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[+] No falloff damage
[+] (Significantly More) damage added (about the same as a soldier rocket)
[-] 75% less shots fired
[-] 20% slower reload time
[-] 95% less reserve ammo (from 200 bullets to 10 rockets)
Projectile is replaced with a singular rocket that fires in an arc.
Reloading is added. Charge mechanic to fire each rocket (same damage each time, but with a farther range the further you charge).
Effectively turns the Heavy's minigun into a long-range cannon, replacing his effectiveness for one at far ranges rather than close ones, in which up-close he takes plenty of splash damage. Gives him an alternative playstyle that is more viable for offensive play, and counters long-ranged classes like the Soldier, Demo, and Sniper. Yes, it is similar to the RPG from TF2 Classic.
Fires a single, large cannonball projectile that pierces opponents and inflicts knockback
Reloading is required before it can be fired again. (think like the Huntsman)
maybe implement something like the Machina easter egg where if you hit 4-5+ people with one ball a sound gets played? (bowling strike?)
It needs to be "revved" before it can shoot, like the other miniguns. As such, right click can be held to rev at any time without shooting.
---
The main thing I'm thinking of with this is something projectile based that'd encourage usage of a Shotgun to make up for its weaknesses at closer range.
also it'd be funny to plow thru a pub push with a well-timed shot
Besides encroaching on the identity and role of these classes, the biggest problem with both of these suggestions is that they make Heavy's attacks slower and less reliable. Heavy is an extremely sluggish class, which is normally offset by how effective and forgiving his primary weapon is when deployed at the right time.
A projectile weapon with a very slow rate of fire will only exacerbate the class's weaknesses.
ammo capacity 25 shots
when fired only 1 shot comes out at a time each cannon ball does 50-75 damage and on head shot stuns
on hit cannon ball shatters and cause's a small aoe attack of shrapnel
(please comment suggestion if you have any on my idea)
See my comment above your original one for my thoughts on this sort of weapon.
sorry i hadn't seen your comment
sorry i hadn't seen your comment [/quote]
It's all good! Doesn't make sense to expect folks to read every comment before making one. You just asked for other people's thoughts, so I thought I'd direct you towards mine.
。Movement speed is normal while spun up
。Fires explosive projectiles every 1.5 seconds while firing
-all projectiles detonate when weapon is unspun
+100% faster move speed in water (except when spun up)
+35% more accurate
+10% faster firing speed
-50% damage penalty
Special Attack(MOUSE3): Shoot a short burst-cannon that mini-crits at close range, fires at a 50% accuracy reduction, gives a two second cooldown on fire that makes you unable to shoot or spool down, and deals a hell of a lot of knockback
I think if you replace the spin up time with a meter, where it loads multiple shots to deal massive burst damage it might help with a more "peekaboo" style heavy. At max, you could fire 36 shots(or more I don't have exact calcs) at once. It would be more like the old Panic Attack.
That is a VERY fun idea! I really REALLY miss the old Panic Attack, so the idea of repackaging it as a minigun is quite brilliant!
level 9001 Grenade launcher
Slot: Primary
Replaces bullets with projectiles
+ 20% projectile speed
+ Cannonballs push players back on impact
+ Double Donk! Bomb explosions after a cannon ball impact will deal mini-crits to impact victims
+ 30% more damage
- 60% slower firing speed
- Increase in push force taken from damage and airblast
- No random crits
(useless but funny stat) minicrits enemys while you are underwater
20% less damege
30% slower spin up time