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Heavy next in line for new weapons

#  Jul 01, 2008 at 7:57 PM
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Oct 12, 2007
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kankle king 78269
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Specialty: Medic
Steam ID: b_myne
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http://www.teamfortress.com/  I can't wait, I've fallen in love with the heavy lately, due to the massive amount of pyros, so this is great imo. Is this one of the new weapons or a fake?

#  Jul 01, 2008 at 8:01 PM
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ArlanKels 79224
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http://www.teamfortress2fort.com/forums/t/NewHeavyandSniperSoundbitesFoundForNewWeapons-13809.aspx

Already being talked about there.
Cant' we just have ONE FRICKING THREAD for once?
#  Jul 01, 2008 at 8:04 PM
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Oct 26, 2007
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Echo Mending 79297
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Wasn't expecting him so soon. Nobody was, really.

Increase viability without a medic, hm...
#  Jul 01, 2008 at 8:09 PM
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Specialty: Medic
Steam ID: HardLuckKid
GamerTag: HardLuckKid01
 
Quote:
This may be difficult, seeing as a) They want the weapons to be alternates and not upgrades, b) It's supposed to make the heavy less medic dependent and c) it shouldn't be AS good as the current medic/heavy combo.

that's a lot to take in. @_@
#  Jul 01, 2008 at 8:16 PM
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cemretas 84706
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Specialty: Soldier
Steam ID: Surreal
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Quote:
Originally Posted by HardLuckKid01
Quote:
This may be difficult, seeing as a) They want the weapons to be alternates and not upgrades, b) It's supposed to make the heavy less medic dependent and c) it shouldn't be AS good as the current medic/heavy combo.

that's a lot to take in. @_@
A heavy shooting round that shoots small explosive rounds with a somewhat small exsplosive radius that has almost no transit time. In tradeoff for a room clearing ability you get mobility.

Im assuming they want lone wolves to finally be able to choose heavy instead of demo/soldier/or pyro.

#  Jul 01, 2008 at 8:17 PM
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Dro0g 81612
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Quote:
Originally Posted by ArlanKels
http://www.teamfortress2fort.com/forums/t/NewHeavyandSniperSoundbitesFoundForNewWeapons-13809.aspx

Already being talked about there.
Cant' we just have ONE FRICKING THREAD for once?
This thread included a link to the valve blog. So ha! This thread is officially better than the other one!
#  Jul 01, 2008 at 8:19 PM
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Frito 83380
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Steam ID: |?( ???)?| Øsiris
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hmm i think making the heavy more mobile will definitely make him an asset in competitive games, not that he's not an asset. the soldier/demoman alternatives just work better.
#  Jul 01, 2008 at 8:25 PM
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Chro 77370
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I think its kinda simple, make him more offense oriented.  Just mess with the minigun wind up time, thats the entire flaw of him on offense.  Give a gun that has smaller spray, less damage, and more accurate with some knockback.  Also make the drop off damage at range huge.  Take away the begining wind up time, keep the 2 second delay at the end.  This would keep him 'committed to a plan'.  The final catch is that he cannot move at all with fireing.  On defense maps you would want the old gun, because you are in a pre-determined spot and need to walk around corners wound up with a high damage spray in tight corners.  As well as very tight maps like junction you would want the old gun to destroy people at close range. New gun would be on offense or maps that are more wide open, give the heavy some chance to do damage or at least annoy on the larger maps.  He needs higher tactics in a way with the this gun because if he commits in a bad spot hes dead with no movement at all, theres no chance to correct your mistake.
#  Jul 01, 2008 at 8:27 PM
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May 29, 2008
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Specialty: Medic
Steam ID: HardLuckKid
GamerTag: HardLuckKid01
 

Originally Posted by cemretas
Quote:
A heavy shooting round that shoots small explosive rounds with a somewhat small exsplosive radius that has almost no transit time. In tradeoff for a room clearing ability you get mobility.

Im assuming they want lone wolves to finally be able to choose heavy instead of demo/soldier/or pyro.

yea, that's really the only alternative main that springs to mind, basically the picture posted by the OP. A heavy/medic will still be able to decimate rooms full of enemies with the original minigun, while it would be difficult to duplicate that with something that has individual rounds, assuming it's 2-3 shots for a kill. But, in order to increase individual viability it may need to kill the warm-up time that the minigun has.

Of course now it runs the risk of being a slower, 300 HP soldier.. >_>
#  Jul 01, 2008 at 8:37 PM
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May 21, 2008
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fatalmsg 85065
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Hopefully we can trust in valve not to let us down =D lmao yeah right!
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Team Fortress 2


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