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Oh well nevermind. You found the guide already and you were fine in the comments. Cheers, mate.
Sorry to bump necro. I just needed some more positive conversation. I posted a third part to this guide about weapon rebalances, but not a single comment talked about any of the weapons. You can tell none of them read the prior two guides - only the brief summary of these past two ten-paragraph effort posts, and then kneejerking to the changes without context.
Right now, it's borderline toxic and I'm salty as fuck.
How to make the Dispenser more offensive is a difficult task, but I might suggest something like a range buff. Maybe if you wanted to go really crazy, have it reach considerably longer ranges, but incur healing falloff the further the target is from the dispenser, and only provide ammo at the same current distance (so that allies don't siphon your resources getting passive heals at range). One idea, but even that would probably need some fine tuning of its own.
This new stock weapon with a right-click will fire a bolt that can heal team mates when he has a dispenser on his back kinda like the crusaders crossbow. This would add some variety to the choice of which healer to run as I agree with uncle dane that the medic shouldn't be the only good healer in the game. I'm not sure if these ideasare good at all(especially with the gunslinger) but i'd like to see your thoughts on this.
They both need some reworking as they are both stalemating classes and stalemates aren't considered very fun(just go to dustbowl) however another reason to rework them somewhat is that they aren't very good offensively and attract alot less people as a result. I'm not saying we should remove their defensive usefulness but I think they should atleast be nerfed a bit in defensive use and buffed somewhat in offensive use(although you could say the gunslinger is a good offensive subclass for engie I could say just make an offesive heavy subclass).