idea for the TF2 beta
see what the effects would be of making more weapons multiclass - eg. letting the Engineer and Scout use the SMG for a secondary too, and letting the Sniper use the pistol. Also letting the Widowmaker be used for the Heavy and Pyro (minigun boolets and flamethrower juice instead of metal) and letting the Soldier, Pyro, and Engie use the Family Business.
this idea might work better if the SMG was somewhat more inaccurate for the engineer (since it does more damage total then the pistol in a single clip, as an alternate to it's supreme reliability) and was a primary for the scout: allowing him to lay on a consistent, but low amount of damage onto the same target.
maybe the SMG could actually have a bit of a 'combo' system, to set it into the scout's playstyle. doing more damage with each successful hit. not a LOT of damage- just enough to boost it into actually 'dangerous' range.
the smg, as is, is not a powerful weapon. it's actually pretty subpar
The SMG should NOT be added to the scout. That would just make him even MORE Over Powered.
yeah, giving him a gun that wastes more ammo and does less damage then both his primary and his secondary is going to make him even harder to deal wi-
what the hell are you smoking
on another note, here's an idea: a flamethrower that allows the pyro to more consistently forget up a team by 'dragging' teammates away
i wanna say it's sort of like a tractor beam, but it's more like a very forceful jet of fire
when you burn an enemy with this flamethrower, they're propelled in the opposite direction- sort of like an airblast, but very consistent and the pyro has total control over the direction he's pushing you. killing the pyro, of course, will free you from his grasp, but while he's got you he can possibly push you off something dangerous like a cliff or away from the team, where you'll suddenly have to deal with the single most deadly close quarters class
at close rangethe tradeoff (since it's one long airblast anyway) is the inability to use your airblast. in addition, you take a bit more knockback from all sources while you're using the flamethrower- up to and including weapons that don't usually deal knockback, like the shotgun and the smg