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07-11-2008, 03:23 PM #16
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07-11-2008, 04:56 PM #17
Re: Heavy is next. NOT JOKE
And here i was excited for the next pack.
That doesnt make any sense.
It is not impossible to stop and uber heavy
Valve
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07-11-2008, 05:05 PM #18
Re: Heavy is next. NOT JOKE
"It is not impossible to stop and uber heavy"
Right now? Maybe... maybe. But in a couple weeks, you will have yet to meet the man who can outsmart update.


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07-12-2008, 12:35 AM #19
Re: Heavy is next. NOT JOKE
Here's an easy one.
An alternate chaingun that deals slightly more damage and gives the Heavy slightly more health. But, he becomes unable to fire that chaingun once he's ubered.
In short, one weapon for teaming up with a medic, and one weapon for lone wolf operations - but not the both of 'em at once.GOD IS DEAD. THE N00BS TEAMKILLED HIM.
Titan specialist!
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07-12-2008, 01:15 AM #20
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07-12-2008, 04:01 AM #21
Re: Heavy is next. NOT JOKE
I uber heavies all the time. Just depends on the situation. If I need to take out a sentry gun, then I might prefer to use it on a pyro or demo. But to make a good push, I'll uber a heavy anytime (provided I get a little communication to time it right). For example, I was running with Rocks tonight on one of the CP maps (whose name escapes me) and with the careful use of a few ubers, we helped make a big push that flipped the map for all intents and purposes. With an ubered pyro, you can set a lot of people on fire but it's not a guranteed kill as most are quick to get out of the pyro's shorter range.
I'm looking forward to this pack though. I like playing heavies a lot. Just tough to find good support for them.Never rub another man's rhubarb!


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07-12-2008, 11:51 AM #22
Re: Heavy is next. NOT JOKE
That was actually called Warpath and yes, ubered heavy pushes are great ways to thin out the opponents before the cavalry pushes in (or while the cavalry pushes in). It not only forces the enemy to fall back, conceeding forward position that can then be occupied by your team, it also sets up a great defense as the uber wears off you still have a buffed heavy medic combo doing what its designed to do, defense. Thats worth at least 600hp of damage sponge.
But I also atribute the change in momentum yesterday to the mear fact that when I entered the game there was no heavy/medic combo on the team. Heavies on warpath are essential. Always have at least one in any map. It helps to establish forward defenses that opponents cant easily encroach upon, giving engies time to enstablish forward bases from which to teleport and continue pushing forward. It also can stop oncoming offense, giving dead teammates time to rejoin the from lines before the opponent can cap a point. If I recall they never had one either and so slowly we ground through, point by point, regaining territory until we capped the last point. I think in the last set there was one heavy running around but without a dedicated heavy. This makes all the difference and is why Valve is looking to give the heavy an alternative to having to rely on a medic.
Dont worry, a heavy medic combo will always be stronger than a heavy alone, even after the update but remember you are investing 2 people, not one, so its expected. The problem is that heavies without medics get their buts kicked unless they engange in very short, uneffective bursts and then pull back, running at a snails pace looking for med kits. During these bursts he's a static sitting gigantic duck. I expect valve to give the heavy an option where its able to comand respect within a certain readius of control without the medic. Something that when you see as you turn the corner makes you think twice about engaging him or not. I think the heavy mind set is not to dodge things, its to take direct hits and like it as well as gage when its time to pull back. This makes me think he will not have a speed boost but he will get a shield type effect or an HP boost. Each one trading off some how with the healing effects of a medic, though I doubt they will rid the heal effects all together.
If Valve does its job right a new heavy medic combo will be slightly less effective than the current. Key word, SLIGHTLY and the Heavy on his own should have better advantages than before. I can envision that I will prefer the current load out (it would be nice if we get some cool extra toy on the current config like the pyro did but its not necesary) over the new one IF I have a monster medic like Special or some of the guys who have been playing the server. But if I all of the sudden find myself spaming the Medic button, Ill switch over. Its really no fun to play heavy without a medic as it stands.Last edited by ROCKS; 07-12-2008 at 01:52 PM.
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07-12-2008, 02:24 PM #23
Re: Heavy is next. NOT JOKE
For just pushes (especially on a warpath-style cp map), I'll always prefer the kritzkrieg. I saw a few people using it on different servers and it just wreaked havoc everywhere. And yeah, heavies are actually effective with the kritz. Pyros are really the only class that can't really make use of kritz (of the 4 main uber classes).
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07-12-2008, 03:50 PM #24
Re: Heavy is next. NOT JOKE
Kritz heavy on warpath are also an awesome combo. Unless Yoshi is on the other team. You basically have to focus on the sniper first so that he doesnt take you out quick or hid behind something and work a part of the field where you dont expose yourself.
Kritz-Uber bouble wammy however DESTROYS all in its path.
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07-12-2008, 05:19 PM #25
Re: Heavy is next. NOT JOKE
I think critz priority goes (from greatest to least):
Demo (if they use stickies, plus splash, will clear out most areas. It is the best. Plus, its difficult for enemies to take cover)
Heavy (another good combo, but I've seen a lot of people run away from a critz uber, not to mention its pretty easy to take them out since they're slow)
Solider (they run out of ammo too fast)
Other notes, I've had the critz used on me a few times, it has no effect on the sniper rifle but if its a last resort thing I'll switch to the SMG and nab like 2 kills with the kritz.
All the other classes are a waste when you use the critz.
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07-12-2008, 06:53 PM #26
Re: Heavy is next. NOT JOKE
Spy>Sniper for kritz. 120 damage bullets with a fast reload is nice. And Soldiers can make good use of the kritz. You really only get like 8 seconds of it anyways (last 2 seconds don't give you anything besides lightning textures). The only bad thing about demo kritz is that you can easily dodge them.
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07-12-2008, 07:09 PM #27
Re: Heavy is next. NOT JOKE
The problem though is whenever a person is shot with the revolver, the game flips a coin and if it comes up tails, damage delt is reduced to zero.



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07-12-2008, 07:10 PM #28
Re: Heavy is next. NOT JOKE
I've said it elsewhere I believe but I think for the heavy his shotgun should be able to charge up to deal more damage, much like a rail gun. It means he has to anticipate his enemies just like he would with the chain gun. Visually a steam punk version with gears rotation on the shotgun would be quite awesome.
As for the fists, given the french sound set, I think it's safe to assume some brass knuckles. No crits just more damage.
Finally the main gun. Pulsating energy the color of your team, the chain gun fires a condenser cone, allows the heavy to move like normal, very little spin up and spin down times but sacrifices 50 hp


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07-13-2008, 01:16 AM #29
Re: Heavy is next. NOT JOKE
Eh. For the heavy to be effective solo, he needs a way to get into the fight faster. Without a medic he's just too easy to beat down whenever he tries to cross any kind of open distance at all, and there be bazillions of them. I'd like to see him get an alt-fire on his Fists that lets him sprint over a short distance and end with a 3-punch boxer combo*. For a heavy to have any decent shot at solo offense, he either needs more range or more speed, imo.
*Just for my own personal amusement.
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07-13-2008, 03:03 AM #30
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