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Comunicar un error de traducción
2. They will patch it when added :(
3. Umm, no.
4. As I said...
5.double jumping doesn't mean that they don't need teleport...
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You could use this to get to hard to reach places, or areas that are just barely out of your reach. It is a great utility weapon for flanking. For example, you could throw it past a sentry gun to circumvent it. You could throw it into a sniper perch to get around any enemies or sentry guns in your way. Any situation where you want to make a direct route
2- Remember when Valve added commands to enable spells in non-Halloween maps or maps that don't have it? Remember how broken the teleport spell was? Well, this is the same.
Halloween is a time and place where nobody cares about balance, and everything related to Halloween is complete and utter bonkers. It's unfair to compare Halloween to the base game that has excellent balance. Besides, Crumpkins grant critical hits, and we can agree that they have no place in regular TF2. However, weapons like the Kritskreig and Buff Banner are entirely balanced, even if they share a similar crit-boosting premise.
3- "Forces" players in some way to go back to spawn to get another one
That is very presumptive of you. How do we know that it doesn't recharge like any other scout secondary?
4- Valve doesn't like grenades.
If Valve doesn't like grenades, why have they added the Mad Milk, Jarate, and Gas Passer over the years? Besides, soldiers and demos are notorious for projectile spam.
5- Did I said that scout has a double jump?
Scout does have a double-jump, but the same logic applies to any weapon that gives him extra mobility. The Force of Nature, Soda Popper, Winger, Atomiser, and even the Boston Basher grant vertical movement, so why should your logic of "scout already has a mechanic like this" shut any of these ideas down?