Open discussion HEAVY class


(peteXnasty) #21

Heavies need a little more base health to balance them out. Do the MG’s have their recoi steady the longer you sustain fire?

The Hjammerdiem however may be my favorite gun though. Get a buff and heal team and a little cover, that thing will beast chokepoints


(Baumbo) #22

The heavy is one of those tradeoffs, where although you can’t always get into the right position to deal death with an iron fist because you’re so slow, but when you do you destroy.

Playing heavy seems to reward having above and beyond the normal situational awareness, because your heavy weapon doesn’t work in all situations. Not only do you have to predict where enemies are going to be, but you have to think about if you can kill them in the area you meet them, and if you can make it out alive if you choose to fight them. Sometimes, when I am playing heavy or light, I see a guy and go “not even going to shoot at him” because I know that it just isn’t a good situation for me.


(RaKeD) #23

Thank you raib.I tried to analyse the special weapons exactly.I wanted to understand them well so i can make a competent statement.

I think it s important to understand the gameplay mechanics and why the weaons don’t compensate the downsides of the class in order to explain it and point it out to the people and maybe the developers .

Driven of course by my respect and love to the game.I don’t want to flame or devalue it.Just hoping the developers listen, tweak a little bit and change the weapon values a little bit to even out the class.


(Kill5Joy) #24

personally my fav setup is the Chinzor, I think that’s the name, with extended mags any thing on the barrel aside from the silencer, and the Gerund AR with extended mags, GL, red dot, and any but silencer. It works very well for me, the mg for mid to close range and the AR for mid to long range. I’m only using the engineer class and that setup with a medium turret works very well on attack and defence. I find that the chinzor is actually very accuarate even when I’m going full auto at mid distance, you just have to know how to work with the recoil


(PariahDog) #25

Well what system you’re on should be taken into account here. On that note I am a PC player. Aiming is much fluid and faster on the PC where that extra 60 health means very little. The health bonus is quickly negated twofold. First you’re a bigger target, spraying is more effective since you’re hitboxes are bigger. Secondly you’re slower. By a LOT. In a CQC heavy game like W:ET and Brink most of your effective HP is how well you can juke around and dodge. The lumbering heavy cannot do this. Also lights and run and slide between cover and even offensively. Heavies do not have this luxury.

The weapons: Currently Brink is very SMG centric with its focus on close combat and fast(ish) pace paired with a large amount of light body types out there. The heavy weapons are just BAD. The EZnade can be used to spam a corridor for a few seconds The LMGs gain spread WAY too fast and it takes way to long to bleed off to benefit much from their large magazine size. The mini is a joke. High spin up time combined with the same base problems the LMGs have. With a slightly tighter cone it might make a decent suppression weapon in theory, but suppressive fire in a video game is another word for bad aim. And a shotgun on a class that would get torn to pieces before getting into effective range with it?

Horse brings up the TF2 Heavy. In his initial state he was a joke. Valve buffed him to the point where his minigun has a near instant spin up and a theoretical DPS high enough to kill a overhealed heavy in a second. Even then heavies in TF2 aren’t a threat unless they have a medic fused to them. Plus all the other toys they’ve been given so thats a bad example to bring up.

On the consoles heavy might be fine. On the PCs hes a joke.

Edit: Heavies could be more useful on defense where they do not need to stray far from cover but since one map you might be attacking and the next on defense and no way to change body type without quitting and coming back its not worth the being fail on offense to be ok at defense when a light or even medium can do both.


(Gearbox) #26

Nice thread RaKeD. I just wanna throw my thoughts into the ring:

Enough health? - Not enough to overcome its lack of mobility and larger target area.

Enough fire power to compensate the lack of speed. - No. More on this below.

How do you like its special weapons? Damage, Fire rate, Reload speed …
Do special weapons of the heavy have too much bullet spread in automatic fire?

  • The heavy weapons, while designed for suppressing fire, fail to accomplish this task. Suppressing fire relies on powerful, deadly, dangerous sustained fire that strikes fear into the hearts of the enemy. None of the heavy weapons accomplish this:

EZ-Nade: While the rapid 6 nades is amazing and the damage superb, the reload speed effectively eliminates any use this weapon has. A single medium with a Lobster can stunlock an enemy team by simply firing as fast as he reloads (I know, I’ve done it) while the EZ Nade will get off a single salvo of 3-6 nades before the heavy has to take his union mandated coffee break while the gun is being reloaded.

Hammertime: While the 2 shot burst can END a target, I only see this useful on Heavy Operatives, due to the game’s lack of a backstab mechanic. This weapon engages one target at a time, unloads 2 shots into their vitals, leaves a gaping hole, and then leaves the wielder in the midst of the enemy at pointblank range. Against any dogpile team (read: any team, since even puggers dogpile objectives) you are going to take one target with you and then die.

Machineguns: Quick! Which weapon in Brink has the highest damage and highest rate of fire?!? Did you answer any of the machineguns, weapons that are incapable of accurate fire, equip slowly and reload like molasses? Then you answered wrong! The Euston Assault Rifle has the fastest rate of fire (tied with SMGs and the Chinzor) and the highest damage of any weapon in the game! So your fatty can either take:

The Maximus, which IS a Gerund AR with 15 more rounds than a Drum Mag but much lower stability.
A Chinzor, which is almost comparable to a Euston but has garbage accuracy and can’t be ironsighted.
Or a Gotling, which cannot hit the broad side of a barn and is useful only within 10 meters. If your enemy has made it within 10 meters, then you don’t have time to swap to your Gotling and spin it up.

To top it off, none of these weapons compare to ARs in terms of stability or accuracy. They simply cannot suppress the enemy in any meaningful way.

In the end, these weapons don’t have the stats to make up for their drawbacks.

Buffs on the heavy - All body types need buffing to be competitive.

Should the heavy do more melee damage? Meh. Take it or leave it. Maybe their knockdown should last longer, since their heavy weapons are harder to melee with.

Should the heavy carry more grenades or flash bangs and/or recharge them faster? No, but he should get more supply.

Is it balanced? - No. See all of the above.

He gets 20 health, crappy weapons access, slow movement and cannot even Mantle. He’s cut off from half of the paths on every map, and his heavy weapons cannot suppress the enemy team.

I say all this having played my Engy from level 5 to 20 as a heavy, and extensive review of the weapon stats using the Brink Wiki.


(FlameHaze) #27

Don’t know what game your playing because only a buffed bolt-action headshot on an unbuffed light kill in one shot

-FlameHaze


(Misnomer) #28

I just want to agree with what PariahDog and Gearbox said. Heavy either needs a health buff or his weapons need a damage buff (accuracy maybe, but would rather see damage). I registered to post this as I have been playing heavy since I unlocked the body class…weeping as I see paths I can’t take and hoping that my sacrifice to bring large weapons to the front will help my team. Sadly that is rarely the case.

I think that when teams run into heavies they should be all over their coms asking for support or scrambling in parkour moves to get out of the way. Right now it they just chuckle because they have easier to hit big targets. They fear the wimpy turrets far more.

The only time I feel successful as a heavy is on defense when I can truly set up my heavy weapons and use cover. On offense, I can’t cover my teammates and I am headshot bait if I try to move with a rolling bot or even try to take an objective using my extra health supposedly to live longer.

I hope SD has data steaming in from the game so they can compare the time living for heavies when they are in combat. Don’t be fooled by the length of our lives from spawn…we take a long time to get anywhere…once we face an enemy we die very very fast.


(Gearbox) #29

Thanks Misnomer. I think RaKeD did a pretty solid job outlining the weapons too.


(trollface) #30

I’ve gone up against some good players with kevlar and the maximus, unless you’re spamming headshots you will have a challenge.

Theres no point in playing heavy for the health advantage only. You get acess to some very powerful weapons. People think the auto grenade launcher is useless because they dont understand it’s purpose.


(crazyfoolish) #31

If what BigBiker says is true. I think the heavy could do with 5-10 more health.


(theorigin) #32

I really dont like the heavy class. The few hvy weapons they can use dont offer me a compensation of lacking speed/movement. As i played heavy i was mowed down in just a second like a light/medium guy because i am not able to dodge/strafe any shots (not to speak about headshots!). The few more hitpoints dont matter if a fast enemy keeps spraying his smg mag on you.

I prefer the light body type wich offers a lot more surviveability due to its speed/movement than a heavy. Even the medium body type is to slow for my playstyle :slight_smile:

The heavy MGs and the Gotling is so inaccurate thats i switched back to Assault Rifles instead.

The Heavys really need a health buff about 60-120 HP to have a REAL advantage other body types have.


(raib) #33

Same here. I live much longer as a light than med/heavy in pretty much any situation. Being able to strafe back into cover quickly is huge. The smaller model and hitboxes also help.


(Inofor) #34

Something I’ve noticed: some heavy weapons are very useful for breaking the bot on escort missions. The health difference is negligible, perhaps some headshot resistance would be in order?


(Kurushi) #35

Heavies seem good. They can die fast but any body type can die fast, that’s what medics are there for and the rest of the team…

They don’t need more HP imo, it’s not really the point of the game


(Misnomer) #36

[QUOTE=Kurushi;309500]Heavies seem good. They can die fast but any body type can die fast, that’s what medics are there for and the rest of the team…

They don’t need more HP imo, it’s not really the point of the game[/QUOTE]

The trouble with this logic is that SD put in bullet spread on weapons (cone of fire…whatever) to balance certain high rate of fire, moderate damage weapons like SMGs and the Euston AR. This balances them against medium and light, but the bullet spread still hits the heavy. Thus the largest damage weapons for Light and Medium are actually more effective against the Heavy. The current health benefit is not overcome this fact.

Additionally, the heavy weapons a better for suppressing than killing. This is fine if you happen upon a group (which works in escort) or are doing area denial with nade spam, but if you are trying to place indirect fire to an upper area like the container bridge on the first objective of Container City…the EZnade is too inaccurate to place a single nade before you die. Only one of the MHGs is accurate enough to handle that and you die too fast as a heavy to use it…so this is a job for another class. This means that you are useless to your team for an entire objective unless you quit the game to change body types. At best you could be a medic, but I have seen Light type medics that are far more effective at getting in under fire throwing the syringe and getting out with little damage. A Heavy medic on offense is going to be mowed down trying to get to the downed teammate.

There just is not offensive capability in the class right now. Even fully buffed a heavy walking forward spraying ahead of his team cannot suppress enough to stay alive, especially if the map has any vertical nature.


(Fox_McCloud) #37

Special weapons no accuracy, virtually useless except at point blank (which is rare)

Health is not worth it, only take about 1 second more damage

Slow speed means lights get behind you and kill you easily

SMGs are too go in comparison

Just read this thread

http://www.splashdamage.com/forums/showthread.php?p=309866#post309866


(Senethro) #38

I take it the different body sizes have different hitboxes?

THeres an idtech 4 engine command to see hit/bounding boxes, right?


(djtool) #39

I’ve played heavy/soldier to 11

I don’t find much value in the machine guns. I’ve lost count on how many times enemies have run right into my cone of fire at very close range and still live to tell about it. It’s a game, not reality, but that’s still a bit silly. To add to that I also don’t experience any drop-off when I switch to sub-machine gun. I still use the machine-guns but just for fun-factor, not for effectiveness. The Chiznor is the best that I’ve found.

Many of you have said the hammerjam (sp?) is good. I have not had much success with it but that could just be me. I rarely take people out in the two shots I get and then i’m dead.

The EZ-nade has show to have the most value for me. It really benefits the team and its value is not determined by range (typically). Combined with soliders grenade modifications it really sets the stage for your team to advance or complete an objective.

The gatling gun is a joke. At medium to long range it is terrible, but that’s ok with me. Short range I have never had an advantage over any other gun (save maybe pistol). Its never worth it and I only use the gun for the fun-factor (although not for long as its not very fun to actually use…just to shoot).

I suppose health could raised a bit. I take all skills associated with making me a better tank and admit I don’t feel a great deal of superiority to the other body-types in the appropriate situations (i also have AP rounds so I’m not behind any 8-ball there). I’m not going to pretend I have any deep insight on this though.


(jazevec) #40

Even if heavies moved as fast as mediums they would suffer, because they can’t climb as well.

Heavies have exactly 50% more HP than a light. I agree it isn’t much in a game like this, where dodging and good aim matters more. But to get the most out of it, perhaps you should use Kevlar ? Heavies would gain more from damage reduction than lights. How much does Kevlar reduce ? Soldiers can spawn with it, I assume it’s the same as engineer’s buff except no problems finding a nice person playing that class.