I’m starting to like the idea of the gotling gun causing knock-downs on every 3rd or 4th hit more and more.
This is such an excellent thread btw, very well made points.
I’m starting to like the idea of the gotling gun causing knock-downs on every 3rd or 4th hit more and more.
This is such an excellent thread btw, very well made points.
It might be nice to add some heavy-only parkour like lifting a heavy object long enough to crouch under, or smashing through things.
I haven’t played a heavy yet, but from observation I do notice the extra health. It’s only a small benefit, though, like having a few extra rounds in your magazine. They look really scary, but the heavies and their heavy weapons don’t really feel any more dangerous.
Facing a heavy and heavy weapons should cause you to consider using different tactics, not just think, “Oh I need to hold the trigger a little longer for this one.” Like someone already said, people are more scared of turrets. A heavy should be at least as scary or more.
I don’t think buffing a heavy’s melee really helps too much considering the difficulty a heavy would have taking advantage of that. I think it’s pretty clear the real perk of the heavy is the weapons - and if the weapons aren’t clearly a little better than the rest then nobody wants to live with the penalties that are clearly worse than the rest. When you can’t follow your team because they’re mantling walls your limitations are undeniable. Or worse yet, when your team has to change tactics because, “Oh yeah we can’t go that way, Brutus is with us…”
[QUOTE=Phizuol;310308]Facing a heavy and heavy weapons should cause you to consider using different tactics, not just think, “Oh I need to hold the trigger a little longer for this one.” Like someone already said, people are more scared of turrets. A heavy should be at least as scary or more.
[/QUOTE]
Yes exactly! The heavy has already worked enough to get in the spot where he is, when he’s there it’s on to the rest to run. They can finally utilise their SMART manoeuvres to get their ass to safety and find a different aproach.
When you can’t follow your team because they’re mantling walls your limitations are undeniable. Or worse yet, when your team has to change tactics because, “Oh yeah we can’t go that way, Brutus is with us…”
Indeed, right now you’re just the retarded cousin that lags behind the team, you feel more like a liability than a real asset.
[QUOTE=Phizuol;310308]
When you can’t follow your team because they’re mantling walls your limitations are undeniable. Or worse yet, when your team has to change tactics because, “Oh yeah we can’t go that way, Brutus is with us…”[/QUOTE]
This is the best counter I have read to the argument that heavies work best with when in groups of teammates.
I’ve had it frequently in container city. Following a group of team mates that mantle up a ledge I can’t reach, never to see them again.
yeah but the thing is the heavy, or heavies,keep the other team busy so that the lights and mediums have the option to run around and flank. Even if the lights are super fast they’re not going to slip through a chokepoint that I’m covering with a chinzor, gatling turrent and two mines. Even if I just keep them back I’ve got the lights and mediums flanking for me
That’s the idea, but right now lights stand way too much of a chance in meeting a heavy head-on, all they have to pray for a few lucky head shots while running towards him.
yeah but you would be surprised how much good the turrets can actually be, when used right. My fav map as a heavy engineer,as security, is sec tower. You put a turret up on one side build the mg nests and dare I say… Camp! Let the heavies keep the enemies back and the medium and lights run around and do what they want. The only chance of a m or l getting the drop on a heavy on the beginning of that map is if they go up the left side, which can be covered pretty easily.
You could conduct an experiment. Take Heavy, and run around with a medium weapon. See if you can kill more people. If the anwser is “yes”, then we have a big problem and health buff is not the way to go.
Tried it already. I used to have my rockstedi as a secondary but it’s more and more a primary weapon. An experiment isn’t really needed, the weapon statistics already speak for themselves.
I did the experiment, it’s called I do much better as a light with a carb-9 than a heavy with a gotling.
First time I played a light after about 10 hours of heavy it felt like I was cheating.
Strong artifical bullet spread(not recoil) on the Gotlung Minigun and Chinzor MG seem to disfavour those special weapons of the heavy class and is confirmed by more and more players.
The Maximus MG and it’s heavy random recoil (specially random x-axis recoil) aswell.Thanks for pointing this out guys!
I also want to stress the point again that the bleed out time of the random bullet spread on the Gotlung minigun takes very long, it simply takes too long to recover in my opinion (The crosshair circle isn’t recovering fast enough giving it more and more bullet spread even when shooting in burst).
This renders all the “machine guns” uneffective at medium to long range,furthermore more and more heavy players report that they are getting heavily damaged or killed by the light class with smg’s in close quarter combat (especially Carb-9, imo).I mention this because it seems like the special weapons of the heavy seem to be meant to really shine in close quarter combat in the current build of the game but the thing is, they don’t shine there either, nor do they at medium to long range.
There are of course other opinions, i just summarised my point of view and the majority of opinions in this and the thread “The Heavy NEEDS a buff/ SMGs are too good”
link to this thread: http://www.splashdamage.com/forums/showthread.php?t=26418
This could be a nice addition.
Hopefully SD is getting some information and feedback on this topic.
[QUOTE=Gearbox;311289]iFork had a good idea in that thread:
Heavies should be immune to knockdown.[/QUOTE]
Knock-downs aren’t an issue for heavies so that wouldn’t solve anything. It would just be removing a fun mechanic for the sake of nothing.
[QUOTE=RaKeD;310713]
furthermore more and more heavy players report that they are getting heavily damaged or killed by the light class with smg’s in close quarter combat (especially Carb-9, imo).[/QUOTE]
This this this. I told the story in another thread, but I’ll tell the highlights here. Basically, I was in a very simple 1-on-1 situation against a medium body type wielding a carb. I was heavy using the Maximus. I do not recall what buffs if any I had and obviously have no idea what buffs they had. Regardless, I started shooting first, it was close quarters and I could tell I was not missing. He mowed me down in an instant.
There might be situations where a medium/light can outplay a heavy and take him down before he can do much damage, but this was not one of them. I am not a trash player and I rarely cry foul, but this was a situation that should just not happen. In a straight up one-on-one situation, a heavy with an LMG should always be able to take down a smaller body type unless they are literally scoring headshot after headshot. The only time I could see it coming out in favor of the lighter body is if they are completely buffed (+health, +damage, kevlar), and the heavy has 0 buffs. That is it. And its totally possible that is what happened to me. But it should not have been that easy for them.