• TF2 General Chat and Speculation Station V13 - Heavy times
    999 replies, posted
You know that spongebob diaper meme? There's an iteration of it for only Sniper Countering Heavy. Of course, I can't find the damn thing. The last panel (huge pile of diapers outside) is "being immobile in a game based on movement." There have been a shit-ton of mechanical changes in TF2's history and most of them have hurt Heavy. The L&W damage ramp up is #1, but there's also Spy's base speed increase and the global weapon switch speed increase (does nothing for Heavy, makes it easier for every other class to KILL Heavy.) Other things that counter Heavy: The Vaccinator on Bullet resistance. The Wrangler. The Direct Hit. Any of Soldier's banners. The Loose Cannon knocking him out of position. Directing him with any of the 3 other Demo primaries. Sticky spam. Spy in general. Scouts that get the jump on him. The Bullshit Cannon UH I MEAN Dragon's Fury (though it's not as bad as it was at launch.) The Scorch Shot can knock Heavy back sufficiently for a Pyro to escape. Even the best Heavy cannot shut down an entire team like one good Sniper can, nor can he make an entire team Hate him on an open map like Scout Can. I played a bit of Landfall recently, which has a health pack ever 500 hammer units. I love the layout of that map, but I remembered why I stopped playing it: Scouts and Deadringer Spies. I got backfilled into a game. The two two players on the enemy team both had like 6 doms each. One was a hatless scout smurfing (he had no cosmetics on, but multiple comp badges in his profile) with six digits of kills on his scattergun. The other was DR/Spy-Cicle/Diamondback Spy that was on like a 22 killstreak. If Sniper was removed outright in 2018 TF2, Heavy would STILL be underpowered in the current game meta. Even with a constant pocket medic.
why is always "1v1" scenarios. in tf2 you rarely ever are in a 1v1 scenario. I admit heavy is often fucked if left alone, but thats the fucking point of the game, much like engie: groups of people combined together working towards a common goal (not even an objective) I mean yeah a Sniper can effectively shut down a team, but often is because that team is focused doing something else, either be that goal or the enemy and from the safe spot he was designed for wich is long range combat. hell, if that was the case (and hellmet might hate me for it) MVM would be nothing but 6 snipers blasting robots back and forth.
I usually lurk to begin with, however I am taking all criticism seriously.
I am not sure if you're all jumping on me specifically or just what I said, but I just brought it up because it's the first thing that popped into my mind when prompted "what if sniper can't headshot anymore". I'm not arguing for or against it.
all of these fuck up everyone else too?
spy as a heavy counter you're joking, right?
are you supposed to turn around mid fight when you're tracking the bulk of the enemy in your crosshair? cuz i would love to fight heavies that just randomly cut their dps for half a second and turn their back to me
by that logic spy counters everyone if the heavy is playing defensively (mostly in HL, to be fair, but I know Ultravod is an HL player), he has the best spychecking utility in the game, bar none. as inaccurate as the minigun is, it can eat through cloak at just about any range, and if a Heavy is focused on defending and protecting his team, there's jack-shit a Spy can do to any of them. Heavy can also deny the shit out of flankers and jumpers when played in this style, which is how I'm pretty sure he's meant to be played, and not the roaming 3v1 machine Exor treats him as.
do the other classes get slown below 140 u/s and need to flawlessly stare at foes during long seconds? aswell as the primary making enough sound to completely cover up cloak sounds? meh
Class stacking really shouldn't be used as a balance metric here, since depending on the game mode and scenario, any class can become problematic. As I said before, getting spammed out by Soldiers and Demomen is enough of a deterrent for any Heavy--or group of Heavies--sitting brazenly revved in the open for prolonged periods.
Heavy can DESTROY spies however.
WAT. In nearly 11,000 hours of TF2, I have exactly zero game frames of competitive play. I've never even played Valve's shitty comp mode. You have me confused with someone else. Highlander Heavy is such a sad existence (bodyguard to the medic and sniper) I'd rather play Roblox. Also yes, Spy is a counter to Heavy. He's one anti-spy weapon (the HLH) is utter shit. It's the worst minigun in general, and not even good at its one job (countering spies while pushing the payload). Any spy worth his salt know how to jump over the flame ring for a backstab. This is in stark contrast to the arsenal of anti-spy weapons at Sniper's disposal) (Razorback, Jarate, Shiv, even the SMG.) Heavy's huge hitbox translates to back/facestabs as well. I get facestabbed (or as spy mains call it "matadored") as Heavy more than any other class. Also, the Amby remains decent against a Heavy that's not already focusing the spy wielding it, because of his huge head hitbox. Yes, a situationally awre Heavy is good as spychecking. Particularly with the Tomislav, which is nice and quiet until it starts firing. The Family Business is also useful for this task (though basically never seen.) That doesn't make Spy any less of a counter to Heavy. Heavy has the disadvantage of being the biggest target on the battlefield, in both an actual and metaphorical sense. He draws fire from all sides, while Spy evades it.
I dont play competitive so im probably talking out of my ass but wouldnt pyro be more suited for all of that? Pyro has DoT and airblast for dealing with spies while Heavy has to cripple himself and wind up to use his gun. Miniguns having hitscan and longer range than flamethrowers is better yeah, but its not helping when you're fat and slow to avoid getting too much hits from everything else youre not focusing your hits on
we talking mid fight here. Not out of combat where anyone butchers spies for breakfast
flames hurt and reveal spy, but only in pyro's effective range. minigun spam, even long-range, can reveal and track cloaked spies better than you'd think- and in a coordinated game, pretty much ensure the spy's dead within seconds. playing with and protecting the combo, heavy can grind down spy's health more quickly than flames can + doesn't run the risk of airblasting him to safety. I'm speaking mostly of how Heavy is played in coordinated, competitive environments, where he's more of a defender than an attacker. On Koth Product, for instance, there are multiple safe places for him to station himself outside of Sniper sightlines where he can protect his entire team with a height advantage and remain vigilant for Spies and other flankers. He's actually in the "Defense" category for a reason, unlike Demoman- Heavy played defensively is the most effective he gets. In the chaos of pubs, the rules are...different, but the wisdom actually still applies. A vigilant Heavy playing defensively will usually be much more effective/less prone to dying than a Heavy playing aggressively, since that playstyle is pretty much impossible without a pocket Medic onhand.
When do I treat him as a 3v1 machine?
pretty much every time I've played with you, though I understand you aren't necessarily responsible for the perpetual double Medics on your person
CSGO just got an update adding strings for each kick reason, while TF2 still shows up a blank string when kicked since 2017.
What, the airblast as a negative to pyro? If it's such a risk to the pyro, the pyro could not just not airblast. Are pyros even trying to use airblast, to kill targets with the current airblast other than environment kills? To me it's a time buying tool because if your class offers the best or most reliable dps at close range, why would you send a spy or any other class up in the air or anywhere else to kill it, when that would delay ending its existence or possibly open you up to a trickstab depending on where you blasted. The current airblast is defense tool, yes you could airblast a spy to safety, but wouldn't the only reason you would be doing that is to prevent harm from spy in the first place such as preventing a stab by immediately moving the spy several hundred hammer units away? While the heavy would almost certainly kill the spy in that situation, he might not have been able to prevent the stab like pyro can, he never had a one button click option to send the spy away.
The song itself isn't that bad but musically and tik tok cursed it
No, it's a bad song.
Did you listen to the full one?
Yes. It's generic buttrock of the 2010's
I just found out there's a demake of TF2 on the GoldSrc engine. Link
When I was F2P back in 2011 I deleted some achievement items to make space in my backpack. Years later, I noticed I couldn't get those items back and I regretted deleting them. This was until I asked Steam Support if there was any chance I could get some of them back and I shit you not, they actually restored them all! https://files.facepunch.com/forum/upload/235948/99d64bf8-823b-4dcc-b927-71565847f6a5/20181107000513_1.jpg Now I can finally craft HHH's Axe!
I wonder if that would work for me after crafting away my Proof of Purchase and original Mann Co. Cap like 7 years ago
I'd love to get all my achievement weapons back since for the most part i tried to keep most of them, but i'd rather have then gone forever.
They won't bring back items used in crafting, only the ones you deleted.
I think it would be a fantastic testimony to 2018 if valve forgot to turn off halloween after a while
This might be harsh on the mappers, so I appologize to the makers involved... I remember so many people being disappointed that koth_slasher didn't make it into the previous two Scream Fortress updates, but after playing it a few times now that it's official, it plays like dogshit and there's two major problems that could likely easily be avoided. It runs terribly. I get 60+ fps on all other maps, even the other spammy Halloween ones, but here I'm regularly dipping into the 40s range when things get busy at mid, especially with the bosses out. I can only imagine how terribly it must run on PCs that have framerate issues on less demanding maps. Call me spoiled, but there's something seriously wring with the map's optimization when a 2014 gaming PC that can easily handle other maps can't run it smoothly. The main issue I have with the map, though, is the decision to make the underworld portal that leads to super spells available all the time. I was just in two games in a row where one team dominated mid (which can happen in KOTH pubs quite easily with Sentry nests), which means that they had exclusive access to the portal, which meant that their players pretty much kept throwing rare spell after rare spell in our faces. I think about 3 out of 4 of my deaths were from unavoidable BS stuff like Monoculi, Meteor Storm,, Balls of Lightning, etc. There was pretty much always a pack of skeletosn or two harrasing and distracting us at any moment throughout the match. I know Halloween maps are supposed to be hectic fun and you're not supposed to get mad at the unfair deaths from random shit, but come on... I really don't enjoy a one-sided KOTH maps with a 7-minute timer where the dominating team gets 24/7 access to rare spells, and I die to unfair bullshit like that all the time... The map's layout otherwise seems cool, and the slasher-inspired summer camp theme is great, but it being a laggy mess where BS rare spell deaths take up 70% of the kill feed really ruins ir for me.
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