Heavy Achievement Pack Next confirmed by Valve

The only new thing I can bring to the discussion (and would greatly help the survivability of the heavy) would be a "Witch Doctor Curse". When invoked, would shrink the size of the heavy's head by 500%. That should help him to survive a little longer with all those snipers out there. Just thinking about heavies with little tiny heads makes me chuckle... =)

-Groo
 
Heavies also should be able to outdamage an engineer repairing his gun.

They can, if they're close enough. The problem with most uber-heavies is that they just barely get into range before firing, and thus a lot of the spread is missing the SG. A good uber heavy pair will have the medic pushing up to take fire so both can get close and actually put some hurt on the SG.
 
Your correct Adilor. Most heavies just run in there and fire at the sentry hoping to take it out, but if you're a smart heavy you would have the medic go first to take the fire enabling you to get closer to it. Which increases your chance of destroying the sentry.
 
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.
Perhaps a short, straight, speed burst that helps you get into position for firing more quickly. I havne't played too much heavy yet and the biggest difficulty I have is knowing when to stop running and unload, or, when to keep running to close in on the target. if you don't get it right, you're almost a sitting duck
 
A heavy update means 8 heavies on a team....plus the medics to assist....*drool* Sounds like a good time to rebuild my spy rating after the friggin pyro update.
 
Major major brain storming here. My brother (Meatwheels) who plays Heavy more than me and I, think that these ideas are absolute gold. These turn heavies into a room clearing scourge and increase effectiveness against snipers and sentries without seriously compromising the other classes. So before I start blattering about useless stuff, here are my ideas for heavy weapons.

Lead Curtain: The MG looses the ability to crit and fires a little bit slower however it now has a special secondary function, the lead curtain. When activated, a small shield forms around the heavy that reduces all incoming damage by a significant amount and starts to charge a meter like the medigun. This is activated by spinning the barrel for a few seconds. If the heavy starts shooting, he loses the shield. The shield allows the heavy to absorb large volumes of incoming fire and effectively stall incoming enemies. Now the real kicker is when the MG is fully charged from received damage. You can use that damage to spew most of your ammo instantly at your opponents, in a kind of almost laser like stream of accurate crit fire that can obliterate rooms full of enemies for a few seconds. A "lead curtain" of bullets would erupt from the heavies gun, wiping out enemies of weaker health faster than a sentry. This encourages heavies being in the front of a offensive, soaking fire for weaker classes and wiping out the crowds that build up in contested zones. The shield will also allow heavies to survive sniper fire by having the shield mitigate some of the hs damage, though not enough to just forget about it. Also your curtain's charge doesn't go as fast when you are being healed by a medic. Skilled heavies will be able to repeatedly survive engagements to build up their curtain's charge and to force enemies back from key locations with the curtains "rain".

Balkan Powderkeg: The Balkan Powderkeg is the heavies way to suppress snipers and maybe sentries so that it is easier to take them on. The Powderkeg is like a very large black powder pistol that shoots one large flak charge, doing moderate damage, small splash damage and having a small cloud of inky smoke hover on the battlefield for about 2-3 seconds. This doesn't bother other classes that much but it will be hard for the sniper to shoot through the smog accurately. This will be enough time hopefully for the heavy to set up beyond the sight of the sniper. Also the smoke could delay the activation of the sentry guns by a second so that sentries start shooting a second later than usual. The sentry component however I'm not sure about. I'm guessing 3 shots and, like the pryo's flaregun, is disaccurate over longer distances.

Muggers: I'm much more simple on the brass knuckles, since that is what everyone wants. It does a little more damage but it has the added bonus of stealing ammo from enemies it hits. In a large fight, if the heavy needs ammo, all that is needed is to punch a few foes and you are back in the fight. This "mugging" ability however I'm unsure about.

This was REALLY longer. I apologize if some didn't read all of it.
 
I wish you had an option of slower more accurate minigun much like miniguns in other games....

fast shell out but loads of shells at an ungodly rate, but it would be very inaccurate (like current gun)

but a slower right click would give you the option to better aim your shots for longer mid range hits.

he should move quicker if he isnt carrying around his huge arse minigun (ie brass knuckles weliding)
 
yes! good times!!! WHO TOUCHED SASHA??? WHO TOUCHED MY GUN?? sorry, heavy sequence there :P
 
The only new thing I can bring to the discussion (and would greatly help the survivability of the heavy) would be a "Witch Doctor Curse". When invoked, would shrink the size of the heavy's head by 500%. That should help him to survive a little longer with all those snipers out there. Just thinking about heavies with little tiny heads makes me chuckle... =)

-Groo

Lol Groo...You're right, they will need it with me out there ;) along with all our other 2fort snipers. Headshot heaven!
 
The only new thing I can bring to the discussion (and would greatly help the survivability of the heavy) would be a "Witch Doctor Curse". When invoked, would shrink the size of the heavy's head by 500%. That should help him to survive a little longer with all those snipers out there. Just thinking about heavies with little tiny heads makes me chuckle... =)

-Groo

You make me laugh - funny idea Groo :D

All I can wish for in a Heavy Upgrade is increased range (Heavy is only good for short distance) - I dunno, maybe the Heavy Uprade unlocks Sasha's older, beefier sister gun and it shoots farther w/accuracy? :rolleyes:
 
Heavy needs a secondary distance weapon and a primary weapon that gives more mobility
 
Rumor: Team Fortress 2 Spy update details leaked (10 days ago) ..... His shotgun replacement could be a shield, protects him from the front.

I got that from google, but I don't think it's genuine.
 
This just in, the 3rd unlockable achievement for the heavy: Slim Fast! Behold, a cure for his obesity, allowing him to be slightly faster for the mere cost of 50hp.

Ah fattys... the most easily headshotted of all.
 
Rumor: Team Fortress 2 Spy update details leaked (10 days ago) ..... His shotgun replacement could be a shield, protects him from the front.

I got that from google, but I don't think it's genuine.

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.
 
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.

Yeah well ill still be raking in the assists.....

BATTLE MEDIC FOr LYFE !!
 
im gona get battin wih scout wen tht comes out funy how much they miss wen u run round em or even land on em
 

Latest posts

Back
Top