Mm, yeah... I'm working through the complications inherit. I'm not saying I have the foresight to see all the issues, but I am dealing with them, in their own ways... Good news, the Any Class and Heavy property combo works great. It doesn't portray any of the range fall offs from class restricted weapons, works just like it should... So, moving on with that, you can give a weapon to ALL the classes, but picking and choosing comes with its limitations... It's going to be a chore to reinforce the traditional weapon roles... With Snipers, Squadsight should reinforce the sniper rifle, as other weapons have that range limitation. For others, the range might be a buff, but the move restriction makes it a poor choice. For Assault, the damage and Crit chance is enough to reinforce a Shotgun, and using an LMG will induct an accuracy malus, making it a poor choice for the run-n-gunners... For Heavies... I don't know.. Suppression now becomes viable with any weapon, (I think? Any one know for sure?) The Shotgun might become a good choice for a heavy... But since almost every class will be 'faster' than him, the range falloff might make it a lesser choice? I dunno. I think the heavy's thing are his abilities, not his weapons, so I'm detecting that it'll make them a good choice, not an overpowered one... The Support will just be Even More Support... This might unbalance them, I think... Any weapon, any time? That lets them REALLY tone themself to the situation... Any thoughts? Also, in a very, very unrelated post... Does anyone know how to delay the progression of enemy improvement? I mean like the time between meeting the Floaters, and the Mutons, and such. I'm looking for a longer, Marathon-style gameplay. (I don't know how to fix Marathon, and what all it actually DOES, so I'm hardballing it.) But the long research might screw you as the tougher enemies appear far to quickly. Anyone?