Heavy Achievement Pack Next confirmed by Valve

If that's what I think it is, it's either the hoax image of the Spy update that was filled with grammatical errors, had a phony 'Meet the Medic' picture (in-game, not HD from video), and said the weapons were a Tranquilizer Gun, Garret(?), and an unremovable sapper that did no damage and lasted a long time. Two of those weren't feasable IMO. That or you mean that YouTube video someone posted? It was a Rick Roll then at the end had a phony "Tranquilizer Gun Unlocked!" screen at the end.

Well at any rate, the day the Heavy update is released, there will be 8 heavies on each team with the rest being filled by Spies/Snipers killing those heavies. I'm no good with Heavies so I have no idea what they'll get. Probably won't be something that boosts speed or a shield though. Valve stated they wanted to make Heavies less Medic reliant but not more potent with them. So any unlocks they get will have to have some unattractive factor that won't be the prime Medic buddy choice.

Uhh, no, I just typed into google "heavy update TF2" then copy and pasted the text from the first box :P. Hope that clears things up for you.
 
I really hope it will be something unique and fun to play. Maybe itll be a gun that increases his health even more but either has a slow rate of fire or lower damage. the secondary weapon should be like a uzi or something similar. The melee should be something like brass knuckles and they will do crits 100% of the time when not being healed by a medic or have that bonus heal from the medics
 
I reckon sniper will havr to be coming up, as realistically there's about 2 snipers on a match at a time, meaning his overall play record must be low.
 
I'm sad that they are not doing the spy next. I mean the medic and pyro buffs hurt the spy out of anyone else. Plus he's all bugged up right now.
 
This is how I figure the line-up will be:

  1. Medic
  2. Pyro
  3. Heavy
  4. Spy
  5. Scout
  6. Engineer
  7. Sniper
  8. Soldier
  9. Demoman

Why? The least played classes (statistically) are Spy, Scout, and Heavy. So those should be priority. The Sniper, Soldier, and Demo are played enough so they they don't necessarily need attention. I find 3+ Snipers, Soldiers, and Demos on my team on a regular basis (just for frag obsessed players). Also, I'm assuming Valve is following a pattern of sorts. Medic (Support)-->Pyro (Offense)-->Heavy (Defense).

Now it's unlikely that is true and it may be coincidence, but this line-up follows that and points attention to the underplayed classes. Heavy is hard to play without a Medic. Spy is increasingly more difficult because it relies on the enemy making mistakes. When they learn from mistakes, Spies lose power. Besides, they're a more challenging class. Scout is shut-down by SG's and is a skillful twitch class that doesn't necessarily NEED unlocks, but it wouldn't hurt to add them and create interest in the underplayed class. And Engineer is really only played by the few that love the class and the others that are forced to for the team's sake.

With that said. I want Spy/Scout soon. I love those classes so much.
 
heavys main gun

i have two personal ideas for the heavy's new main weapon.;)

the first (and with each passing minute the lesser liked of the two imo) is a smaller version of sasha .. spin up is faster his speed is slightly faster the gun has a larger clip by 50 - 100 but shoots smaller caliber bullets (less knockback and damage) but has a smaller spray area so he has increased range due to increased accuracy. im not sure if current heavys can jump with their weapon spinning but i think they should be able to with this weapon due to decreased weight. this would make the heavy a more viable solo class as it wouldnt be as much of a target:D

weapon idea 2 is still a work in progress but i think the heavy could carry a larger weapon with 3 barrels in a row 4 barrels in a square or 6 barrels in 2 rows of 3 .. this would eliminate spin up and down time but decrease the heavy's overall speed. possible higher rate of fire and weapon damage increase or decrease depending on how this thing is designed. because of the even slower rate of movement a meager increase of hp(25 ish) ... alot of testing would be required on this idea to see how everything would change and the different possibilities are pretty endless(more or less):confused:

i got the base idea for this from the metal storm guns(In particular the adws) .. if you dont know what those are metal storm has designed a gun that can shoot 1 million rounds per minute:eek: and theres plenty of demonstration videos of it on youtube as well as other metal storm designed weapons.

of course the heavy gun im thinkin of doesnt need to shoot any faster than the current minigun but my main thought process was to eliminate the speed drop from having to get your weapon spinning and keep the speed constant .. the heavy is still the slow tank he was before but now he will need to rely on teles more than before to get to the front line but he'd be faster when shooting his weapon ... my 2?
 
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Completely off-the-wall idea:

Assuming the heavy will get a firepower upgrade for a primary weapon, what about scrapping firepower for the secondary weapon?

Would giving the heavy a healthpack with X amount of charges that heal Y health every life as a secondary weapon alternative be such a bad idea? Or, make it increase the max health of the heavy temporarily (no stacking with medic bonuses for class balance)?
Just looking at the firepower vs. survivability paradigm that every Heavy has to think about.
 
Best. Idea. Ever.

As long as I get my BOXING GLOVES I'm happy. I don't get it, why does everyone want brass knuckles? They are boring and, in my opinion, BOXING GLOVES suit the Heavy well.
Think about it... Two Heavies punching the crap out of each other with BOXING GLOVES! :D

-Calle
 
boxing gloves will turn him into a woossy, he needs fists, bare knuckles, he needs to get brutal and downright dirty !
 
agreed ... boxing gloves would lessen the impact of the punch therefore making it less useful and it would slow his attack. a double negative...unless the boxing gloves were loaded with horseshoes and other goodies like in the old cartoons ;)
 
I think the weapon should increase the uber charge of an allied medic every time it hits an enemy
 
I think the weapon should increase the uber charge of an allied medic every time it hits an enemy

valve doesnt want to increase the effectiveness of the two working together. but they do want to increase the effectiveness of the heavy without a medic.
 

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