• TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
    8,672 replies, posted
To think I had intended the speed reference to be something that would make it easier for people to picture in their mind. I'll know better about the audience next time. but yes go ahead let's make deployed heavies move at 150 units second. It's not like we're going to miss jump rev after all. w+m1 is the future.
Passive-aggressive condescension is duly noted and your argument is bad, so get over it.
what exactly is bad? His speed suggestions would just make heavy a parody of JI pyro. It's too much power. I love heavy and don't want him ruined like so many things.
Curious what exectly Heavy will get if he does get a pack, he already got a new food item in JI.
You can't see any argument or suggestion and respond with "well, then it'd just be like XYZ, so it's bad!". That's not how discussions work. I can agree that the problem is not Heavy's speed, but just shutting down the rev speed suggestion does nothing to actually encourage discussion. Also, again, you were needlessly condescending.
nothing wrong with comparisons, like at all. It helps alot especially with theorycrafting. also are you related to Johnny Joe by any chance?
I would rather see Valve buff or rework the Dalokohs Bar and Buffalo Steak Sandvich and give us something new and interesting for his secondary than another food item.
JI Pyro was horrible because you could use the Flamethrower without aiming at all. Increasing Heavy's while-revved movement speed by 13% (base) isn't going to make him as braindead as JI Pyro, it certainly won't ruin him, and it certainly won't make him overpowered.
This clearly. https://i.gyazo.com/df7d29b93aabce0e6c09b38f0e55044e.png Heavy Knight subclass, here we come.
Thought of a BSS buff that could actually get it unbanned in comp, simply increase the time the affect is active. It would mean Heavy would get to the mid fight faster in comp, but couldn't do anything, except tank damage I guess.
talk about the least favorite changes i remember the old old rescue ranger + wrangler combo where you could tank an ubered heavy right in front of your sentry thats fucked up
You guys are having a slap fight over charity and Heavy nerfs, and I'm just here playing with my own bodily fluids. https://www.youtube.com/watch?v=BeCEx5ZDrQU
Are the jarate jars warm canonically?
Before buffing anything, how about we fix buggy and forgotten weapons like the Scottish Resistance first? https://files.facepunch.com/forum/upload/1823/12d28ec4-3b05-431a-8966-348bc37fbe3c/ScoResBug.mp4 This video showcases two bugs: ScoRes stickies will not glow unless the Demoman is inside the visleaf the stickies are in. In this video, visleaves are represented through chunks of red-lined boxes ("mat_leafvis 3" in the Developer Console) - if the stickies aren't in the same visleaf the player is in, they don't render because the game doesn't think you can see them just like any other entity... which defeats the purpose of them glowing so you can see them through walls. In-game, exceptions to this are made to various glowing entities, like the payload, and allied players for a few seconds after spawning, but this does not apply to stickies and hinders the weapon as a result. If the player loses direct line of sight of a ScoRes sticky, then their glow won't be updated to account for their detonability status under the player's crosshair (red means the sticky can be detonated, white otherwise). I've sent an email to the TF Team about them. I hold a belief that weapons should first be fixed and then patch any and all inconsistencies before moving to the big meat that is balancing, else, you get a lot of instances of good bad bugs like the Gunslinger's crit-storage being removed even though it was around for the longest time. Hopefully, by sending this kind of feedback, we can make Team Fortress 2 less buggy, fun to play and make more weapons more viable by just having them fixed, redeeming them as a result. And if patching everything doesn't help the weapons, then balancing will. But let's tackle everything in order so we don't get ourselves confused.
Personally, I feel that if they just straight buffs heavy without addressing how straight forward and basic he's game play is they'll just create another situation like Pyro was after the JI update. Heavy's general play is just moving to a possition that benefits him, finding the enemy, holding m1 and keeping the crosshair over the target. He never has to worry about reloading his weapon and as long as he kills targets he'll be rewarded up to 100 of his bullets per kill, making ammo management rather easy for him. Back when the Tomislav was first introduced this situation actually happened that games were starting to be won by the team that tossed out more Tomislav / Sandvich / GRU. I just don't see them buffing him up without making some changes to the class that increase how much effort or skill is required get said kills. If they do he's just going to get complaints up the ass by everyone just like the Pyro got during JI before the Blue Moon update.
Yeah I think a new primary that takes away Heavy's minigun and gives the fat scout play style more viability would be great.
Something that would be good is that the scoreboard changes size based on the max player number. Normal for 24, smaller for 18 and 12.
I think it'd be neat to see Heavy get a high-damage single fire projectile primary like Pyro did, just for the sake of variety.
A spy play in slow motion. https://files.facepunch.com/forum/upload/239208/76158461-0b7d-4d3d-bdcd-e50fee2f2312/2018-04-22 12-03-23.mp4
The only alternate Heavy primary I see him needing in his current state is a shield ala Reinhardt, but more FPS-balanced instead of MOBA like how Overwatch is designed (damage reduction ala Demo's shields, maybe coudl be broken? slows down Heavy's MS when equipped, can use a Shotgun secondary while equipped). It would offer a unique secondary playstyle that could easily hold over most Heavy players for a while. Also, rebalance his melees so they actually have use outside the FOS and I guess GRU.
Always wanted Heavy to have a slow-firing hitscan cannon that explodes on hit.
give heavy a lightning gun like from quake
I can feel your panic and relief as it plays out. Also, stop using RTR. Unrelated note, I've watched Agent Gunn so many times and i literally can't find a single problem I have with it. It is easily as quality as any of the SFMs Valve have made, if not moreso with the excellent way it handles water and the such in SFM. Agent Gunn is peak SFM, and nails the Adult Pixar vibe like nothing I've seen since the Meet The Team Shorts/Expiration Date. I've always thought that Valve needs to hire more community talent, but Agent Gunn has be completely convinced: this team needs to be hired and put to work on official SFM content yesterday. There is not a single frame of Agent Gunn that isn't oozing with talent and polish, and the people who worked on it deserve to be handsomely rewarded.
agent gunn had its issues, but they were mostly related to time constraints.
Yeah, the most impressive part is how they managed to crank it out in a month or so.
They did Agent Gunn in a fucking month? That's completely insane. Imagine their output if they were hired as full-time animators...
Not to mention with a hopefully decent budget and access to Valve's resources, which includes the actual VA's.
See at first I thought that idea was completely stupid because in game heavy is fighting against people with guns instead of dogs, but then I remembered that chain link fences are completely bulletproof in TF2. He would be unstoppable.
How does that raffle thing work?
I have this Golden Wrench fix I made for Hell-Met some time ago: gold_wrench It fixes it being a blinding neon yellow with HDR on, and looking too dull with it off. I also included fixes for it not showing overlay tint effects for minicrits, crits and jarate. https://i.imgur.com/pSV44gs.png I don't even know if any of the remaining Golden Wrench owners still play, but it can't hurt to fix it anyway.
Sorry, you need to Log In to post a reply to this thread.