Team Fortress 2
Geebanger0 Aug 8, 2024 @ 1:19am
Why is heavy the only class without an effective means of regenerating health during a fight?
Scout has mad milk and the candy cane

Soldier has the black box, zatoichi and concheror

Pyro has the powerjack and back scratcher

Demoman has the eyelander and zatoichi

Engineer is almost always near his dispenser

Medic has the blutsauger, amputator, ubercharge and passive health regen

Sniper has the cozy camper

Spy has the Kunai

All of these let you restore health while you're actively fighting an enemy.


But all heavy has is the warriors spirit, which is basically useless since he can't get within melee range easily and he takes so much damage while its active that he'll likely die in 2 shots anyway. His main method of healing, lunchbox items, requires him to stop fighting and go effectively afk for 3 seconds, and he has to wait for it to recharge afterwards. Why does he not have any sort of health on kill minigun?
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Showing 1-15 of 48 comments
nathanishungry Aug 8, 2024 @ 1:32am 
A mini gun with the healing effect of the Pretty Boy’s Pocket Pistol or the Blutsauger would be interesting. Could it be balanced though? Heavy’s weakness is against intense focus fire.
bandit Aug 8, 2024 @ 1:39am 
don’t worry heavy main I am making a syringe minigun for the workshop :steamthis:

the stats are +2 hp every hit and -10% damage
Dakaniva Aug 8, 2024 @ 1:40am 
Heavy has medic. :luv:
Geebanger0 Aug 8, 2024 @ 1:43am 
Originally posted by nathanishungry:
A mini gun with the healing effect of the Pretty Boy’s Pocket Pistol or the Blutsauger would be interesting. Could it be balanced though? Heavy’s weakness is against intense focus fire.

Originally posted by Bandit:
don’t worry heavy main I am making a syringe minigun for the workshop :steamthis:

the stats are +2 hp every hit and -10% damage


As someone who plays Heavy in mvm a lot, I think health on kill rather than health on hit would be a lot easier to balance and a lot more fair to play against. Firing at a giant covered in mad milk makes you almost unkillable, but a health on kill heavy is weak in this situation.
team fortress 2 classic has a custom weapon server that can make the heavy heal with his minigun
Emaulligu Aug 8, 2024 @ 2:24am 
Heavy has no healing issues. He has the biggest staying power in the game, 300 HP, 450 HP with overheal and is already capable of instantly killing anyone who gets in his way.
If you wanted to make a minigun with "health on kill" attribute, it would need to be so heavily nerfed on every other stat it would be useless. You'd need to pile up so many downsides to balance the fact you're making the tankiest class in the game even tankier that you would end up with a minigun so weak and unusuable nobody would play it.
Exactly like the Vaccinator, it would bring nothing of interest to the game, it would only take even longer to kill a class that is already very long to kill, while the Heavy itself wouldn't be able to deal more damage overall, so the fight would just drag on for no valid reason.
Last edited by Emaulligu; Aug 8, 2024 @ 2:24am
Dakaniva Aug 8, 2024 @ 2:37am 
Originally posted by Emaulligu:
Heavy has no healing issues. He has the biggest staying power in the game, 300 HP, 450 HP with overheal and is already capable of instantly killing anyone who gets in his way.
If you wanted to make a minigun with "health on kill" attribute, it would need to be so heavily nerfed on every other stat it would be useless. You'd need to pile up so many downsides to balance the fact you're making the tankiest class in the game even tankier that you would end up with a minigun so weak and unusuable nobody would play it.
Exactly like the Vaccinator, it would bring nothing of interest to the game, it would only take even longer to kill a class that is already very long to kill, while the Heavy itself wouldn't be able to deal more damage overall, so the fight would just drag on for no valid reason.
I think it could work, the only downside I could think of that could balance health on kill without making the weapon useless would be no overheal/receiving less healing from other sources besides his secondary. Otherwise it would be too hard to kill a heavy with a medic. The gun would only be useful for going solo as heavy which is already not a very good idea since you become a walking damage magnet. Maybe an additional debuff could be no random critical hits?

But I also agree that heavy really doesn't need something like this, his secondary is more than enough. It is a more significant source of health than any other healing items other classes have in my opinion.
Last edited by Dakaniva; Aug 8, 2024 @ 2:38am
Geebanger0 Aug 8, 2024 @ 4:06am 
Originally posted by Dakani:
Originally posted by Emaulligu:
Heavy has no healing issues. He has the biggest staying power in the game, 300 HP, 450 HP with overheal and is already capable of instantly killing anyone who gets in his way.
If you wanted to make a minigun with "health on kill" attribute, it would need to be so heavily nerfed on every other stat it would be useless. You'd need to pile up so many downsides to balance the fact you're making the tankiest class in the game even tankier that you would end up with a minigun so weak and unusuable nobody would play it.
Exactly like the Vaccinator, it would bring nothing of interest to the game, it would only take even longer to kill a class that is already very long to kill, while the Heavy itself wouldn't be able to deal more damage overall, so the fight would just drag on for no valid reason.
I think it could work, the only downside I could think of that could balance health on kill without making the weapon useless would be no overheal/receiving less healing from other sources besides his secondary. Otherwise it would be too hard to kill a heavy with a medic. The gun would only be useful for going solo as heavy which is already not a very good idea since you become a walking damage magnet. Maybe an additional debuff could be no random critical hits?

But I also agree that heavy really doesn't need something like this, his secondary is more than enough. It is a more significant source of health than any other healing items other classes have in my opinion.

its more significant, sure, but it cant be used while youre in combat. Thats what I find most annoying about heavy; you get into a fight, kill 2 guys and you've taken ~250 damage. Since I use the Dalokohs bar I need to sit there and eat it 3 times to get my health back up to full. That's not even mentioning needing to stop mid fight because you're close to dying. A black box soldier can keep firing rockets and get back 60 health per clip. A kunai spy can tank 500 damage if he gets a few lucky stabs. But Heavy has to completely abandon the fight so he can stop and eat. Considering how exploitable he already is, it doesnt really seem fair.
Back then, you could drop the Sandvich and pick it up for instant +150 health.
A healing gun for Heavy would probably have to be weak in everything else though, or else it risks being severely overpowered. I can imagine the balance nightmare already.
Geebanger0 Aug 8, 2024 @ 4:52am 
Originally posted by Fireschlong #2Broke4MannUp:
Back then, you could drop the Sandvich and pick it up for instant +150 health.
A healing gun for Heavy would probably have to be weak in everything else though, or else it risks being severely overpowered. I can imagine the balance nightmare already.
what if it was something like ~30 health on kill? Nothing like the old Sandvich where its pretty much a full heal, but just enough to keep you in the fight that little bit longer, or reward you if you manage to ambush someone and kill them without taking damage.
Originally posted by Geebanger0:
Originally posted by Fireschlong #2Broke4MannUp:
Back then, you could drop the Sandvich and pick it up for instant +150 health.
A healing gun for Heavy would probably have to be weak in everything else though, or else it risks being severely overpowered. I can imagine the balance nightmare already.
what if it was something like ~30 health on kill? Nothing like the old Sandvich where its pretty much a full heal, but just enough to keep you in the fight that little bit longer, or reward you if you manage to ambush someone and kill them without taking damage.
If I had to choose a number, I think 50/75 health on kill would be perfect, but I don't know, besides the fact that multiples of 25 have a cleaner look.
It also has to either weaken Heavy's offensive power, or lower his base health in exchange of greater potential to survive.
Last edited by Fireschlong #2Broke4MannUp; Aug 8, 2024 @ 5:36am
Falleax Aug 8, 2024 @ 5:01am 
Because it would be a pain in the ass to fight.
As a Medic main, I too think Heavy should have some active healing that doesn't make him stand still while eating.
Most of the time, a Heavy under fire can survive for a bit with the help of a medigun, but he'll usually lose more health that he gains from the Medic.

Something that grants him at least some health while attacking, even if it's a tiny bit, would be great.
Emaulligu Aug 8, 2024 @ 5:19am 
Originally posted by Zilkenian Davenport:
As a Medic main, I too think Heavy should have some active healing that doesn't make him stand still while eating.
Most of the time, a Heavy under fire can survive for a bit with the help of a medigun, but he'll usually lose more health that he gains from the Medic.

Something that grants him at least some health while attacking, even if it's a tiny bit, would be great.
The healing from a Medic is amply sufficient provided the Heavy isn't a blind kamikaze.
Heavy isn't as durable as people want to believe when they play him, having correct timing to know when to push and when to reteat is also part of his skillset.
Zaokllr Aug 8, 2024 @ 5:34am 
This mf said "effective healing" and says the cozy camper.

Heavy does not need to be gaining health while having a ♥♥♥♥ ton and dealing massive damage to the weakpoints.
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Date Posted: Aug 8, 2024 @ 1:19am
Posts: 48