Team Fortress 2

Team Fortress 2

The Moppet
STAT SUGGESTION
If the minigun is the all-around choice, the tomislav has consistent damage at longer ranges, the brass beast is useless outside of mvm, and the huo-long heater is a gimmick, then this can be the mobile minigun option, due to its small size.

Giving heavy mobility is usually bad in competitive settings, but the kind of mobility this gun could give him wouldn't do so by removing Heavy's limitations like the buffalo steak sandvich or old GRU did, which got them banned. Here's the stats:

+Movement speed isn't decreased while spun up or firing

+50% faster spin up time (.435 secs)

+33% more bullets per shot (6 bullets)

-40% less accurate (unsure how much spread to put here, should be enough to limit its full damage range to around 256 to 192 Hu. Something equivalent to the scattergun or force of nature)

-50% smaller ammo capacity (100)

Heavy is at his strongest and most vulnerable while he is firing. He slows down by 53% and becomes a sitting duck against long range attacks or close range burst damage, but he is still a threat to anyone who comes within a certain range. This weapon would turn this concept on its head by giving heavy access to his full maneuverability while both spun up and firing, which is still pretty limited.

What this gun can really do is deal with close up threats like spy and scout. Even before considering damage, the fact that you can have this gun fully spun up at any time with no speed penalty means you can have it ready at any time. Its essentially like giving the Heavy a stronger SMG.

The greater spread, while being problem at mid to long range, makes the shots much harder to dodge at close range. On top of that, the 2 extra bullets can give you around 33% extra damage per shot in close range, which means you wouldn't have to hit as many shots to down an enemy.

However, despite making Heavy less vulnerable while using his primary, you now gain a new source of vulnerability: losing the use of your primary. Having only 100 bullets to work with means you'll be running out of ammo more often, which makes you more dependent on dispensers, ammo drops and ammo spawn points within a map. An enemy team that understands this can play around this weakness by doing things like trapping ammo spawns, setting up staggered pushes or focusing engineer buildings to deprive the Heavy of renewable ammo or cover.

A gun like this could actually pair well with a shotgun, or the Ammo Reserv, assuming it gets added in the Heavy update.

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I know better than to think that Valve would use these suggestions in the event this weapon is added, but does anyone have any thoughts on this concept? Critiques?
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Narwhal 16 Mar, 2022 @ 3:00pm 
MY STATS

+25% Faster Spin Up Time
+10% Faster Movement Speed When Deployed
+10%Deploy/Holster Speed
-15% Damage Penalty
-25% Max Primary Ammo (would have 150 ammo)
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