TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
We don't need to make any classes overpowered. But because of Heavy's lack of counterplay against any skilled Sniper or Demoman, I think, at least, these 5 modest changes should be implemented. I wrote them 5 months ago. Unlock changes are a more complicated issue, so I will not include them here.
- - HEAVY - -
- CORE CLASS CHANGES -
1. Allow Heavy to switch weapons while spinning down. This would allow Heavy, if he needs burst damage , to get to his Shotgun fast enough to not be killed as is the case currently. It would also allow him to reach his Sandvich faster, allowing him to heal the Medic quicker.
2. Allow Heavy to do a little jump while revved. This jump is slightly shorter than the jump Heavy can do while he isn't revved. This would allow Heavy to dodge things that he couldn't before, or at least take less damage from, like rockets, stickybombs, pipes, and Sniper fire.
3. Increase Heavy's base movement speed from 77% to 80%. This would match his movement speed to that of the Soldier, still making Heavy the slowest class in the game, thanks to Soldier's incredible mobility with the Rocket Jump.
4. Increase Heavy's speed-while-revved from 37% to 50%. This would allow Heavy to be more in control of what hurts him from a distance, making Heavy's current situation of "living sentry" less the case.
5. Add a single bullet to the Heavy's Minigun spread, and make it shoot straight down the middle of the crosshair. This will give Heavy more consistency to his damage output.
None of these changes make him overpowered, simply less vulnerable and more consistent. The Heavy, after these changes, is significantly more in control of the damage he takes.
1. Allow Heavy to switch weapons while spinning down. This would allow Heavy, if he needs burst damage , to get to his Shotgun fast enough to not be killed as is the case currently. It would also allow him to reach his Sandvich faster, allowing him to heal the Medic quicker.
Stopped reading at this.
I don't think that in itself is such a horrible idea, heavy's not going to become an unstoppable force just because he can disengage more easily.
Everything he listed makes heavy overpowered as fuck.
Aside from the Lunchboxes, what exactly do you see as the issue? If he's hotswapping to a shotgun, it's a heavy with a shotgun, if he wants to whip out the minigun again he'd have to switch to it and then spin it up to be at optimal damage output.
Heavy's got 2 primary issues on both ends of the spectrum.
He lacks the mobility to really adapt to changes in the battlefield. So much so that it can be more worth holding his ground to die and maybe take out a few stragglers in the process than it would be to swap weapons and attempt to flee. In the midst of combat, Heavy's options are pretty limited to strafing and choosing who to track. Anything else really requires that he disengage due to how slow he is.
It's far too easy to be Heavy. Specifically en mass. The simple act of existing is enough to make for steamrolls. This is predominantly a pub problem, but the concept also applies to other power classes overlapping to offset their apparent weaknesses and ineffective ranges. There's not much anyone other than Sniper can do about 5 heavies, it's just too much health to slice through and too much damage to risk approaching.
I've posed this exact change years ago, but with the specific clause that lunchboxes do not benefit from such a switch speed buff. Same goes for the crosshair-centered bullet under the pretense that the individual bullet damage be lowered to compensate (maybe even nerfed if his midrange damage output becomes too high as a result).
I've also posed that his movement speed stay the same, but offered that his movement speed while spun up but not firing be increased to pose a decision between firing bullets and actually strafing to give his combat more depth.
Flat-out movement buffs aren't the way to go about balancing combat classes, that sort of change influences a lot of moving parts. At least when the Spy's movement speed was buffed it was specifically for a class that is a support/assassin, and a lot of the time that movement benefit never manifests due to the way disguises slow him down. If anything it was a buff to cloaked movement rather than a buff to gunspy (although it did affect that).
Could you go into detail over how that would be the case?
At what point of spinning down would you be able to switch? being able to immediately holster when you release the mouse button seems too quick; maybe have spin down be only 25% as long as it is now?
Im probably wrong though and instant switch isnt actually bad.
If you could instantly switch your weapon while spinning your minigun that would make a medic/heavy combo basically unkillable. There's a reason why Heavy can't switch weapons while he's spinning his minigun.
All of his options after switching have worse damage output. So how exactly does that make him unstoppable?
when did this happen? recently??
Their blog post is from today so it was probably recent.
There's still deploy time for Shotgun/Sandwich
Is this gonna be a promo map for the new Valve game In The Valley of Gods? ;)
Yo people, I've decided to grab all the fixes of lighting for cosmetics and weapons you guys can throw me (.vmts and etc) and send them to Valve (usually Valve fixes something if they're handed the fix). First, I would need some files. So if you have a fixed Scattergun .vmt, or improved Dragon's Fury textures, make sure to throw me them. Valve does respond to my bug reports and fixes them.
Pinging some people I know that have some files: @nonhuman @Snowshoe
giving him faster rev-walking is dumb as hell. it's already too fast.
it doesn't increase skill, it lowers it.
How is heavy's current rev-walk too fast? I agree bumping it up to 50 percent is a stupid idea, but so is making it even slower. He's already a sitting duck when revved up - are you arguing he should be completely stationary or something?
I wish they added more Collector kits, cleaning up some items from the game Is a nice idea.
Why is it too fast? Anything with the tiniest amount of skill can hit him at the moment. Most people with the tiniest amount of skill could beat an Engineer that only uses their shotgun. Half that speed would be even easier to deal with.
you aren't supposed to dodge when reved. that's the point of careful deployments.
if you don't understand why heavy being able to literally walk through entire rooms deployed at a fast pace is a problem then you're just gonna create more issues. We're looking to make heavy less brainless, not the other way around.
Half Engineer's speed is not fast.
I'm sure Heavy would be very fun to play if every minigun was brass beast movement speed.
I'm being sarcastic obviously.
@agrastiOs here's a Dragon's Fury .vmt, don't know where to put it in the custom folder to test it though, or if I would notice much difference due to using Mastercom's config.
Also here's an improved DF gamebanana skin
https://files.gamebanana.com/img/ss/srends/59f5625741a00.jpg
are we playing the same game? That puts giant robots to shame, and they aren't that slow at all. We're talking about a player ready to shoot his minigun here, not undeployed.
Most giant robots have significantly more firepower than 1 Heavy.
No, I am not talking about firepower. Giants are an excellent reference to class speed, as they are (stock) x 0.5 which is exactly what your suggestion is about. I used this analogy to give it another perspective, but that might have been a mistake.
It was completely a mistake, Giant robots from a PVE mode have no relation to actual PVP balance.
I don't understand the point. Giants aren't fast.
yeah they are though? Relative to their ability they move very fast.
same as the heavy and his minigun.
Giants have much greater dps than Heavy.
Giants are also much dumber than competent heavy
Sorry, you need to Log In to post a reply to this thread.