So I have learned something very important, trying to balance paintballer while not making regular demoman useless is REALLY hard, especially when trying NOT to power creep golden demoman.
But here's the basic concept: Paintballer is moved from starter to intermediate for 1000 coins. and is now a tower that specializes in high attack speed splash damage.

It was difficult trying to make this work without making demoman unused forever, including golden demoman. So if you have any ideas on how to make this version better, genuinely taking responses since this is just a rough first draft and I do wanna get better at balancing towers in general.
Tower Rework Concept: Paintballer
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kinda like it
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Cool concept but a fast attacking splash tower is kinda the point of g demo and what makes it separated from reg demo
Paintballer is basically guaranteed to be a utility splash- 0
It could be something like where it unlocks a damage charge that can target and reveal hidden enemies when its done enough damage, would be useful for waves with normal and hidden enemies but pretty useless for waves with JUST hidden enemies, though paintballer needs more than just [hidden lead] or [hidden flying] because honestly so many other towers would do that job better.
I'm also REALLY refraining from making him have all detections because he'd be busted otherwise. unless I made it [Hidden flying] and made it so that the grenade that paintballer throws deals lead damage.- 0
hold up just got a better Idea
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i think a cool idea is that somewhere around a level, it should be able to shoot a hidden enemy randomly, and it can be marked—and other towers with no hd can be able to shoot it