Calling Q/C a counter to any class but the detonator seems wrong to me; the bubble shield only stops bullet classes until you get in close, which you have to do in order to actually fight them. Unless you're counting shielding teammates, but then that only makes as much sense as calling the healer a counter.
I was also referring to the infiltrator. Stabs are pushed by the sword, and the revolver is completely blocked by the bubble shield. Given, you can try and get inside his sprite and shoot him to death that way, but that's about as suicidal as a jumpstab.
As for it being an 'easter egg', I see no reason why Q/C should be treated differently from any class just because a completely new player doesn't know how to select it. What makes a class-based game interesting is the need to adjust your strategy to compensate for the make-up of the other team, and if Q/C is in the game at all, it should be a part of that dynamic.
Fair enough, but regardless I'm using it as grounds for his new design, as generalists are pretty easy to balance around.
If at a later date anyone wants Q/C to specialize in something, I've made the gun easily customizable to the point where we can balance him in any way we want.
So I played your mod, and it's NOTHING like you said.
For starters, where on hell is my blade?
The M2 is the blade, with all the unusual variables pushed aside
. No pun intended, of course.
But that means much less knockback, you can have more than one projectile on the field, static damage, etc.
Second, you said a half-charged shot would take 1/6 of the ammo, I see it takes 1/4, like a fully charged shot.
I should have said quarter-charged shot, my bad. And that's still a little closer to 1/5, so I guess that's worth tweaking.
The two reload bars don't make any sense, just give him an ammo system like the pyro.