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Author Topic: BABIES.  (Read 3935 times)

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Makaris

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Re: BABIES.
« Reply #20 on: March 20, 2010, 09:52:01 AM »

I like this thread.

I'm not to keen on the 'Heavy with support is good' train of thought, as often in those situations just having another Soldier would be more useful (unless the combat is really close range).  The Heavy just doesn't do enough damage under the vast majority of combat situations.

As it stands, Heavy is the most useful in situations where he can dictate how the combat will take place.  The point on Viaduct is a good example.  As long as you felt out the enemy team and come to the conclusion they aren't fielding any (or any good) snipers, a lone Heavy can hold the center point by simply hiding behind a random object or corner and attacking when the point starts getting captured.  The combat will still probably be outside the Heavy optimal range (read: point blank), but if you spin up midair you should get the drop on them and win the damage race.  Then it's simple a matter of taking cover, eating a sandvich, and your back at full and ready to defend again.

I like the idea of the TANK, as it would solve one of the major reasons why I switch off Heavy; the combat is moved to far from the spawn.  Even if having a Heavy at X location would swing the battle greatly in my team favors, often the act of getting their would be too costly time wise to bother atempting it, and I'm forced to switch if I want to remain useful.  If the TANK gets implemented correctly, then this should no longer be a problem.

In regards to which gun I use, I almost always use the Natasha unless their are other Heavy's (plural) on the field.  The simple reason being that since most combat is going to be outside my standard kill-range, I can still offer my team considerable support by slowing the enemy down.  Also, in those situations where I am called on to kill a target at longer range, the Natasha often will deal more damage because it allows you more time for more bullets to connect.  Where a fleeing medic might escape from the minigun without taking so much as a glancing blow, against the Natasha you might be able to shave off a handful more HP.

The best fix-list I can think of for the Heavy would be simply.

- Lower the damage fall off considerable and slightly tighten the bullet spread, especially on the standard minigun.  The Heavy should still be no threat at long range, but at medium range his damage should at least count for something.
- Remove the spin-down.  It is a pointless limitation and causes more harm than one might think!
- Implement TANK or GRU or whatever means to get the Heavy's ass from spawn to the battle in the shortest amount of time that would be balanced.

I don't know if those three things would be enough to make the Heavy as useful as the classes that are played at high level, but he would certainly see much more use all around regardless!
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Mongrel

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Re: BABIES.
« Reply #21 on: March 20, 2010, 10:17:23 AM »

One of the things to keep in mind is that heavy + medic is already pretty godly. So any boosts to the Heavy have to be kinda careful not to make that too hideous.
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Makaris

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Re: BABIES.
« Reply #22 on: March 20, 2010, 11:19:34 AM »

well yeah, it is really good in certain situations.  Especially in large uncoordinated pub games, but I feel that as competency ramps up, the use of Heavy/Medic dwindles down to 'that's cute' territory.
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Bongo Bill

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Re: BABIES.
« Reply #23 on: March 20, 2010, 12:55:08 PM »

Natascha is so useful because it takes away the only thing that the enemy can do better than a Heavy: move. It turns it into a straight-up damage fight, which is, surprisingly, something a Heavy can still usually win.

Alternate Heavy primary: harpoon. Primary fire to toss it; primary fire again to pull the cord back and retrieve it, along with the ragdolls of any enemies it killed. Alt-fire after embedding it in a wall to travel quickly along the cable like a zipline.
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yyler

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Re: BABIES.
« Reply #24 on: March 20, 2010, 12:59:44 PM »

I would use the harpoon
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Zach

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Re: BABIES.
« Reply #25 on: March 20, 2010, 01:38:09 PM »

I would use nothing but the harpoon.

Taunt quotes:

"Split lungs with blood and thunder!"
"Come back, little cabbages!"
"Get over here, babies!"

Ubercharged taunt quote:

"From Hell's heart we stab; for hate's sake we RRRARGH!"
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François

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Re: BABIES.
« Reply #26 on: March 20, 2010, 02:32:08 PM »

In games with large/full teams, the Heavy's high HP is almost meaningless. Therefore:

Shotgun replacement: Sandvichgrad
Must be eaten like the sandvich, but twice as fast. All damage you take is reduced by (5*(N-1))%, where N equals the number of enemy team members who have line of sight with you (whether they're actually looking at you or not). Lasts 30 seconds or until N < 1, whichever comes first (with a minimum duration of 5 seconds so you can use it preemptively). For the duration of the effect you can't pick up medpacks and mediguns can't target you.

EDIT: It's a raw potato in between two slices of bread. The heavy sighs, opens wide, tosses the whole thing in his mouth, and swallows with a loud gulp. "TASTES LIKE VICTORY!"
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JDigital

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Re: BABIES.
« Reply #27 on: March 20, 2010, 06:24:30 PM »

If the Heavy is unpopular because he's slow, why is the slow Soldier the most popular class?
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Makaris

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Re: BABIES.
« Reply #28 on: March 20, 2010, 08:12:29 PM »

because he's not really slow. 
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Smiler

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Re: BABIES.
« Reply #29 on: March 20, 2010, 08:23:31 PM »

Soldier can instakill groups of people.
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JDigital

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Re: BABIES.
« Reply #30 on: March 20, 2010, 08:34:05 PM »

crockets such bs
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Bongo Bill

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Re: BABIES.
« Reply #31 on: March 20, 2010, 09:50:40 PM »

Soldier, slow? You need to rocket-jump more.
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Doom

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Re: BABIES.
« Reply #32 on: March 21, 2010, 04:24:08 AM »

Soldier's walk-speed is not as slow as the Heavy's and he doesn't have the whole minigun-firing-waddle.

Also the bullshit fucking Equalizer lets you just rocket away from the front to grab health instead of standing ram-rod straight for 4 seconds to eat a Sandvich.

Heavy rules, Haters Gonna Hate.
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