Ahh, drawbacks. What wonders await thee in the exciting (or, for some people, annoying) world of unlockable weapons. Forgoing balance discussions and ideas, we will discuss what I think are drawbacks to unlocks that haven’t really been explored or have been neglected.
Every unlockable weapon has to have a drawback, even if it’s just an artificial drawback like the “reduced damage” on the Axtinguisher. Bar a few weapons (which will go unmentioned), there must be a reason you’d want to use the original weapon apart from aesthetic and fun, otherwise the unlockable isn’t really an alternative.

Most commonly, the drawback is lack of access to the original weapon, with over 10 items carrying this effect, i.e. you trade a weapon for another completely different one, such as the Sandvich.
After that, Valve most often uses a “lost ability” status and reduced damage, followed by health penalty and slower firing rate (see KGB).
This author, however, would like to make a statement. You see, things such as health, speed, and damage dealt are what I like to call “passive” weapon statistics. They’re not in your control, and giving a class a buff without really requiring the player to do anything isn’t very interesting.
This not only makes them a little boring to start with, but also requires no input on the part of the player as far as the benefit/drawback goes. Giving the heavy, say, a speed boost to 350 units at the cost of some health is just a stats change, and while I don’t disapprove of a G.R.U.E. style unlock, where you can go with these kinds of unlocks are limited at best. Sure, it’s a different skillset when the numbers matter, but TF2 isn’t an MMO. Or at least, not yet, anyway.
All that said, here are the few drawbacks to a weapons bonus that I think deserve a little attention.
_____________________________________________________________________________
Ammo count
Ah yes, ammo. Two weapons currently feature this, the Force-a-Nature (although it doesn’t really count), and the Frontier Justice.
Ammo management is an important aspect of the Soldier, and to a lesser extent, the Heavy, Demoman and Scout. Knowing how many rockets you have left in the clip is a pretty important aspect of any competent Soldier, seeing as he has limited killing ability after expending them all, and he cannot run around/away like a little bunny while reloading.

Ammo management, however, isn’t quite something that’s on the mind of many other classes such as the Sniper and Pyro. Introducing such a thing into a weapon would certainly go a way towards what I believe is a new skill set.
For example: What if the Heavy had a weapon (we’ll call her “Ludmila“), that increased the Heavy’s base run speed to 280 units, but he has to reload a new chain belt every 40 shots? Bar the animation budget, it would certainly be more interesting to see how this plays out. Plus, no random crits.
And actually, that ties in directly to my next point…
_____________________________________________________________________________
Reload time
Ah yes, again the thing that mainly the Soldier (and Demoman) have to take into account. 6 of the unlocks don’t even have these (discounting “cocking”), but a gun with a decent reload time also takes management skills.
But forget purely reload time for a second. TF2 itself allows you to interrupt any and all your reloads to continue firing the remainder of your clip. What if, and I stress if, you had a weapon that COULDN’T be interrupted in the middle of reloading?

This idea came to me while watching Pistol Frenzy 2; a traditional reload where you’d have to get an appropriate time to reload when combined with a substantial reload time.
For instance, say we get a shotgun with an 8 shell revolver-style magazine. It does a base damage of only 50, and you can’t interrupt the reload, but the reload time is the same as 4 shells on a normal shotgun. You’d have more ammo to work with, but you’d also have to watch out because you can’t pull a round or two out while reloading, and it makes you think more about combat readiness. Also, no random crits.
Now before all the jarheads come in with their CS:S comparisons, hear me out. Consider how it would add to a certain weapon’s drawback: you’d have to be paying attention to your ammo, and pick an appropriate time to reload, such as in the company of teammates or when you’re sure no one can get to you before you finish. I think it would be a decent drawback compared to, say, no random crits, albeit a little boring.
_____________________________________________________________________________
Reserve ammo
A subtopic of Limited Ammo Count, this looks into the ammo you can spare on the battlefield.
TF2 in it’s original form, as well as TFC, used to give you a bucketload of ammo to go crazy on. Soldiers and Demos used to have tons of ammo for their main weapons back in the day, and now ammo management is more important as the game changed.

Remnants of these days are still present in TF2 with weapons where your current ammo isn’t too much of a hassle. This includes all shotguns, the sniper rifle, the syringe gun, all sentries, the minigun (think about how 200 ammo was considered “a small amount” by the development team), and the flamethrower, although the compression blast reduces this somewhat.
Most notably, think about how the Engineer has 200 spare 9mm bullets, and goddamn, even with the autopistol that’s a crazy amount.
Valve has taken a look into this with unlockables already; the huntsman gives you (somewhat) limited ammo, as does the flare gun (although 16 flares is still quite a lot for it’s firing rate). I do think that limited ammo can make an interesting drawback, and to heck with Engineers complaining about their metal.
Regardless, it’s not something that can stand up as a drawback by itself. A shotgun that, say, deals 100 base damage with only 10 extra shots would be a pretty devastating weapon, and would encourage suicide runs anyway, even if it had no random crits.
_____________________________________________________________________________
Anyway, hopefully I’ve been able to provide some insight into these weapon design ideas as far as ammunition ideas go. Ignoring “brand new weapons,” feel free to throw in any ideas you may have as far as stat changes and new design goes. And who knows, if they’re good, I’d be so inclined to ask permission to put them on the front page.
As a concluding point, as much as I’ve said stats don’t usually make for the most fun weapons, I am putting together some ideas for what would make more interesting weapon advantages.
Something I’ve noticed is Valve’s plentiful use of crits, and as of late, mini crits, in their weapon designs. But, like I said, the amount of damage you pump out (while being an important part of gameplay) is a boring design to put into weapons as an advantage, even in the form of crits (for example, the direct hit).
So, in the next post, expect a few different ideas for advantages that don’t simply ditch the set weapon designs themselves. Not plain unlockable ideas, but ideas that can be part of an unlockable. Thank you, and good night.