#Increase Heavy's resistance to movement-imparing effects

299 messages · Page 1 of 1 (latest)

wind rose
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I feel like Heavy (despite his 75% innate knockback immunity) still gets knocked around too easily and can't hold a position well. I think giving him more resistance to movement-imparing effects would help his "position holder" role.

Perhaps give him airblast resistance? More of both when revved?

What do y'all think?

storm plinth
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Heavy does have knockback resistance iirc

wind rose
wind rose
storm plinth
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Including airblast resistance iirc

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I dont think making him much more immune to knockback would be very fair

wind rose
storm plinth
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Heavy may be slow but he’s still exceptionally powerful

wind rose
storm plinth
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He has the big ass gun to kill enemies to keep people from getting in knockback distance

wind rose
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heavy on the other hand, is a sitting duck

storm plinth
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Unless he is revved or has a shotgun

dusty sable
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I mean tbf to do meaningful knockback you need to be physically close to him, and if you dont instantly get deleted when that close to a heavy its more of the heavy's fault than anything

wind rose
dusty sable
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if you can run up and airblast a heavy and not get punished as a pyro, thats a skill issue on the heavy's part imo

wind rose
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my change doesn't affect any of this

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it just makes him better at holding points, the thing he was designed to do

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maybe just give him extra kb and ab res while revved for a second, the same way his dmg ramps up

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heavy is already good as dead if caught mid-rev

storm plinth
storm plinth
wind rose
storm plinth
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Having your minigun out should be a conscious decision and not your default

wind rose
storm plinth
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I mean he is good at his role

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You just have to be good at him

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Heavy is a harder class than people think he is

wind rose
wind rose
wind rose
storm plinth
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Yeah thats your punishment for committing when you shouldn’t have

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You put yourself in a bad position so you died

wind rose
tidal river
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even more with a medic

wind rose
storm plinth
wind rose
wind rose
wind rose
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it's not really for 1v1s or micro fights, it's for objectives and against cocky pyros and sentry nests

storm plinth
wind rose
wind rose
storm plinth
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Unless you’re jumping around for some reason, sentries arent going to be able to do anything to you

wind rose
storm plinth
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Even while revved he can do that

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Because he has a really high knockback resistance

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As for Pyros airblast, yeah, that does still knock him around a little bit, but much less than other classes. Even so, you shouldn't be letting a Pyro get that close to you if you can help it.

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Which isn't really much of a problem with the shotgun, but if you're relying on your minigun you should be able to easily mow them down before they get into airblasting range so long as you maintain good awareness of your surroundings

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It's not "hoping your minigun kills them first" its "looking at them for like 2 seconds before they get to you"

wind rose
storm plinth
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Unless you're ubered, in which case, yes it will.

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Heavy's minigun is about commitment.

wind rose
wind rose
storm plinth
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So am I. While learning how to play heavy, there were plenty of times where I made a bad call or committed to something I shouldn't have and ended up in those intense situations and died as a a result.

storm plinth
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Thats why he has so much health.

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Generally the knockback from being shot at by 12 different people isn't Heavy's issue

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It's the fact that 12 different people are all shooting him at once.

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Which means he's dead.

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You're not going to be able to hold any objective for any amount of time if that's the case.

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No matter how much knockback resistance you have.

wind rose
wind rose
wind rose
storm plinth
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Not unless you let a pyro or fishwhacker sniper get close

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Which is honestly on you

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You're dying before that can happen

wind rose
wind rose
storm plinth
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Yes because it's uber

wind rose
storm plinth
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In the edge cases where a lot of people are playing Heavy, I think a good kritz soldier or demo is usually the best counter to that

wind rose
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good luck coordinating that in a pub

storm plinth
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I mean its usually as simple as going kritz medic

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You don't really need to coordinate much of anything

wind rose
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I'm thinking of extreme pub shenanigans, like a bunch of engies building sentries on the balcony on ctf_2fort

storm plinth
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One dynamite and those are all gone

wind rose
storm plinth
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Plus some pills for good measure

wind rose
storm plinth
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I mean I've done it that way plenty of times lol

wind rose
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you need a big sticky pile at least

storm plinth
gray lichen
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this is a silly, the heavy is fine as he is

wind rose
storm plinth
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Regardless, I prescribe more heavy gameplay and not trying to buff him to be viable against 12 sentry guns shooting him at once

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Because doing that is a great way to make him feel absolutely awful to fight against in regular gameplay

wind rose
wind rose
zenith vessel
wind rose
strong crater
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pyro_thumbsdown doesn’t need more buffs

storm plinth
zenith vessel
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That's his strongsuit

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Heavy's role is closer to a Defense class (Wayyyy more than demo or engi could wish for)

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all of heavy's weakness can be covered by having either good defense or gamesense

wind rose
zenith vessel
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and that's okay

gray lichen
zenith vessel
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not every class needs to be viable in 6's

wind rose
gray lichen
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the heavy is not a bad class

zenith vessel
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(ik it sound dumb to bring 6's, but that's the impression your argument gives)

wind rose
storm plinth
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This may come as a shock but heavy is actually a really strong class if you're good at him but all your reasoning comes off like you're not

wind rose
wind rose
zenith vessel
storm plinth
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He absolutely can

zenith vessel
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Even spy

gray lichen
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in tf2, defense is already stronger than offense to a significant degree, in part because the heavy exists. i do not think the balance needs to be changed personally, but if it is changed, it should definitely be in the other direction

hardy river
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Heavy is already powerful ever since the minigun revert changes he doesn't need to be more stronger

zenith vessel
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Wich fair, understanding what you play is part of tf2's game design

zenith vessel
hardy river
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The whole nerfs to the miniguns were reverted

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Hell, it even spins up and down much faster

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And also has less spread

wind rose
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my line of thinking is simply "if I rev up and push through all the crossfire, than I shouldn't be knocked back in place"

zenith vessel
gray lichen
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wait what are we even talking about, knockback resistance would make the heavy better at attacking, not at defending

wind rose
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but if the damage and spread nerfs were reverted, I understand why it would be too op

gray lichen
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it would make zero difference in terms of the heavy being able to defend ground

zenith vessel
hardy river
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The minigun was reverted to the 2010 iteration of the minigun

zenith vessel
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if at all

wind rose
zenith vessel
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In it's current state i mean

hardy river
wind rose
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it appears i sparked a good flame here. a lot of insights I otherwise wouldn't have considered

zenith vessel
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but tf2 is a game where most if all of the choices from relase to 2011 we're very deliberate

zenith vessel
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everything that was in or out had 3 revisions and loads of playtesting before getting in

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wich is a major component of not only "retro era tf2", but also classified's design choices

hardy river
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And not limited to item set bonuses

zenith vessel
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i can't say it was perfect ofc

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but it's way better than the current game balance left in this Ghoulslop era of live TF2

wind rose
wind rose
wind rose
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so thank you gentlemen, for this pleasant afternoon

gray lichen
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i have not seen these videos. back when i watched content talking about tf2s balance, there was a lot of variance in opinion between different creators

wind rose
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but I don't just want to think about it. I want to TALK about it

wind rose
wind rose
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P.S: WTF 163 comments? I lit quite a big spark, didn't I?

storm plinth
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That's how that works

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Knowing how to play a class makes you good at that class

green void
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I agree that heavy is very easy to bully right now and Pyro is actually a good example. Yes, Logically Heavy should pretty much blend him given the minigun revert+spread reduction. But afterburn and "totally not Force O Nature" make that a bad matchup for Big Man. Being rev'd does already help a great deal with knockback abundance and I'm sure I'll get fact-checked by someone who knows better but I vaguely remember knockback is in some way effected by movement speed.

I can't really suggest a safe solution since any and all possible tweak would be just a net buff but I'm confident the myriad of (admittedly over-tuned to hell and back) workshop items possibly considered for potential updates will likely have a more fitting and less spiraling solution than anything a hotfix would do.

sharp topaz
green void
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Animation lock is a thing. He was pointing out that swapping in that hypothetical is just eating extra damage and there's no instance in any recorded history of TF2 and Heavy eating JUST a singular meatshot. Still durable, yes, but even Soldiers die pretty fast if they have to swap off of their funny boomstick.

wind rose
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yeah my change is to make him better at holding or breaking into positions without affecting anything else

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right now, heavy needs a lot of support to stay in one place, and sometimes even that doesn't help him

wind rose
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I saw a simple problem, gave a simple solution

storm plinth
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Not your minigun

green void
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Right, except I personally prefer the sandvich. As stated in general. So being able to defend myself with heavies primary weapon seems more sensible instead of swapping to melee. So the extra knockback resist while un-rev'ed would be amazing. But also as stated in my response to this thread, that's not such an easy adjustment despite how welcomed it would be. Some Heavies just don't run the shotgun. It's a playstyle choice and "just use shotgun" inhibits my preference. Every heavy WILL have a minigun (-esque thing), not all Heavies will have a shotgun.

vague wren
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yeah when u use the sandvich ur supposed to be trading off reliable self defense thats kind of the point

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its what makes choosing between it and the shotgun interesting

wind rose
storm plinth
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Thats an incredibly slow reaction speed

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Unless they get you from behind ig but that goes for any class

wind rose
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keep in mind during that time the enemy is probably constantly moving, most likely up close

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making it harder to deal significant damage

storm plinth
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Is it that hard to shoot a moving target with a shotgun?

wind rose
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yeah if it's right in your face, yes

storm plinth
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Skill issue

wind rose
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cool

storm plinth
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Like I’m gonna be real

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You’re making it sound like shooting someone with a shotgun is difficult

wind rose
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those things are not what I'm trying to prevent

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if you get caught before you commit, you're dead. that's good

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I'm just trying to make staying in one play easier once you commit

surreal stag
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Heavy already has 50% knockback resistance, I do wonder why would you desire more

wind rose
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I desire more when revved for a good while

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75% resistance doesn't matter that much when you move at snails pace

surreal stag
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like, what is this that is currently dealing knockback

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when you're revving

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only thing that comes to my head is RPG

wind rose
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pyros and sentries, mostly

surreal stag
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sentries?

wind rose
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and overall pub chaos

surreal stag
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when revved up they barely move you

surreal stag
wind rose
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lots of sentries in fact

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focus fire locks you in in one place

surreal stag
wind rose
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even uber doesn't stop that much

wind rose
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try breaking a suicide nest on 2fort and turbine

green void
# storm plinth Skill issue

Sick critisim. I can see your response was well considered and researched before posting. Firstly, Minigun actually has less spread than a shotgun, sure. But it doesn't change the fact that something moving 1-2 feet from your camera can be behind you VERY quickly making the minigun harder to connect in that situation and being knocked around like a ball means lining up the bullet laser is kinda hard. Second, the burst from the shotgun isn't THAT strong even with random pattern disabled getting similar damage to Heavy's spray fire funny enough.. Lastly, as he already reiterated. He's looking for staying power and being able to push into rocket spam and massive sentry holds. Not dealing with specifically scouts and pyros rushing him down.

storm plinth
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In the time it takes you to rev, you can get around 2 shots off.

green void
storm plinth
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The burst is plenty strong and Heavys high health means he can take out most classes at close range.

surreal stag
storm plinth
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And Heavy shouldn't be pushing into chokes and sentry nests alone when he's being flanked.

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Instead he should do that when he's ubered, because if he doesn't he will get shredded.

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Which, again, is not a knockback issue.

wind rose
storm plinth
wind rose
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other clases mitigate this by being able to actually move efficiently

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heavy can't do that

green void
# storm plinth Shotgun doesnt have rev time.

Glad to see you ignoring the rest of the post. Once more, I don't run a shotgun and I'm not alonein doing so. Also, AGAIN in the scenarios OP is suggesting it's not a 1v1. it's pushes and holds of the average game, meaning shotgun gets diminishing returns when you cease existing because 300hp's really not that much in the teamfights of TF2.

storm plinth
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Other classes literally cannot mitigate the knockback

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What's a scout going to do against sentry knockback? Jump?

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Congrats, there goes your scout

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There have been multiple times where I, as an ubered Pyro, cannot push into a sentry nest due to the knockback

storm plinth
wind rose
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he's the scout m8. he's supposed to pick his fights. he's for 1v1s. heavies are for big pub pushes and/or holding said pushes.

storm plinth
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Yes. Which is why they are good at that.

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Again, you're trying to up his knockback resistance so that he can push massive sentry nests that do not exist outside of incredibly fringe cases.

green void
wind rose
storm plinth
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As well as pushing through big chokes

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Demo and Soldier are also good but usually if the nest is right there, Heavy is going to be my pick

wind rose
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you don't want to uber a heavy because he can't get into position

storm plinth
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He can though?

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Unless the sentry nest is a good distance away, it's not that hard to move up and then uber around the corner

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And before you go "well that can't happen in standard play, it takes too much coordination" it happens literally all the time

wind rose
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during which you're locked in place

storm plinth
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Maybe if there's three level 3 sentry guns focused on you at once

wind rose
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ubering in is the easy part

storm plinth
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But in most cases you are not locked in place

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You can move forward while destroying the sentry pretty easy

wind rose
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staying in position to do something useful is very bloody

storm plinth
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It really isn't? Unless you're jumping but why are you jumping as an ubered heavy going against a sentry nest

wind rose
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it's all a game of risk assement. sometimes you have to sacrifice yourself to save the game

green void
# storm plinth I literally answered the rest of the post.

For the third time. I don't use shotgun, and I'm not the only one who uses sandvich. Shotgun doesn't give you aimbot when knocked about and per-pellet does similar damage to per-bullet of heav's minigun. Which you ignored and responded with "Shotgun doesn't have rev time.".

wind rose
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other classes get a lot more for sacrifice plays. scouts and soldiers get a backcap. spies and snipers can rid a priority target. demos and pyros bruise up crowds, forcing them to retreat.

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the former is the scenario I'm trying to mitigate

storm plinth
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Right okay

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Since both of you are so convinced heavy cannot move against a sentry

green void
# surreal stag what does a suicide nest mean

First time I heard that term personally, but guessing by maps used it's when the one entrence to the intel is covered in sentries. Meaning no way to get in without getting shredded or a MASSIVE push with extra ubers.

storm plinth
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I will make a map to show that both of you are wrong

wind rose
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hmm

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interesting approach

storm plinth
wind rose
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mate I play scout a lot

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running and jumping around heavy's head is very effective

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if there's a big Russian bear being a menace, this is the best way to put him down (other than sniper)

green void
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In a pub some bum from France can work there too.

storm plinth
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Two sentries in the same place knock you back, with one sentry you dont before you destroy it easy

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The minigun kind of shreds sentry guns

wind rose
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the former is the scenario I'm trying to mitigate

green void
storm plinth
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Even then, with two sentries, I'm able to easily destroy both before the uber would run out

storm plinth
wind rose
storm plinth
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If they counter uber, yes, they are going to counter your uber.

wind rose
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you should stay in that place and die for it

wind rose
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I'm just trying to make those sacrifice plays more worthwhile

storm plinth
green void
wind rose
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that is the one thing I'm touching, and nothing else

wind rose
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if you're going to die to make a difference, at least you should feel that you could have actually made said difference

green void
storm plinth
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Or if you unrev at the wrong time you are fucked.

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I don't see how giving Heavy a metric fuck ton of knockback resistance including what he already has is going to somehow make it so that isn't the case

wind rose
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maybe, but you can make your team less fucked at your expense

storm plinth
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You really can't

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Again, the issue is almost never that Heavy is being knocked away

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It's that he's being outgunned

wind rose
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do you know that a trade kill is?

storm plinth
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I do know what a trade kill is. I don't see how increasing Heavy's knockback resistance will somehow make him better at getting trade kills.

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All I see it doing is making him more annoying to fight outside of situations where he is, for some reason, trying to solo large groups of enemies without any backup.

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The latter of which will not be significanty improved on his part because he will die just as fast as he usually would, knockback resistance or not.

merry nebula
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Long text chain. I'll just respond to the original post.
Heavy is already arguably the best class in casual and has knockback resistance. I completely disagree with your original post where you said he "can't hold a position well". He is unmatched in his ability to hold a position. Pyro is already destroyed by heavy in the 1v1 let bro right click the heavy a few feet away as a desperate attempt to stay alive lol.

wind rose
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goodnight