TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
Honestly, here's some of the things I'd like to see in a Heavy update:
Move a bullet to the center of the crosshair to reward tracking and improve his mid-range capability
Allow the Heavy to switch weapons during minigun spin down so he won't have a second or so of vulnerability and can switch to a secondary or melee faster in a pinch.
A projectile based primary that changes up Heavy's usual hitscan arsenal by trading off close/mid range DPS for long range burst damage.
A melee based chainsaw primary that trades off ranged capabilities for devastating close ranged attacks that can rip through multiple targets. Primary fire to swipe (can "block" incoming damage) and lunge forward for burst damage, secondary fire to gut an enemy and latch onto them.
A primary replacement equivalent to the Demoman's shield, albeit with less range, that allows Heavy to be faster, be able to charge into his enemies, and buffs up his secondary and melee weapons. This effectively turns him into a berserker subclass that's more effective than what Demoknight has to offer and allows him to catch up to classes who would trump him with mobility.
Rework the Brass Beast into a weapon that has great fire power but not a lot of staying power. Remove the damage bonus and instead boost its rate of fire +20% to match its previous DPS, which would make it rain lead faster but drain ammo more quickly. Make the 20% resistance active on spin up regardless of health, and reduce the -50% spin up time and the movement speed penalties while deployed down to -30%. It should be more applicable as a weapon to dominate a position, but its increased ammo drain prevents you for holding it for very long unless assisted.
Rework the Huo Long Heater into something useful than a Pyro's bullet buddy. A gimmick like the gun overheating while deployed and firing, and when the meter is full it vents out the heat in a burst of flame similar to the Pyro's flamethrower, or it can be unleashed at any time by pressing the R key with a reduced duration depending on how filled the bar is, all at the cost of ammo. It can keep the little flame ring thing as a close range preventative (just make it a constant source instead of pulsing) but it still has the 15% damage penalty for the potential DPS the weapon can offer. Just keep the gun well fed because it'll literally burn through ammo.
Rework the Natascha by removing slow down and replace it with increased bullet knock back force that's dependent on damage (so he doesn't push someone into a wall past mid range). Remove the slower spin up time, and the spin up resistance should be an active 15% while deployed. Knockback is less of a pain to deal with than slow down, and allows Heavy to play defensive roles to impede certain pushes or classes like scouts, pyros, demoknights, and even invulnerable ubers. Kritz'd Natascha heavies can inflict major knockback along with major damage which can completely shut down any advances considering they aren't dead first.
Make the Buffalo Steak affect all weapons, OR offer a better speed boost and remove the damage vulnerability.
Rework the Eviction Notice into a catch up weapon that rewards the heavy with speed boost and damage bonuses on successful hits. Replace health drain with the lower Heavy's health is, the faster he'll move and swing but the less damage he'll do.
Your post is awesome, but I take issue with this one change. See, in community 6v6, the Buffalo Steak Sandvich is banned because of the speed boost. So, in my opinion, the minicrit buff should be able to be used by all weapons, but the speed boost should be removed entirely. Perhaps a speed penalty ought to be added if that is too powerful.
So, seeing how there is supposedly a "New Limited-Time Gamemode" in the works, what do you guys think it's gonna be? I'm gonna assume that it's just gonna be rd_asteroid being masked as a "brand-new gamemode".
Have the steak work like 'roids in other games:
- health but + damage resistance temporarily so that you can be a tank when you need it, but are also able to be killed when not using it.
Make a minigun that builds up rage by damaging players and when you use rage you get uber for 3~ seconds.
Would need a severe penalty to avert the age old problem of anything making Heavy good solo makes him too good with a Medic.
Phlog exists
Phlog already needs a big re-work.
thats more because a medic gives you 450 health rather than him getting uber
uber heavy isn't even that good
Heavy's innacuracy doesn't really matter at point blank against scouts. As someone with a ton of heavy experience and the ability to kill scouts that are jumping all over you, it's just down to your ability to aim and hopefully the scout not hitting a perfect 3 meatshots against your thick hitbox.
I have this tendency to download crosshairs just to go back to the default ones 2 weeks later.
I can't keep a single crosshair for a long time. I don't know, the Quake crosshairs are the ones I liked the most for having outline but I start to feel "used" to them and it stops working for me. After cycling I go back to crosshair5 cyan/green, use it for a while and repeat.
You can't kill things during the phlog uber
No but you can slaughter the entire enemy team with the kritz, which the uber doesn't give you the power to do lol
Why tho, what purpose does it serve when you could have 450 health at all times and ubers occasionally from an actual medic instead of wielding a "fuck you medic" weapon. To prove your a strong independent heavy who don't need one?
When you don't have a medic and for example want to take a sentry nest down as a heavy.
ive been playing to the idea of alt fire letting you shoot a different type of beam that does something different, maybe needing charge from the mmph meter, maybe not
In a competitive context, you'll always have a Medic. Heavy isn't really a good class for taking down nests, at least in comparison to Demoman and Soldier.
So fuck Engie? Because sentrys are balanced around that, if they are well placed, they will need an uber to be taken down. Batallions backup can work, but it also leaves the soldier using it with a big target on his back and he still can't indefinitely tank a sentry. If this 3 second is faster to charge, engie is fucked. If it's just as fast to charge as a medic uber, you should probably...just get a medic.
In competitive context the medic is least likely to be on the heavy lol.
What. Keeping Heavy at 450 health at all times is pretty imperative to being a medic, in both 6s and highlander.
I should ask my medic why am I not getting most heals in mid officials when we play then
You obviously know more than a guy who actually mains heavy in highlander
I played Medic in 6v6 and HIghlander but it's been a while so my memory might be not that great. I'm just pretty sure typical heal order is Demoman > Sniper > Heavy, with priority given to pyro, scout and soldier when they have crit heals or need a buff. Is there any like, game stats that show heals received in a given game? I remember there being things that can do stuff like that.
We play around our demo and pyro, heavy comes third.
Is it just me or does it take a while to alt-tab in/out of TF2 since the new Windows update?
It always did that to me. Sometimes the game even crashes.
Thing is before the update it'd alt-tab in/out instantly. Wonder what Windows screwed up more this time.
How about alt-fire shooting a different-colored flame that does extra damage to non-player entities (Engineer buildings mainly)? I can't really think of anything that wouldn't encroach on an already existing secondary.
After more than 5 months in development and several iterations, I finally finished a War Paint with some friends. I'm rather proud of the result
https://files.facepunch.com/forum/upload/227157/161eb63f-49cb-48d1-b83b-5b33a2ada44c/comical_main.png
even though it's well made and a nice nod, it's really just going to look like garbled noise from anywhere but at very pointblank.
Especiall that other people's skin textures are lower quality than your own weapons'.
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