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+infinite ammo
+10 hp on hit
+can give metal, health and ammo to nearby allies and engis
+while spinning up, heavy has 20% resistence to all sources of demage
+after taunt: heavy gets a 25% speed bonus
taunt: heavy breaks down his minigun and puts a dispencer
-after taunt, heavy needs to destory his disp to get the minigun back from the ressuply cabinet
-when spin up, heavy can not move
-15% demage
-15% firing speed
-20% spin up time
While unactive:
+15% demage vulnerability
All the time:
-30% healine from medics, dispencers and health packs
-all ammo collected becomes health
+recharging ammo
+10 hp every second
+can supply ammo, metal to engis and health
-10 damage
-5 firing speed
-50 hp from medics
+ 2 health per second
+ 2 ammo per second
+ act as a levle 1 dispenser for allies around you, but you do not produce metal
- when damage is taken, -1 health and ammo per second for 4 seconds (so when ever you are in a fight, and for 4 seconds after, you only regen health and ammo at a rate of 1 per second)
-
on taunt: deploy the provisioner as a building!
(if you taunt near the provisioner building you pick it back up)
the provisioner building basicly acts a level one sentry and dispenser put together, exept the sentry part has less range and more damage and the dispenser part has a bigger heal radius that gets better the closer you are the provisioner. and as long as the building is deployed you no longer have a minigun, and when you die so does your building. if you made it to the end of my comment, congratulations!
Also for me author's stats are already good and don't need forced complexity.
(Just a roaming Heavy's minigun)
When equipped, you regenerate 2 health per sec
Regain 10 ammo per sec
15% more accuracy
Heals teamates except yourself when in alt fire
Alt fire will keep you stationary
-15% slower firing speed
although it might not come true, maybe the heavy can spawn near an engineer if that engineer uses the rescue ranger on him
engineers can heal you by hitting you with a wrench (+20 hp, -20 metal)
alt fire PDA but instead
A: sandvich (-175 hp)
B: large ammo crate (-150 hp)
C: refill ammo (-1 through 100 depending on ammo needed)
shoots syringes (at slightly higher velocity than medic's syringes, dealing 15 damage point blank, 8 mid ranged, and 2 long range)
+15% damage vulnerability
+1 health + 1 amo per second
minigun rev creates a small circle of healing 5 points of damage (no meter to fill up)
Con:
1. 275 health.
2. Can not be over healed.
(-) -40% health and overheal from medics.
(-) -20% damage penalty.
Health:
125 or lower: 40 health.
126-150: 50 health.
151-220: 60 health.
Over 221: 75 health.
This is good for solo heavy play with a lot of health gained on kill but less everything from medics.
+ +40 Ammo every 5 seconds on wearer
+ +4 Health per second on wearer
+ Provides healing aura while spun up
~ Ammo supply is distributed to nearby teammates while spun up
- -50% ammo capacity (100 down from 200)
- 60% slower move speed while spun up
- -50% Maximum overheal
When yous spin up, you act like a dispenser for your teammates at the expense of (figuratively speaking) having the same mobility as a dispenser. Otherwise you can roam around the map independently more or less indefinitely.
A minigun aimed primarily at roamer heavies while also satisfying the heavies who prefer more of a support role. Combining the two is not recommended as trying to shoot at people while you have teammates nearby may suddenly result in a critical lack of bullets.
+ player and teammates gain 25 per second when spun up
- lose 2 ammo per second
- 50% healing from medics on wearer