With numerous weapon unlocks being added to the game over the many years it has been active, new players are always baffled when they see an experienced enemy use a weapon they don't own. My suggestion to solve this issue would be to map achievements and their rewards as contracts, seeing as typical modern players would rarely (if, at all) ever check out the achievement page in the first place.
Overall, the contracker system seems like a wonderful addition to the game, but with how underused it is, It gets easily buried in the midst of tf2's complexities.
As a half digested thought, replacing the broken tutorial system with introductory contracts (which is essentially what most achievements are) could make the tf2 learning curve less steep, by gamifying objectives.
With numerous weapon unlocks being added to the game over the many years it has been active, new players are always baffled when they see an experienced enemy use a weapon they don't own. My suggestion to solve this issue would be to map achievements and their rewards as contracts, seeing as typical modern players would rarely (if, at all) ever check out the achievement page in the first place.
Overall, the contracker system seems like a wonderful addition to the game, but with how underused it is, It gets easily buried in the midst of tf2's complexities.
As a half digested thought, replacing the broken tutorial system with introductory contracts (which is essentially what most achievements are) could make the tf2 learning curve less steep, by gamifying objectives.