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+ 0.6 health per bullet hit (keeping in mind that 1 bullet out of 200 actually shoots 4)
-15% movment speed
-10% damage
+ 1 ammo per hit and 0.5 health per hit
-no sandvich
-5% damage
-slower firing rate
-less health might go down about 50 health points
Good idea but less health is too much, too much less stats allready allready
-35% movement speed while spun up
+When full, lunch break buff can be activated to apply level 1 dispenser aura, healing all nearby teammates and replenishing ammo.
-10% Movement speed
-5% Damage
Pros:
- Regenerates 2 bullets per second.
- Regenerates 2 health points per second.
- Picking up ammo packs (counts destroyed buildings and weapons dropped by killed players) and health packs loads rage bar. When full, use right mouse button to activate. Rage gives 50% of ammo for both, primary and secondary weapons (if you have a shotgun) and 50% of health points.
-Cons:
- Wearer can't get ammo nor health from dispensers, ammo packs and health packs,
- Wearer gets healed 50% slower by medics,
- No spin up,
- 20% less damage.
Note: Remember, that this is an idea made just 4 fun. Also, feel free to comment my idea and say what you think about it.
Minigun can supply ammo or metal and heal teammates when they are around the heavy(lets say 1/2 less ammo and health than a level 1 dispenser)
Widowmaker rule: gives ammo back when you shoot enemies. (depends on damage dealt)
The more kills > more health and ammo will be give to teammates when around. Effect can be stacked to 5 kills. (same amount of ammo and healing like level 2 dispenser)
cons:
-only 50 bullets (I hope you have good aim)
-damage penality of -10%
-medics and dispenser healing only 50% of their actual healing rate
+1 ammo per sec
+20% movement speed
+10% attack damage
-20% Bullet Protection (What ever thats called)
ammo regenerates when not firing (when deployed)
health regenerates when not moving (when deployed)
+50% more ammo
small radius around heavy produces health and ammo (when deployed)
cons:
-20% damage when teamate is in production range
no health or ammo from dispencer when deployed
Pros:
10 Ammo regen every 3.5 seconds
For every building you destroy, you gain +2HP regen every 2 seconds. (Up to 5 buidlings destroyed.)
Cons:
Cannot pick up ammo packs.
-25% Ammo and health from dispensers.
-15% Health from medics.
This will make heavies more defensive, like the class they are ment to be. Allows points, intellegence, and the cart to be progressivly taken over by enemies.
+infinite ammo
+10 hp on hit
+can give metal, health and ammo to nearby allies and engis
+while spinning up, heavy has 20% resistence to all sources of demage
+after taunt: heavy gets a 25% speed bonus
taunt: heavy breaks down his minigun and puts a dispencer
-after taunt, heavy needs to destory his disp to get the minigun back from the ressuply cabinet
-when spin up, heavy can not move
-15% demage
-15% firing speed
-20% spin up time
While unactive:
+15% demage vulnerability
All the time:
-30% healine from medics, dispencers and health packs
-all ammo collected becomes health
now heavy is a moving disp, heal with metal, gives ammo and health to allies...
Pros:
When Spun up Heavy works like a level one dispenser(for teammates not for himself)
one more sandvich in stock
Cons:
when spun up YOU CANT MOVE
-10 damage
no random crits