Heavy update is next!

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Well, the heavy could throw the sandwich also... you still have the alt-fire button available.
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
Trying to come up with ideas that are significantly different from the minigun while still following its general function, I keep coming back to an image of a giant tesla gun. Even less accurate at long range than the minigun, it fires massive electrical discharges. If it strikes a target, it will jump to another target within a reasonable range, and it can jump twice, potentially hitting three enemies at once.

Potential drawbacks: The electric field it generates actively blocks heals from the medigun and dispensers. Another possible side effect of this electric field is that it causes rockets and grenades to explode if they pass near it, making the heavy slightly more vulnerable to splash damage, but also protecting him from direct hits.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
The heavy should do a Hulk Smash with his fists knocking people around him away, or something.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
heavy players could go both ways.

I'm very..very good with heavy, however people can be very bad with heavy as well =)
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
! D: :crying: :O
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
My effort:

Heavy Unlockable, Minigun slot:
Tactical Shield, named "Iron Curtain"
Last unlockable. 22 achievements.
This shield has no attacking power. Instead, when wielded, the user may press secondary fire to bring it up. There is a delay slightly less then the spinup in bringing the shield up, during which he is still vulnerable to all attacks. This makes switching between weapons and equipping at the right time a skill the heavy must truly master, and prevents him from blocking and immediately firing back.
Once equipped as so, the heavy takes no damage from frontal attacks. The shield is large enough to cover the entire front of his body, so headshots are not a possibility from certain angles. However the Heavy moves at the same speed as when firing Sasha, and has a limited FoV (not quite to the extent of the Sniper, and in a rectangular shape) and so is highly vulnerable to backstabs. Additionally, he can still jump with the shield equipped.
However, as an addition, the heavy will be granted a frustration meter, as the heavy does not like to be away from mowing down enemies for long. This is a visible form of the heavy's critical hit percentage, in the same form as the ubercharge. This could be called, for example, his Comragery (play off of rage+comradery if that wasn't obvious :p) When the heavy's shield absorbs damage, this meter is added to at a rate such that blocking a level 3 sentry for 20 seconds could increase it to 100%. The meter also decreases naturally, 1%/second with an additional -16% per secondary weapon shot/melee weapon punch. This could also be visible in the form of the Iron Curtain heating to a glowing red as it absorbs fire, if the modeling resources were available to do so.

This weapon will significantly change the heavy's role both offensively and defensively, However, it does so in a way that enforces the idea of him being the "heavy" member of the team, without encroaching on other classes' abilities.

The heavy will now fit the "defensive" class specification he's been assigned better. His job will be to lead his comrades into battle, pushing through tunnels against sentries, jumping in front of rockets and stickies and saving his teammates at every corner. He can tackle ill-planned ubercharges but will not be a prime target for friendly medics; with only his secondary and melee weapons to fight with, he would make a poor uber and he doesn't require the health buff they grant to do well on his own. An intelligent heavy will make use of the skills you mentioned, such as bringing the shield up at the right time, predicting when damage will be incoming, while watching out for flank attacks, as he is now very vulnerable to these. Additionally he will have to learn when to drop his shield to switch to the shotgun and devastate the enemy. If he participates well in the team and defends his teammates properly, a solo heavy will quickly build up the crit power to rampage through 1-on-1 encounters. A good iron curtain heavy will constantly have to consider whether or not to have his shield out and up.

This will have a variety of gameplay effects for such a small change. For example, offensive engineers will now have a new friend and a reason to be on the battlefield. Imagine Dustbowl stage 3-point 2. The attackers are trying to round the last corner, but spam and well-placed sentries have them locked down. In comes a heavy wielding the iron curtain on the attackers' side. He raises his shield, notifies the two engineers behind him, and jumps into the fray. He pushes forward onto the lip of the bridge and rotates his body to varying degrees as attacks come at him. Meanwhile the two engineers have followed single file. One places down a sentry as the other helps him set it up. Together they are able to get it to level 2 quite quickly. The heavy notices his Comragery is now at 85%, a significantly high level. The engies shout their okay and the heavy drops his shield, jumping aside as the fresh sentry decimates the defenders before succumbing to the other sentries. In the meantime the attackers have pushed forward and the heavy joins them with his shotgun, expelling critical hits at the defending engineers. Of course, if the other team was clever, they would have had a backburner or spy on that heavy in no-time. It's a powerful tool but not without its limits. Stickies in a tunnel will not be brushed aside by the shield, so a demoman facing an oncoming iron curtain just needs to wait til the heavy has passed his stickies.

Of course there are numerous other situations in which it would be useful, but that's up to the players to elaborate upon.

Total resources:
Animated (progressing from cool to redhot) Shield model and static viewmodel.
Metal dinging noises.
Comragery coding. I figure this would be a combination of adapting the current critical hit % modifier into a viewable meter, and then adding to it based on the amount of "health" that is being taken off of the shield's hitbox. Probably the hardest part.
Shield coding. Adapt some leftovers from CS or CS:S and combine it with the spinup coding on the minigun.
 

Foreverkul

L4: Comfortable Member
Apr 12, 2008
157
14
Here are my ideas, you can also find them in the heavy brain storming thread.

Minigun Replacement-
50 Cal Machine Gun
Large high caliber powerful weapon
Pro:
More accurate, better for medium range combat
Single large bullet with similar power to a shotgun
Con:
50 ammo clips with 100 extra, but long/moderate reload time
Slower firing rate than minigun (still fast compared to other guns)
Not as effective as minigun at close range

Shotgun Replacement-
Dual Sub Machine Guns
Basically 2 Sniper sub machine guns but one in each hand
Pro:
Faster rate, more accurate
Single reload
Con:
Longer reload time
Not as powerful

Punching Replacement-
1) Brass Knuckles
Pro:
Either higher critical rate or more damage overall
Con:
Slower hit rate
2) Boxing Gloves
Pro:
Faster hit rate and/or more crits
Con:
Less damage overall
 

Foreverkul

L4: Comfortable Member
Apr 12, 2008
157
14
I've kind of been wondering why there's a second thread. It divides the discussion too much. Is there any way we can get the second one merged into this one?

Well, I thought this would be more general talk about all of the update (awards, maps, animations, etc.), I was just trying to make a specific thread for weapons only. But if you want to merge them, I think there is a merge feature for admins or something, but they both have 2+ pages so its not like they are unpopular.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Well, do you want to brainstorm what @#$! we'll have to do for achievements?

1. 1 million damage with something. Minigun would make the most sense.
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
Heavy achievements?

Well... :D

Kill X enemy without a Medic

Kill a spy who just backstabbed your medic

Kill a Sniper who shot you

Kill X Scouts with your fists

Well, I have no more ideas...
 

drp

aa
Oct 25, 2007
2,273
2,628
Trying to come up with ideas that are significantly different from the minigun while still following its general function, I keep coming back to an image of a giant tesla gun. Even less accurate at long range than the minigun, it fires massive electrical discharges. If it strikes a target, it will jump to another target within a reasonable range, and it can jump twice, potentially hitting three enemies at once.

Potential drawbacks: The electric field it generates actively blocks heals from the medigun and dispensers. Another possible side effect of this electric field is that it causes rockets and grenades to explode if they pass near it, making the heavy slightly more vulnerable to splash damage, but also protecting him from direct hits.

that would be pretty damn epic
 

TriadAlfa

L1: Registered
May 20, 2008
10
0
I´m guessing that minigun replacement would be less firerate but more accuracy with greater damage. TF2 definitely needs that kind of weapon. It might be quite difficult to balance it especially for open areas.

Somekind of rapidfiring grenadelauncher would be nice also, but maybe we have to wait for demoman update...
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
No no no! The heavy is about close combat that does alot of damage if you are around him. Heavy is a class that does alot of damage and still scares you the most if you come around a corner. It takes 4 rockets under his feet to take him out and sometimes 2 more shotgun shots. Heavy is good as it is and I can only hope heavy gets something stupid like the flaregun. Let's hope he doesn't get a backburner overpowered weapon.
 

Laz

L420: High Member
Jul 5, 2008
461
35
I like the electric field idea, give it a rather small radius though. Turn the heavy into a living walking tesla coil. kinda like the tesla tanks in red alert :p
 

00000000000000000000000

L4: Comfortable Member
Jul 9, 2008
175
23
I'd say brass knuckles for melee, slower fire rate but higher damage?

The mini gun could be anything like more damage with less ammo/slower fire rate or less damage more ammo/faster fire rate or more accurate shots/slower/less ammo/less powerful ( it could also have something like more health or makes him faster), or it could be a completely different weapon like a rocket/grenade launcher or something like that.

hopefully the shotgun will be a new weapon like the flare gun was, maybe a push back weapon like the pyro's compressed air blast.

EDIT: Hey! instead of pushing enemies back it could pull them to him, so he could change to the minigun and do more damage since they're closer, but it would be hard since the minigun takes a long time to start spinning and then shoot... any ideas?
 
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