example: snipers have always been backstab bait, forcing them to either watch their own back (quite literally) or rely on a pyro/intelligent player to out spies. Now they have access to a back shield forcing hesitation from spies and for them to change their tactics.The shield is the closest thing to a "gameplay change" and all it does is change the vector of the demoman's rapid movement ability (and guarantee a crit, instead of just hoping for one). Maybe put milk and jarate on that list too. Pretty much everything else is a little +/- or conditional marginal advantage/disadvantage, without significantly changing the class's role.
This is because the gameplay system has changed. Previously, a sniper was a sniper: I'm going to stab him in the back. With the load-out system, I can't expect every sniper to have access to the same tools: that forces different gameplay decisions, hence changing the gameplay.
So, I play at a disadvantage (having less options) than someone who has idled for hours in a server.The way to get weapons is "play more", and they drop randomly.
Do they give you access to abilities that you don't have otherwise? Does the option to change your load-out give you more versatility as a player? That's progression. It doesn't have to be linear.As for "progression", I think you're just trolling at this point. The unlockable weapons, in overwhelming proportion, aren't better*, they're different. You don't get "gold-plated grenade launchers" that are exactly the same as a regular grenade launcher except they do more damage. You don't progress from a flame thrower to a backburner, you choose one or the other because you like the benefits over the drawbacks more than the other. One variant may suit your playstyle more, but it's not better, just more suited to you/your team/the current situation.
There mere fact that leagues ban certain items shoots your "different, not better" idea in the foot.*If you play on no-random-crit servers, there are a few weapons that are a slight upgrade from stock, but they are few and far between, and generally only competitive servers run nocrit. If you're playing in a league, I'd expect you already have a wide array of weapons. And there are actually gold-plated grenade launchers, but they are strictly cosmetic, with zero gameplay impact.