Team Fortress 2
TootsyBowl May 10, 2015 @ 6:27am
How to Fix the Heavy Damage-ramp-up thing
Just one more month and a few days and the Minigun damage-ramp-up nerf will be 1 year old. To celebrate this milestone, I propose a buff to the Minigun so that the Heavy can stay true to his role of "mow down" while sticking to Valve's goal of discouraging surprise hoovies.

The buff is very simple: when spinning up your gun, your rounds will get damage-ramp-up for 1 second, but then it will do full damage and have full accuracy as long as the gun is spun up.

In other words, to get the most damage out of the Minigun, you keep it spun up. What do you think? Tell me in the comments.

EDIT: Fixed a typo.
Last edited by TootsyBowl; May 10, 2015 @ 6:35am
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Showing 1-15 of 17 comments
I'm Error (Alt) May 10, 2015 @ 6:31am 
Originally posted by TheLivingDispenser:
Just one more month and a few days and the Minigun damage-ramp-up nerf will be 1 year old. To celebrate this milestone, I propose a buff to the Minigun so that the Heavy can stay true to his row of "mow down" while sticking to Valve's goal of discouraging surprise hoovies.

The buff is very simple: when spinning up your gun, your rounds will get damage-ramp-up for 1 second, but then it will do full damage and have full accuracy as long as the gun is spun up.

In other words, to get the most damage out of the Minigun, you keep it spun up. What do you think? Tell me in the comments.
What about removing the damage-ramp-up because heavy doesn't need more nerfs.
Last edited by I'm Error (Alt); May 10, 2015 @ 6:31am
Meice May 10, 2015 @ 6:32am 
Originally posted by I'm Error (Reborn):
Originally posted by TheLivingDispenser:
Just one more month and a few days and the Minigun damage-ramp-up nerf will be 1 year old. To celebrate this milestone, I propose a buff to the Minigun so that the Heavy can stay true to his row of "mow down" while sticking to Valve's goal of discouraging surprise hoovies.

The buff is very simple: when spinning up your gun, your rounds will get damage-ramp-up for 1 second, but then it will do full damage and have full accuracy as long as the gun is spun up.

In other words, to get the most damage out of the Minigun, you keep it spun up. What do you think? Tell me in the comments.
What about removing the damage-ramp-up because heavy doesn't need more nerfs.

100% lower movement speed

volvo plz
I'm Error (Alt) May 10, 2015 @ 6:39am 
Originally posted by meice".:
Originally posted by I'm Error (Reborn):
What about removing the damage-ramp-up because heavy doesn't need more nerfs.

100% lower movement speed

volvo plz
Nah, he is still op.
Lower his damage by -99.999999% too.
TootsyBowl May 10, 2015 @ 7:31am 
Guys, I'm being serious. Maybe we can actually suggest this to valve.

Originally posted by I'm Error (Reborn):
Originally posted by meice".:

100% lower movement speed

volvo plz
Nah, he is still op.
Lower his damage by -99.999999% too.
Heavy profile picture.
Irony level: 9001
Rift in the Beeeetuls (Banned) May 10, 2015 @ 7:38am 
Constantly being spun up is a bad habit.
It makes you less moblie, encourages Dispenser spamming, and camping within your base safely.

I don't like it.

Thus i strategically spin up and start firing just before contact so i have the power and the ramp-up is lessened.
TootsyBowl May 10, 2015 @ 3:44pm 
Originally posted by Kars:
Constantly being spun up is a bad habit.
It makes you less moblie, encourages Dispenser spamming, and camping within your base safely.

I don't like it.

Thus i strategically spin up and start firing just before contact so i have the power and the ramp-up is lessened.
But isn't the Heavy's role being a mobile sentry and providing supporting fire for his team?
rogan May 10, 2015 @ 3:48pm 
I think every single tf2 player is in agreement that the heavy nerf was uncalled for and dumb. Just remove it for the love of God.
Valve has just been so hopeless lately.
Only good thing they've done in the last year is taunts and made hats fall off dead people.
The nerfs and buffs are utterly insane and tge new weapons are either op as hell or super trash.
SHOKK♥ May 10, 2015 @ 3:51pm 
I don't see how the Ramp up is even a problem. I barely see a difference, just prefire before you turn a corner.
Professional Gator Hugger (Banned) May 10, 2015 @ 3:52pm 
Originally posted by R0GAN IS THE UNO MASTER:
I think every single tf2 player is in agreement that the heavy nerf was uncalled for and dumb. Just remove it for the love of God.
Valve has just been so hopeless lately.
Only good thing they've done in the last year is taunts and made hats fall off dead people.
The nerfs and buffs are utterly insane and tge new weapons are either op as hell or super trash.
I think Heavy is fine as is. He still does impressive damage at a very considerable range and if he gets some kind of damage boost, he will simply mow down all classes who get close to him regardless of either player's skill. You wouldn't want a bunch of Gibusvision Natascha Heavies dominating pubs, would you?
SHOKK♥ May 10, 2015 @ 3:54pm 
Originally posted by R0GAN IS THE UNO MASTER:
I think every single tf2 player is in agreement that the heavy nerf was uncalled for and dumb. Just remove it for the love of God.
Nice assumption on your own thoughts.
rogan May 10, 2015 @ 3:55pm 
Originally posted by The Feral Hydra:
Originally posted by R0GAN IS THE UNO MASTER:
I think every single tf2 player is in agreement that the heavy nerf was uncalled for and dumb. Just remove it for the love of God.
Valve has just been so hopeless lately.
Only good thing they've done in the last year is taunts and made hats fall off dead people.
The nerfs and buffs are utterly insane and tge new weapons are either op as hell or super trash.
I think Heavy is fine as is. He still does impressive damage at a very considerable range and if he gets some kind of damage boost, he will simply mow down all classes who get close to him regardless of either player's skill. You wouldn't want a bunch of Gibusvision Natascha Heavies dominating pubs, would you?
Natascha wasn't so affected by the nerf, as staying spun up alot of the time is how you play natascha anyways.
Also, the nerf doesn't really affect low skill gibusvisions, as they just m2+w anyway.

All the nerf did was make heavy less effective in the hands of a good player and make him just a trash class.
SHOKK♥ May 10, 2015 @ 4:05pm 
Originally posted by R0GAN IS THE UNO MASTER:
Originally posted by The Feral Hydra:
I think Heavy is fine as is. He still does impressive damage at a very considerable range and if he gets some kind of damage boost, he will simply mow down all classes who get close to him regardless of either player's skill. You wouldn't want a bunch of Gibusvision Natascha Heavies dominating pubs, would you?
Natascha wasn't so affected by the nerf, as staying spun up alot of the time is how you play natascha anyways.
Also, the nerf doesn't really affect low skill gibusvisions, as they just m2+w anyway.

All the nerf did was make heavy less effective in the hands of a good player and make him just a trash class.
Are we playing the same game? He seems fine to me. Then again heavy was never hard to begin with.
Last edited by SHOKK♥; May 10, 2015 @ 4:05pm
Rift in the Beeeetuls (Banned) May 10, 2015 @ 4:07pm 
Originally posted by TheLivingDispenser:
Originally posted by Kars:
Constantly being spun up is a bad habit.
It makes you less moblie, encourages Dispenser spamming, and camping within your base safely.

I don't like it.

Thus i strategically spin up and start firing just before contact so i have the power and the ramp-up is lessened.
But isn't the Heavy's role being a mobile sentry and providing supporting fire for his team?
I know, but staying in one place is bad for supporting fire units.
Originally posted by Shokk Bloo♂:
I don't see how the Ramp up is even a problem. I barely see a difference, just prefire before you turn a corner.
It makes the Heavy easier to detect. Because most gamers have headphones to ruin their vibration-detection hairs inside the ears and that means they listen to every sound and know from where it is coming. When you have Snipers and Spies looking at you like a giant piñata that's quite a big deal.

When you could jump out of a corner and see your enemies eating lead, spinning-up before wasn't a worry. Now you need to prefire. So you need to show yourself before getting full attack potential, preventing you from making surprise attacks with the same effect as before. And also causing the Tomislav to be even stupider than it was after the update which nerfed it's smaller spin-game.
Better idea: Remove it entirely.

It was completely uncalled for. No one, and i mean no one, complained about the Heavy outside of joke/troll threads. Yet despite before the uncalled for nerf, he was still a little UP, having to rely on a Medic to tank damage effectively.

I suggested this idea before below many times, but buff him to actually allow him to live up to being the... well, the Heavy, by making him able to tank damage for his team effectively. Plus he would be able to take more risks to get up close, where his Minigun's damage shines at.

Note: This is just copy and pasted:
Originally posted by Datlossit:
Miniguns should give a damage reduction of -30% from the front while reved up, would not affect headshots otherwise overheal Heavies would likely leak into OP territory.
This would actaully allow him to tank damage far more effectively, as if you want to take out a Heavy quick with high damage at close/point-blank range, you have to get up in the face of his 540 DPS Minigun, where most of his damage shines at.
Otherwise he won't be taking as much damage from attacks from further ranges, plus the damage reduction would only apply in front of him and when reved up, so ambushing him from the side, from behind, or when hes not reved up is still an option.
His main counters (Spy and Sniper) are not affected in any way such as with the headshots i mentioned, the only expection is if either them fight the Heavy head on, as that would be just suicide for them most of the time.
Originally posted by Datlossit:
15% won't do jack, a Soldier would still be able to kill a Heavy outright at close range with a max of 344 damage. It has to be 30%, thus a single Soldier can't kill him outright with a max of 284 damage, and even then you have to get up in the Heavies face of his 540 DPS Minigun to do that much. This applies to the likes of Scouts and Demos too.

I just find it unfair that the class with the most health in the game can still as easily lose a 1v1 or more even if he has a skill/aim advantage. he should live up to being able to tank damage for his team, but he still has his main counters like the Spy and Sniper if a Heavy is giving your team trouble. Even with the 30% damage reduction you can still overwhelm him with damage spam, or aim the side of him instead, cause it would work like this:

---H---
=====
---E---

The H is the Heavy himself, and the E is an enemy, let's say the enemy is a Soldier. Any damage the Heavy takes in front of him will be reduced, like hes a stone wall. If the Soldier shot past that wall instead of shooting in front of the Heavy or directly, the damage reduction would not apply. Thus it would encourage AoE classes like Soldier and Demo to shoot around the Heavy instead to make the damage reduction not take effect.

This does mean it gives him an advantage against hitscan weapons like the Scout and Shotguns, but he will still have a slight disadvantage against AoE if they shoot that AoE behind his "stone wall". But, ambushing him would entirely be still possible till they turn around or they haven't reved up their Minigun, thus the likes of Pyro that relies on ambushing can still pull off an ambush to heavily damage the Heavy or outright kill him.
Last edited by Datlossit (Inactive, check bio); May 10, 2015 @ 4:17pm
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Date Posted: May 10, 2015 @ 6:27am
Posts: 17