#OOTB Heavy Nerf
1 messages · Page 1 of 1 (latest)
the ability for heavies to run away is so strong
on top of having no way to keep them low on hp they're so annoying to deal with
imho heavy ends up feeling far more mobile than a med, and the idea that taking damage = energy recharge is rewarding someone for failure/rewarding someone when they should be punished
I check out old footage where I'm chasing mortar heavies and I'm barely keeping up on energy but they turn a corner and fly hundreds of meters out on the energy charge I just exploded into them
Light classes can easily redirect in a fight with thrust pack, heavies have that energy advantage, meds are stuck with no particular energy boost or directional effect above baseline
Compared to thrust, low heavy mass and recharge on damage, it's very little in my experience playing medium D.
Playing light D is the only way I can personally manage chasing mortar O, but then I'm chomped by a single disk
Common scenario;
Heavy O on top of hill - doesn't have to get too close, my HOF will feel it hard enough.
Gotta get on top of hill. Best option, don't be seen so you can walk up and conserve energy, but that's not reliable. Get to the top, energy is low, and you have inertia in one direction. Heavy notices, maybe you tag them for damage (and give them energy) and they head off in a perpendicular direction.
Med doesn't have any good way of changing direction to chase, and doing that manually means even less energy. Meanwhile heavy isn't particularly mass penalized and will regen their energy every time you tag them on the chase, getting further and further.
What are the details of mass for heavies in OOTB vs GOTY?
I could see keeping energy regen on hit, if the energy was at least a little less effective at getting them airborne, way beyond what normal med regen can manage
some maps in particular will consistently put medium D on low ground, too
Relative to OOTB?
kk
Let me try to get a clip or two that showcases what I mean
Oh can't upload in here?
So Tony comes up to sniper hill and shells my HOF.
I fly up as he crosses down aqueduct, comes to full stop at vehicle pad. I arrive with ~50% energy, he has enough to take off, do a full airborne redirect and skii down, then enough again to fully clear the opposite hill, then enough again to fly way up high and do a complete upwards maneuver to redirect his movement, at which point I give up because I can't compete with that regen and I'm consistently locked in my direction of travel in a way he doesn't seem to be.
fuk it's broken
fixed?
Good aim? No. Lossy jetting? Yes.
Regardless this is a consistent feeling that medium suffers from inertia in a way unique to med and therefore can't react the way a heavy does.
I think the mass is probably critical because it makes each unit of energy so cost effective, and it seems to let them turn on a dime
It's like you have to constantly be above and ahead of the heavy but when you're ahead he just changes heading and you're behind again
And if you ignore them, your HOF gets minced
or you capitalize on your position, hit them with your disk and arx or something, which gives them all the energy they need to get out
Hell maybe the answer is to make meds less massive and more responsive
¯_(ツ)_/¯
I wish there was a way to make potential energy only work for self impulse
I've always thought it was stupid to be rewarded for getting shot
but having some option for mobility is important for at least getting to the other side
and most of the time people like khorgaar are also only using utility pack so they don't get potential
how does potential energy work? is it just a percentage of dmg taken gets converted to energy? and does potential energy only proc from impact weapons?
afaik yes only explosions which is pretty much everything in mixer town
imho having played a bit of each class weight, I think that a decision in the agility of all weights is needed:
Do you raise the mediums to be as agile as the other two (lights are low mass, thrust pack, etc, heavies have relatively low mass and tons of energy), or do you decide that agility belongs to the lights only and hard kill heavy mass so that their jetpack is expensive to use.
Playing a light, I'm amazed at my ability to recover on vertically challenging maps (like dangerous crossing defence, you're always getting back up). Playing a heavy, I'm amazed at my ability to stay airborne in battle.
Medium is constantly fighting its own weight - just heavy enough to be stiff when trying to fine-tune something like catching a desperate flag throw, just slow enough on the regen to try to outrun a heavy.
I would play exclusively light for defense, if it weren't for the one-shot blue plate risk, because I can do so much more with it in so much less time.
From what I've gathered here are the options:
a) Lower heavy max energy
b) Lower heavy energy regen
c) Remove damage to energy on energy pack
d) Increase heavy mass
e) Buff medium mobility
f) Don't change anything, remove the heavy limit, see what the meta turns into
I don’t think any of these will solve the problem. Heavy limits exist because it’s ass when 5 heavies can mortar stand at the same time. Heavy mobility can be annoying to deal with, but that only changes how long a heavy is alive when they are engaged. You still have to go to each heavy and kill them which takes time for geometric reasons. During that time they are able to spam stand with long range mortars that do 700+ dmg. Imo if heavies didn’t have mortar, they would not be enough of a problem to impose a heavy limit
However, I think banning mortar or putting a mortar limit is dumb, so I kinda think we should just deal with a heavy limit
Is there an angle for increasing reload time, or slowing down swapping to and from the mortar?
Without lowering the mortar skill ceiling...
Yea
Just having the ability.to kill them if the mispositioned
It's so easy for them to run to one of three spots
What about lowering max ammo on mortar?
Can we get the under the hood numbers on the different masses?
But otherwise I think we're all in agreement that the target is to reduce the capability of the heavy to mortar indiscriminately, yes?
I'd say for now the easiest way to approach that is to increase heavy mass, for the following:
- Decreased acceleration from standstill
- Decreased flight time from standstill
- Increased airborne 'turn radius'
- Increased 'brake' distance
So in the life cycle of a heavy, from spawn...
Slower to get going, more challenging skiing to get to destination, potential energy/mass management to get to the high ground.
Once targeted by a medium, less ability to just take off and leave at 90 degrees, and to keep doing it over and over, because as long as the chaser isn't capable of pinning down the heavy, mortar shots can be casually lobbed back at the stand - so they have to be made 'incapable of firing' faster, or maybe incapable of ignoring the out-of-energy chaser because they're actually capable of cutting them off and threatening them.
No need to change the speed or handling of the weapon, mess with perk/self impulse only, and energy pools.
Mass impacts energy enough on its own
I like the idea of nerfing the max ammo to 3-5.
- Solves mortar spam
- Doesn't change the feeling of movement that everyone has spent years getting used to
- Encourages fighting instead of running away
- Shouldn't affect HOF because they get lots of nugs
i think 10 is fair tbh
Some thoughts:
- iirc utility pack doubles ammo count so 10 mortar shots -> 20 mortar shots which I think is enough to stay in the realm of indiscriminate mortar, and also keeps the issue of having a low-mass heavy (-15% mass). Maybe 5 is the right value?
- hopefully the outcome of no heavy limit isn't just giant heavy D stacks, those are hard to break purely on the staying power of 2500 HP, with marginal mobility drawbacks
But also, if unlimited heavy with a limited mortar ends up showing that mediums can't keep up that'll be good data.
If not then great.
every mortar spammer already only uses utility so an energy pack nerf has no effect
but ya heavies on d are one of the main reasons the limit was made
2 hof is absolutely cancer to play against and just boring
I would think your baseline heavy should feel unpleasantly heavy in the air. Low jet speed, low distance, slow turns, which then is buffed up either with utility pack mass reducer or energy pack combat energy regen.
Right now baseline heavy might be too light.
either way, mortar ammo=5 is an easy thing to try first
yeah I mean bottom line is it's still a bandaid fix to medium d misplays
letting a mortar spammer run is a consequence of whiffing the burst and not being able to finish them is just missing after
realistically medium especially only on D will beat a heavy
smaller hitbox, better air movement, burstier and more consistent guns
arx has always been one of if not the best explosive weap
Yes there is a skill issue there but I'm not sure I'm feeling the better air movement on med, and you don't always get a chance for a burst so basing your kill potential on that... I don't know.
If they don't see you, great. If they do, you have to arrive quick, at which point you have that problem of having to halt inertia to move in the opposite direction because they're not dumb.
And then you get into that question of why are they so damn mobile once they get moving?
arx is the burst it doesn't require to sneak up on them
3 arx and a disk will kill all without moving the enemy at all
If I suck at midairs past 50 meters they're capable of moving in such a way as to never let me close the distance nor move in such a way as to reliably gp, which is weird for a weight class difference
otherwise get them to like 400hp and then just gp
dj
dj is nice and all but if I'm going to operate on an HP penalty for mobility I'll just play thrust pack light and actually be able to counter
and take the one-disk deaths
heavy mobility still comes from hp penalty tho
In what way?
in almost every case they're using the impulse from you shooting them to run so positioning where you don't want them to go is important
I don't have the luxury of positioning where I don't want them to go, I can barely keep up
I'm not at your tier, but I don't think I'm entirely bad at the game here, I'm not able to keep up and fight, and the consistent assumption you're putting on me is that I'm not being counterplayed
Counterplayed in a way where I would think I would be able to leverage my weight class mobility to fight back, but I can't
I usually move around the person on the kata mid hill to force them into skiing down mid or towards base instead of the side
Ski as fast, fly as far, and so much HP than any lapse in tickle damage is a fresh start
That's an expensive move to be doing all match long, which you will.
Expensive in time, setup, and energy cost
He'll be back in 30 seconds at which point you'll have to repeat your setup, time and time again
This is all I end up doing on medium D.
Position, chase, repeat, and never catch up
And all that time spent is either him lobbing mortars back, or his buddy doing it unchallenged, and my hof is mince
- it's the reason why flak has to stay relevant as pinger
it's not really an energy loss tbh it's just slightly changing where you come up the hill
any time I've played med d / fight heavies as light I spend more effort out positioning rather than out aiming
it's 99% out positioning because they don't have to aim back they usually just poop mortar shells at their feet in the hopes you ski into them...........
idk I'd like to see game povs of this type of thing because I personally never have the problem and want to see the difference
How much of your approach is dependent on your scoreboard-topping long-distance midair ability though?
depends really
Hm I had a really boring match on that hovery frosty map, did I record that one...
it was a really mind-numbing example of that for like 25 minutes
my aim mainly gives me leeway to he more aggressive
be
otherwise it's still better to play it safer when the option exists
/shrug
I play as aggressive as I can and still end up too slow, too low
I'd rather know I'll hit the full combo on a heavy but have to spend 3 sec moving around him than trying to hope I hit them fast enough
3 sec >.> I don't think we're thinking of the same maneuvers
depends on how close you fight
How close will they let me
(A: not close)
but to clarify:
if the heavy is primarily fighting then there's no problem
but if the heavy is primarily running then all the above
with caveat that you let them run = they mortar
most cases they aren't just running before the fight even happens
and if they are that's a win for you
wym?
Isn't the strat to just let them run
Like if they see you and instantly start running that's pretty much a won fight with 0 effort, right?
the HOF might disagree with the 'win'
it depends on the map somewhat but a lot of the time they are running down a hill without sight line on the stand
Especially if you do what quench was talking about and make them run towards mid/your base
and if they do have sightlines then they won't be as accurate with hitting the hof
so it's less of dodging a mortar and more staying away from that spot they are hitting
the fun thing about the mortar though is repeatable over-the-horizon shots
hofs have legs tho lol
Then they're sitting on low ground right?
or just over the crest of a hill
e.g. on the center of drydock, out of sight from pad, but with pad fully exposed
Starting from low D position, no effective way to get there
But that's drydock tho lmao
it's a repeated scenario, just looking at drydock rn
idk in my experience I've only felt overwhelmed on hof with 2+ people uncontested mortaring
with 1 running away its easy to avoid their shots
a lot of mortar spamming is micro adjusting away from the middle to hit them while they're dodging something else
and that's really hard to do while moving and running at the same time
Anyway yes I have that game recorded I'll scan through it and try to visually make the point for you to either understand or criticize my work so I can do better
my main issue really is just any nerf to spammers nerfs the aggressive and risky playstyle and also hof
otherwise I'd be down
if there was a spam class or something it's easy
but I personally find the impact on the other playstyles/roles too much for a problem that is at least semi counterable
I would admit the bulk of my feelings for weight class dynamics is going to be informed from my time in ye olden days, GOTY ruleset, where I distinctly remember the way that lights and meds could outmaneuver an exposed heavy, and I'm not feeling that at all in the mixer ruleset.
aaaaaaaanyway, it's not up to me so we'll see what happens
I feel like that's mainly just because of chain, where it's easy to leverage your speed for dps
Way easier than with just spin at least
nah disc play memories
I wouldn't know tho I'm not remotely og
PTH light spin vs heavies
ya I mean that's part of the reason goty is cool
Risk of one-shot death, but you had that ability to dance around
actual class and weight diversity
I'm still straight dick at thrust dodging lol
and the opposite fun dynamic, brute in the open - slow and heavy but one-shot potential on those lights
iirc devastator spin had 1k+, then yeah you'd tickle with colt :D
Is colt rapid fire in old GOTY or was that an OOTB change
Even without thrust too. Granted the memories are near a decade old, but still
ootb
but people had dlls to make it auto fire
juan moment
some Mexican guy used them I think
who is juan
isn't that the guy who lost to solly
Nah, you are right. Used to, mediums could dance all around. I miss it. =*( Med class got the biggest nerf with OOTB.
I think chicken ended up re-nerfing light twinfusor but if mixer kept 600 damage light twin I would probably play Light D heavyhunter all the time.
Awful for chase but good pressure for heavies.
ya I mean light is another good way to finish a runner but literally every light will go chase so
class swapping has always been super unutilized in mixers
light is super good at applying pressure but usually people don't push out of fear of leaving rage range or dying
Oh yeah well I mean accomplishing the duties of Med D with a Light D, so fuck the flag leave it to the chasers or do it when you can spare a rage thrust
which is kinda reasonable but if there's no risk of a grab it's essentially no risk
ya having a just LD would be fun to have people try more
Yeah I avoid doing it too much 'cause I feel it might confuse things about who's doing what and why isn't that light getting that flag
d is just weird with roles
everything else its pretty obvious what you're supposed to do
but there's a lot of decision making with meeting flag, killing x person, blocking cap, chasing, etc
instead of just shoot hof
I feel lost pretty often playing LD in pugs
Even when people say I'm doing fine
Mixers is easier IMO because you turn your brain off and kill shit
The one that gets me is whether you should resecure flagbase or move to offense when your flag is way out field.
Trust the chasers and tidy up the homebase?
Or desperately try to get it back?
ya that's weird
and super heavily dependent on the chasers too
honestly it's pretty underrated how important decision making based on players is
You mean like captain team selection? :P
no i mean in game
like should i do x thing depending on what player is there
like do i go help chase if its khorgaar chasing vs wright chasing
g a m e s e n s e
I was trying to make a subtle joke about the biggest player based decision making thing (team select) is the most underrated because nobody wants to do it, but I whiffed it like I whiff my blue plates
o lol
Very noticeable on dangerous xing. Felt like it was much harder to get around and your energy was much less effective
Heard some HOFs say it was more difficult to get around the stand as well which maybe isn't a good thing
I swapped off heavy O after like 15 min cos it felt way worse than med