It's entirely possible that someone wins a game tournament by going against the original intent of how the weapon kit was conceived, but isn't this akin to working against the grain? I can either try to play comp imitating some other player who succeeded and hope to equal their skill, or try to figure out why a weapon kit was designed the way it was and build my strategy from there.
If players are able to prove that dev intent was wrong, then the dev intent doesn't matter, does it? You shouldn't be basing your strategy around what you think the developers wanted you to do, base it around what will actually work. In competitive games, that frequently does mean doing things developers never considered, come up with your own ideas rather than trying to assume theirs. Death of the Author applies just as much to competitive gaming as it does to literary analysis.
Right now, I cannot find a better explanation for kit distribution other than to better fulfill objective roles in the different game modes.
If you only wanted to argue that the developer intent behind kits was to try to make them better on certain modes, I suppose that's a possible theory, but it's also one you have no way of proving unless the devs come out and tell us this themselves. But that is a very different argument than what you opened this thread with, you didn't just claim that devs
wanted kits to be better on certain modes, you claimed that they
are better on certain modes.
And if your only justification for this theory is that you can't think of a better one, that's really not enough to back it up. Because the theory I'll counter with is that you're overthinking this and sometimes developers just have bad ideas sometimes. They're human, and humans make mistakes. They don't have the collective manhours to push a game to its limits the way we do, players will always find things they miss.
Saying that a subweapon is "bottom tier" just shows lack of understanding: you don't just toss a Sprinkler in the open where it can be shot down, you make the opponent work to reach them.
That's... not the point. At all. Just because you've put a Sprinkler in a funny spot doesn't mean it's suddenly getting amazing value for it. Not only is it not that hard to shoot down even in a funny spot, opponents can also just... ignore it. In many cases the funnier the spot, the less it's actually doing out there.
This Squid School ****post is a glib but correct way of summarizing the problem with this type of thinking. If you have to attach a bunch of qualifiers to say "well it's a little bit less bad under these very specific circumstances"... okay, but look at what better options are doing more easily. Don't just give me reasons to say it's slightly less bad, show me reasons for it to actually be
good.
I play vHeavy. It's not like I don't know how to use a Sprinkler. Quite the opposite, I know it well enough to know that no, it really isn't that good. Honestly the best thing it does is paint my feet for mobility, but that's just a way of saying we have Burst Bombs at home.
As it turns out, I'm discovering patterns of distribution amongst weapon kits that lead me to believe there is a dev intent in the first place. This is certainly worth exploring.
The human brain has a tendency to obsessively look for patterns in everything, to the point where we can look at genuinely random data and still convince ourselves that a pattern exists when it literally doesn't. You may think you've found a pattern that applies to some kits, but you've not been able to show that this pattern holds for all of them.