Heavy Achievement Pack Next confirmed by Valve

Halifax

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So the Heavy Pack is next, valve made a post about in the official TF2 blog, which you can read here http://www.teamfortress.com/post.php?id=1670

What I like about the post is how open they are about what they want to get from the update pack, and how they invite players to come up with ideas for what the alternative weapons could be. In particular, they list strengths, weaknesses, and tactical considerations a good heavy makes, which is helpful for a non-heavy player like me to get an of the direction valve wants to go in.

Personally I'd like to see some sort of riot shield or something for the heavy to lug around instead of a shotgun. Makes his entire frontside invincible, good for demomen to shoot over or pyros to hide behind him until they are in range. What kind of weapons would you like to see, or what are your thoughts on the heavy getting picked next?
 
Nice find. Judging by the sounds, I'd hope for Brass Knuckles.

However, an idea I saw earlier was to totally eliminate the moving while shooting, and give the heavy sort of a "Suction" feature, where nearby weapons, ammo, and health would pour into the gun.
 
Out of all the classes I wanted heavy to be next, as well as soldier, heavy needs it more though.
 
i'd love to see heavy's lug around a gun that makes them stop when firing but the gun hits like a mac truck, fires at a relatively similar rate as the current MG and has the range/accuracy of the sniper rifle. That'd be amazing. wouldn't ever happen, but would be amazing if the heavies could increase their effective range.
 
I feel aliiiive!
Come sing with me!
I am very happy! :D

I know Ivo and Jehuty will be delighted.
 
WAHOO! I can't wait to see what they/we come up with. I think a minigun with more knockback but less damage would be a good idea. Either way Heavy is my fav I am STOKED
 
A game with 7-8 heavies per team should be.... interesting. I wish they did a co-release with another class though. I did not have a good time on both the pyro and medic release days. Well, I guess this should improve my heavy's play time from a meager 1 hour to much more lol.
 
OMGOMGOMG i rele dunno what they cud use for the minigun SASHA(if u watch meet the heavy vid) u cant outsmart bullet.
 
Co-Release

I agree with anyone that hopes for a co-release. The single releases have not worked out at all IMO.

Maybe:

Heavy/Engie

Scout/Spy/Sniper

Demo/Soldier

Or reverse Engie and Spy.

As for the weapons unlocks, I'd like to see a minigun with less spread and a slower rate of fire. Heavies just get eaten alive in tunnels or on bridges sometimes.
 
I have some thoughts on heavy weapons, here are the ones I Think would be nice

"Natasha" A prototype light weight minigun that holds more ammo but does alot less damage.

For a secondary gun I'm thinking something big, no puny weapon would be good enough for the heavy so some sort of gigantic cartoony looking pistol/shotgun type weapon like the good Samaritan or Big Baby from hell boy that has limited ammo but has a huge "punch" to it

And I cant think of anything for melee besides brass knuckles +X chance to crit
 
Hmm main problems are lack of speed, inability to survive without a medic, way too sniper friendly

I would like some kind of speed burst, perhaps something you can build up much like a medic gun one of the biggest problems is the lack or manoeuvrability, I would like a special deflector hard hat to help lessen the problem with snipers or maybe some kind of invulnerability shield as before suggested by valve, fists of steel coupled with the added strength to actually rip apart things including sentries with his bare hands :)

The heavy has been the most outclassed character and its time he was more of a force to be reckoned with !
 
kiss me! I mentioned in an earlier forum that sasha should have a faster firing gun with less ammo. Brass knuckles sounds really cool, I'd like to know what they're capable of, maybe instant 100% crit against buildings?? Valve can go anywhere with this
 
your right, i can see each team having plenty of snipers the day this heavy achievment comes out
 
Heavy needs something to make them less vulnerable to sniper shots. I know when I'm sniping, I live for a heavy to come along and start up his gun. Just makes them seem like a huge target. Shield idea would be interesting. I've often felt bad for the heavies I've dropped in a single shot due to not being elusive.

Heavies also should be able to outdamage an engineer repairing his gun.
 
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As awesome as a speed burst for the heavy would be, I fear it's not going to happen. As quoted from the Blog.

"It shouldn't significantly change the Heavy's role, relative to other classes. In particular, it shouldn't significantly encroach on another class's role."

So if they were to implement this feature, I think it would encroach on the Scout.
 
brass knuckles
portable cannon
double barrel shotgun

brass knuckles- slower, more powerful
porable cannon- slower, more powerful, increases your speed a bit, crits when shot into a wave of enemies
double barrel shotgun- faster, more clips, less damage, but gains critical attacks when ubered
 
I would say:

Vampric minigun: Make it heavier and increase the time needed to take it out but allow it to steal health from enemies similar to that medic weapon. However, when being healed by a medic it won't steal health. Also, maybe, the chances for crits could be increased after stealing a certain amount of health. Or, another cool idea could be: a medic's ubercharge charges faster if he is healing a heavy that is inflicting damage with this vampric gun. While being healed by a medic, the gun would charge a medic's ubercharge faster instead of getting even more health from enemies. This would make a heavy more effective and make medics cling to heavies more. While the goal of the update is to make heavies more viable without a medic, attracting medics this way could increase the overall effectiveness of the heavy.

Brass Knuckles: I have two ideas for this:
1. Crits against anyone that is being healed. This can make the heavy more powerful against medics paired with other classes. Usually, a heavy can have trouble fighting a medic paried with another class. However, if the heavy is being healed, then the brass knuckles should act just as normal fists. The heavy this way can be more independent.
2. Decrease the duration of an enemy uber. While most classes would run away from ubers, heavies would be able to run towards the ubers. Also, depending on the situation, a single uber could potentially change the tide of a game. This could help counter that.

A shotgun that shoots electrical charges: This does more damage to sentries. A common problem with heavies is being owned by sentry guns at a distance since the minigun works best at close range. This shotgun should have a smaller clip though to balance this.

I think it is important that the heavy is more independent. Heavies rely on medics too much, and I think that these potential unlocks would increase the overall effectiveness of the heavy.
 
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This should be fun, but would anyone really want to swap out the comedy value that is the fist?
 

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