#Increase Heavy's resistance to movement-imparing effects
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Heavy does have knockback resistance iirc
ik, it's in the description
read up and we can talk
Including airblast resistance iirc
I dont think making him much more immune to knockback would be very fair
would it? heavy is still slow as balls. a good flanker whoops his russian ass either way
Heavy may be slow but he’s still exceptionally powerful
he simply doesn't have the movement to counter all the knocking around
He has the big ass gun to kill enemies to keep people from getting in knockback distance
scouts have speed and double jumps, soldiers and demos can rjump away, spy has cloak
heavy on the other hand, is a sitting duck
Unless he is revved or has a shotgun
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
but others have movement to avoid exposure to his big ass gun, or burst damage to poke him from a corner, and he still dies in seconds if focused
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
he eats every stray bullet
my change doesn't affect any of this
it just makes him better at holding points, the thing he was designed to do
maybe just give him extra kb and ab res while revved for a second, the same way his dmg ramps up
heavy is already good as dead if caught mid-rev
Yes, thats why as a heavy, revving is an intentional decision and you control areas instead of trying to solo the enemy team without any other advantage
Which is why the shotgun is such a powerful tool
yeah let's see ya pull it out in time. I've already given ya an extra serving of buckshot
Which is why you always have your shotgun out
Having your minigun out should be a conscious decision and not your default
I think adding all that only while revved for a second is still a decent idea. it makes him serve a role he's supposed to be good at better while still having plenty of counterplay
I mean he is good at his role
You just have to be good at him
Heavy is a harder class than people think he is
it's kind of a "stand or die" situation
ik m8
sorry, stand AND die
Yeah thats your punishment for committing when you shouldn’t have
You put yourself in a bad position so you died
you think heavy, you think "big fat meat shield with big fat gun". I believe he's lacking in the "shield" department
he has 300 health
even more with a medic
I'm not trying to mitigate bad positioning, I'm trying to make him better at keeping GOOD positioning
I mean respectfully if you had good positioning this wouldnt really be an issue
which in a high dmg, high movement env like tf2 gets depleted in a fraction of a second
either way, he has to tank all the crossfire
my idea here is to make him better at eating bullets
it's not really for 1v1s or micro fights, it's for objectives and against cocky pyros and sentry nests
If you have poor positioning yes
those things bounce him around like a ping pong ball, with no way to counter it
well except hoping your minigun kills them first
They dont though
Unless you’re jumping around for some reason, sentries arent going to be able to do anything to you
alright but still he can't close the distance
Uh, yes he can?
Even while revved he can do that
Because he has a really high knockback resistance
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.
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
It's not "hoping your minigun kills them first" its "looking at them for like 2 seconds before they get to you"
that won't help you if all guns are pointed at you
If all guns are pointed at you you are dead.
Unless you're ubered, in which case, yes it will.
Heavy's minigun is about commitment.
I'm thinking of very intense cases here
that's what I'm going at here! if you're gonna die either way, at least you can hold off an objective for a second while doing it
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.
You can already do that.
Thats why he has so much health.
Generally the knockback from being shot at by 12 different people isn't Heavy's issue
It's the fact that 12 different people are all shooting him at once.
Which means he's dead.
You're not going to be able to hold any objective for any amount of time if that's the case.
No matter how much knockback resistance you have.
movement is a lot more important than health, and making heavy faster is disasterous
I'm thinking of an alternative to that
and you won't be able to hold it AT ALL if you're bonked away from it
Okay but like you're not being bonked away from it
Not unless you let a pyro or fishwhacker sniper get close
Which is honestly on you
You're dying before that can happen
I don't play heavy that much, if that's what you're getting at. I have no sentimental stake here
like, a good uber will smole him either way
Yes because it's uber
it's for those edge cases where a lot of people switch to him
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
good luck coordinating that in a pub
I mean its usually as simple as going kritz medic
You don't really need to coordinate much of anything
I'm thinking of extreme pub shenanigans, like a bunch of engies building sentries on the balcony on ctf_2fort
One dynamite and those are all gone
hard to break through that, even while ubered
Plus some pills for good measure
pff, easier said than done
I mean I've done it that way plenty of times lol
this getting repaired in an instant
you need a big sticky pile at least
Not really, the dynamite plus pills usually lends towards sentry nests dying very quickly
this is a silly, the heavy is fine as he is
besides, this isn't for demo, who's already good at that
Regardless, I prescribe more heavy gameplay and not trying to buff him to be viable against 12 sentry guns shooting him at once
Because doing that is a great way to make him feel absolutely awful to fight against in regular gameplay
think about it m8. he still dies to flankers, still very vulnerable during downtime, still slow af, still has a fat hitbox catching everything
I'm not trying to uber buff him
Omg, finally someone who sees value in the shotgun besides me (Even in live tf2)
that's why I want these thing only when revved for a good moment, i.e, when you've already fully committed
doesn’t need more buffs
Only if you lack awareness, run the shotgun, run the shotgun, stop trying to solo the entire enemy team
That's not heavy's role tho
That's his strongsuit
Heavy's role is closer to a Defense class (Wayyyy more than demo or engi could wish for)
all of heavy's weakness can be covered by having either good defense or gamesense
yes but that role works well mostly on last points on pl or 5cp, when he has nowhere to be pushed to
and that's okay
no, it works well in many places
not every class needs to be viable in 6's
I don't play 6s m8. comp is not a concern for me
the heavy is not a bad class
(ik it sound dumb to bring 6's, but that's the impression your argument gives)
never said he was
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
I just think one of his class roles is lacking and very niche
sorry if I sounded like that
I just want him to hold objectives that aren't last
that's a very insightful non-aggressive way to say "Skill Issue"
He absolutely can
By that logic, every class is strong if you actually understand it
Even spy
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
Heavy is already powerful ever since the minigun revert changes he doesn't need to be more stronger
Wich fair, understanding what you play is part of tf2's game design
Is jump-reving penalty still in tf2c?
No
The whole nerfs to the miniguns were reverted
Hell, it even spins up and down much faster
And also has less spread
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"
uber doesn't change that
why are you jumping 3 enemies that can push you around chaotically?
wait what are we even talking about, knockback resistance would make the heavy better at attacking, not at defending
but if the damage and spread nerfs were reverted, I understand why it would be too op
it would make zero difference in terms of the heavy being able to defend ground
knockback shouldn't affect heavy's aim that much
The minigun was reverted to the 2010 iteration of the minigun
if at all
to be honest, I made this thread just to have something to yap about and hear everyone else's thoughts
In it's current state i mean
You can already shred everyone mid to close range
it appears i sparked a good flame here. a lot of insights I otherwise wouldn't have considered
if you want to understand class design in a way that's explain certian choices, there's wayy too many videos overanalizing these things
but tf2 is a game where most if all of the choices from relase to 2011 we're very deliberate
But also fun lol
everything that was in or out had 3 revisions and loads of playtesting before getting in
wich is a major component of not only "retro era tf2", but also classified's design choices
2010-2011 were the famous era of unbalanced weapons
And not limited to item set bonuses
every game based on matchups is doomed to busted balancing tho
i can't say it was perfect ofc
but it's way better than the current game balance left in this Ghoulslop era of live TF2
I know, but I wanted to share this passion with others
plus, a lot of these videos talk about the same problems and the same solutions to them, without thinking of the consequences of these design choices
especially tf2 ones. there's like a billion videos how laser scopes or ammo reduction would "fix" sniper, and never elaborate how and why
so thank you gentlemen, for this pleasant afternoon
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
yeah, and then everyone else parotted these opinions, without knowing why they hold them, or worse, holding them as fact
but I don't just want to think about it. I want to TALK about it
I don't know many people IRL that hold such interests
so I take refuge in the dark corners of the web
P.S: WTF 163 comments? I lit quite a big spark, didn't I?
Yeah
That's how that works
Knowing how to play a class makes you good at that class
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.
good thinking
Heavy post-(shotgun)meatshot is still tankier than an unshot soldier
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.
yeah my change is to make him better at holding or breaking into positions without affecting anything else
right now, heavy needs a lot of support to stay in one place, and sometimes even that doesn't help him
don't overthink my decision
I saw a simple problem, gave a simple solution
Again thats why you have your shotgun out by default
Not your minigun
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.
yeah when u use the sandvich ur supposed to be trading off reliable self defense thats kind of the point
its what makes choosing between it and the shotgun interesting
yes and the enemy would still get in 1-2 good shots before you can start attacking
No?
Thats an incredibly slow reaction speed
Unless they get you from behind ig but that goes for any class
keep in mind during that time the enemy is probably constantly moving, most likely up close
making it harder to deal significant damage
Is it that hard to shoot a moving target with a shotgun?
yeah if it's right in your face, yes
Skill issue
cool
Like I’m gonna be real
You’re making it sound like shooting someone with a shotgun is difficult
those things are not what I'm trying to prevent
if you get caught before you commit, you're dead. that's good
I'm just trying to make staying in one play easier once you commit
Heavy already has 50% knockback resistance, I do wonder why would you desire more
I desire more when revved for a good while
75% resistance doesn't matter that much when you move at snails pace
for what
like, what is this that is currently dealing knockback
when you're revving
only thing that comes to my head is RPG
pyros and sentries, mostly
sentries?
and overall pub chaos
when revved up they barely move you
all that pub chaos does no knockback
your medic should be running in front of the sentry btw
even uber doesn't stop that much
yeah, and he'll be knocked behind you
try breaking a suicide nest on 2fort and turbine
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.
Shotgun doesnt have rev time.
In the time it takes you to rev, you can get around 2 shots off.
You're right, but I see this fairly rarely in pubs admittedly, but even when I try to do it myself I often see the heavy in question try to "mann mode" the robotic hoard himself. Sadly unspoken coordination isn't as common in my personal experience.
The burst is plenty strong and Heavys high health means he can take out most classes at close range.
what does a suicide nest mean
And Heavy shouldn't be pushing into chokes and sentry nests alone when he's being flanked.
Instead he should do that when he's ubered, because if he doesn't he will get shredded.
Which, again, is not a knockback issue.
uber doesn't do shit against kb
that's the point
It literally does
other clases mitigate this by being able to actually move efficiently
heavy can't do that
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.
Other classes literally cannot mitigate the knockback
What's a scout going to do against sentry knockback? Jump?
Congrats, there goes your scout
There have been multiple times where I, as an ubered Pyro, cannot push into a sentry nest due to the knockback
I literally answered the rest of the post.
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.
Yes. Which is why they are good at that.
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.
And even then, Sentry pushes usually mean a Soldier or Demo get's the Uber because heavy struggles in that scene.
or pushing through big chokes overall
Heavy is great in that scene?
As well as pushing through big chokes
Demo and Soldier are also good but usually if the nest is right there, Heavy is going to be my pick
you don't want to uber a heavy because he can't get into position
He can though?
Unless the sentry nest is a good distance away, it's not that hard to move up and then uber around the corner
And before you go "well that can't happen in standard play, it takes too much coordination" it happens literally all the time
during which you're locked in place
Maybe if there's three level 3 sentry guns focused on you at once
ubering in is the easy part
But in most cases you are not locked in place
You can move forward while destroying the sentry pretty easy
staying in position to do something useful is very bloody
It really isn't? Unless you're jumping but why are you jumping as an ubered heavy going against a sentry nest
it's all a game of risk assement. sometimes you have to sacrifice yourself to save the game
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.".
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.
the former is the scenario I'm trying to mitigate
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.
I will make a map to show that both of you are wrong
If you cant shoot an enemy that is within range, that is on you
mate I play scout a lot
running and jumping around heavy's head is very effective
if there's a big Russian bear being a menace, this is the best way to put him down (other than sniper)
In a pub some bum from France can work there too.
Two sentries in the same place knock you back, with one sentry you dont before you destroy it easy
The minigun kind of shreds sentry guns
the former is the scenario I'm trying to mitigate
So what you're telling me right there in the beginning is Alexx is right. Because this isn't a 1v1 with an engie. It's a push. Likely with multiple if not 1 sentry and some soldiers.
Even then, with two sentries, I'm able to easily destroy both before the uber would run out
No? I never said Heavy is immune to knockback, I said that generally speaking, his knockback resistance is enough.
or in a defense scenario, some soldiers, scouts, demos and pyros with at least one uber
If they counter uber, yes, they are going to counter your uber.
you should stay in that place and die for it
This you?
I'm just trying to make those sacrifice plays more worthwhile
Yes, and that's not me saying Heavy is immune to knockbacl
Or at the very least feel less hopeless.
that is the one thing I'm touching, and nothing else
these couple of seconds when you're moving in, holding a control point or cart, mowing a guy down can make or break a game
if you're going to die to make a difference, at least you should feel that you could have actually made said difference
Before I forget, I fact checked myself. Speed effects damage surfing not knockback. So brass Beast does albiet unintentionally, have slightly better staying power. but only cause he didn't fly off as fast.
I mean, the whole point of Heavy is that if you rev at the wrong time you are fucked.
Or if you unrev at the wrong time you are fucked.
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
maybe, but you can make your team less fucked at your expense
You really can't
Again, the issue is almost never that Heavy is being knocked away
It's that he's being outgunned
do you know that a trade kill is?
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.
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.
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.
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.
hmm. If others could make a point so clearly, concisely and considerately as you just did, we could end a lot of conflicts
goodnight