Mafia Girl(?) Businessman Jun 24, 2014 @ 10:56am
What is wrong with the minigun nerf?
I mean, it did end up removing those annoying 'surprise heavies' at every corner. How much could be wrong with it?



  • Spinning down is now a sin. Basically, when you enter combat you spin up your minigun. You use to be able to spin down for any reason, reposistioning due to a sniper threat, jumping to surf splash damage towards the enemy, the enemy retreats and you want to actually push with your team, any reason at all. Now if you spin down your minigun your damage plummets, leaving you as just a 300 hp meatsheild with no threat. Spinning down leaves not only you, but also your team wide open for a scout to walk by, kill your medic, and still have a good chance of getting away.
  • Spinning down is only a sin because it's now a sin to stop firing. Holding fire between targets to conserve ammo? You're killing your damage like that, you know. To get the damage you once had you should fire ammo at all times while fighting, even preemptively if possible!
  • Because you cannot spin down, you are a sitting duck. Sure, you have the damage output of Mother Russia, but you cannot corner effectively at all, nor can you counter cornering. You have no means of avoiding damage, and have to rely completely on medic support to avoid being killed.
  • Yes, heavy-medic is a memetic pair. But to make heavy completely reliant on a medic only encourages pocket medics.
  • Many would argue that even before the nerf heavy was the lowest skill cap class. This change removed or heavily weaked most of the tactics heavies had, leaving only the "hug the nearest source of health+metal and never spin down" strat. Some may say this change makes it 'harder' to play heavy. It's not harder, it's streamlining the class to a meatsheild that has no ability to survive on his own, much akin to a sentry gun.

And as much as this affects stock, all of the unlocks suffer as well.

Natasha already was much weaker than stock, almost being worse than stock at killing scouts.

Huo Long now forces you to be attached to a dispenser.

Tomislav already was a joke, now what little it had is even weaker than before. Increased spinup speed? Well, you still have to wait a second before you can get your damage. Using it for ambushes? Well, you'll have to suffer from no damage ramp up for a moment while your enemy leaves your line of sight.

Brass Beast. Makes you a sitting duck for one second longer than it already did.

Now, this is not to say that heavy is dead forever, no, people will adapt. I just don't like what direction we're going in right now. The nerf is minor, to some people even more minor than the axtinguisher nerf. But it doesn't make sense.

Why can't you get ramp up from just spinning the minigun, why only from firing 24/7?

The sticky nerf, to compare, was harsh, but it made sense conceptually.

...At least to me. I don't know, this love and war update has me all messed up inside. Opinions? Are mine completely wrong? Is there something I'm missing here?

Showing 1-15 of 42 comments
< >
Sol Prime Jun 24, 2014 @ 11:08am 
I agree on it being unjustified. Like I said earlier, if "geniuses" behind balance thought this out, maybe it haad a reason. Maybe. Maybe.
Still it's bull. Instead of 1 sec firing, it should be after 1 sec of spin up, atleast spun up heavies would still be usefull. Now it is pretty horrible.
Koishi Komeiji Jun 26, 2014 @ 7:39pm 
Heavy is dead now, only F2P's who don't read patch notes or don't understand will play heavy now.

The nerf is nowhere near as crippling as stickybomb nerf, but guess what, THAT GOT REVERTED.

Minigun, did not.
a handsome heavy Jun 26, 2014 @ 7:55pm 
Originally posted by Nitori Kawashiro:
Heavy is dead now, only F2P's who don't read patch notes or don't understand will play heavy now.

The nerf is nowhere near as crippling as stickybomb nerf, but guess what, THAT GOT REVERTED.

Minigun, did not.
I still have no issues myself; guess I adapted.
wassap negr Jun 28, 2014 @ 2:02pm 
i guess you need to use shotguns now. eh
Mokizii ♡ (Banned) Jun 28, 2014 @ 2:03pm 
Originally posted by khnum_was_here:
i guess you need to use shotguns now. eh
Oh goooooooood god.
wassap negr Jun 28, 2014 @ 2:04pm 
Originally posted by Dr Potaji *xL*:
Originally posted by khnum_was_here:
i guess you need to use shotguns now. eh
Oh goooooooood god.
what. i used shotguns even before the nerf.
Mokizii ♡ (Banned) Jun 28, 2014 @ 2:05pm 
Originally posted by khnum_was_here:
Originally posted by Dr Potaji *xL*:
Oh goooooooood god.
what. i used shotguns even before the nerf.
Well you're doing it wrong.
wassap negr Jun 28, 2014 @ 2:07pm 
Originally posted by Dr Potaji *xL*:
Originally posted by khnum_was_here:
what. i used shotguns even before the nerf.
Well you're doing it wrong.
atleast i can move and gun.
Pyrophobia Jun 28, 2014 @ 2:09pm 
I honestly don't have that much of a problem. I still get a great amount of kills as heavy.
ArgonArbiter Jun 28, 2014 @ 2:10pm 
Solution:
Change damage ramp up to attack speed ramp up.
Give tomislav no ramp up.
Natascha no longer has slower spinup.
Joe Hockey (Banned) Jun 28, 2014 @ 2:16pm 
The ideal heavy is a guy who props his team up by slow advancing with his team. The ramp up prevents this strategy, how? He's still a meatshield and he still does too much sustained DPS for the other team to ignore, unlike the demoman who people pretty much laughed at during that week his stickies had to ramp up.

I think that this minigun ramp up was valves way of trying to help the less experienced heavy players. It's to discourage players from trying to go kicking down the front door in hopes of a lucky kill before been promptly crushed when the other team turns around and put him down.
Joe Hockey (Banned) Jun 28, 2014 @ 2:19pm 
Like, how has this nerf made the heavy any less effective strategically? He's going to have a harder time trying to be the one man hero of TF2 now, (not that it was easy before with his massive mobility issues) I am aware of that, but how does this affect how the class relates to the other classes on his team?
Anthan Jun 28, 2014 @ 2:21pm 
The ramp up is NOT while you're spinning, it's while you're actually firing. Spinning down is irrelevant because the second you take your finger off the trigger you have to deal with the rampup again. A scout darting in and out of cover? Laying down bursts of suppressive fire? Anything at all? The heavy's damage is 1/4ed.
wassap negr Jun 28, 2014 @ 2:32pm 
Originally posted by Anthan:
The ramp up is NOT while you're spinning, it's while you're actually firing. Spinning down is irrelevant because the second you take your finger off the trigger you have to deal with the rampup again. A scout darting in and out of cover? Laying down bursts of suppressive fire? Anything at all? The heavy's damage is 1/4ed.
1/2ed
stupendous man (Banned) Jun 28, 2014 @ 2:39pm 
@f2pkid's posts

Heavy might be a "Meatshield" but is not an effective one.

Unless you are slowly walking forward, firing, your damage is terrible at mid - long range, because you have bad accuracy and half the damage during the first entire second of firing. Plus, everytime you fire, so spin up is useless.
Showing 1-15 of 42 comments
< >
Per page: 15 30 50
Date Posted: Jun 24, 2014 @ 10:56am
Posts: 42