>wordswordswords >just to parrot your average compgay youtuber video
I'm sure the guy who made this got a lot of upvotes at least. I will keep using Natascha, Dalokoh's and the Holiday Punch.
its because of the fact you can't deal full damage and have shittier accuracy unless you rev up for a full second which is enough time for someone to duck behind a wall and get away from you, and he only has two miniguns that are even worth considering (stock & tomislav) whilest the others are too situational (natacha & brass beast) or are flat out useless (huo)
AND he's a sniper magnet and considering how many people aimbot without even trying to hide it, its miserable to play heavy today
How soulless does one have to be to find mowing down tiny baby men or bugs with a minigun to be boring?
Now, if you mean in comparison to other classes then fair enough. Scout and Demoman are more fun when played well.
I feel like there's too many times where playing heavy is just playing whack-a-mole with overextending enemies, but never really being able to kill them before they can run behind the wall they just popped out from behind
Some people love it. I knew a lot of Heavy mains back in the day. I think that's all you need. You don't need the majority of players to like the class.
Some people love it. I knew a lot of Heavy mains back in the day. I think that's all you need. You don't need the majority of players to like the class.
back in the day, heavy mains were always the guy who was 35+ and played mostly casually, just sitting around and protecting the intelligence in ctf
Because he's secretly a support class. He dies easily when stationary and defensive and he's too slow to be useful on full-time offense, but when you deploy him during a push you can wipe out 9 people and win the round.
>sniper is allowed two unlocks that hard counter his weaknesses >*crickets* >heavy gets a tiny speed boost or something to make him viable >REEEEEEEEEEE NERF NOW NERF NOW NEEEEEEEEEEEEERRRRRRRRRRRFFFFF NOOOOOOOOOOOWWWWWWWWWW
It would be good but I wouldn't call it fun. Sniper is a terrible idea to base on, they shouldn't have the danger shield or the razor back.
Reduce them to mini-crits... maybe?
>consistently
I didn't say that. Sometimes it can just happen.
Obviously not on something like goldrush, but sometimes you get one of the maps that has a portion of it go unused to quite a while in the map, which gives you a place to run and hide.
>I didn't say that
I know, but that's a big part of being a flanker. Most classes on the flank are destructive, but spy and scout can get their easier and better.
>join game >pick class I feel like playing for fun >80% of team is support classes doing nothing >minimum of 4 snipers >*sigh* >picks heavy >wins game for team
c**tsman is the true Sniper's weapon. There is NOTHING more satisfying than tossing an arrow onto battlement's entrance and landing a headshot while skipping towards bridge and onto your next target.
heavy's area denial and inability to get finishers on kills makes you more of a tank
it's pretty good when you have a medic tanking you with a crossbow but with randoms it's like playing single player russian roulette
TF2 is dead, it's time to move on to the superior multiplayer Valve shooter AKA Left 4 Dead 2 >Fully mod supported with a large amount to choose from >Consistent playerbase that isn't filled with bots >No israelite cosmetics, if you want to change the appearance of someone you download a mod, no transactions required >A well programmed game director ensures that almost every game you play is different than the last, promoting replayability >even if you get bored of playing the same campaign maps all the time, there are plenty of great custom maps to choose from >has one of the most advanced gore systems in a vidya >Versus still makes homosexuals and shitters seethe to this day
>too slow. This obviously makes it a pain in the ass to get anywhere, but also makes it surprisingly easy to ambush you. >Revving up your minigun is basically like ringing a dinner bell for the entire enemy team >Your big body and the fact that your class is most effective when grouped up with your team makes you take lots of chip damage from splash and stray shots >Lowest skill ceiling of the game. Once you figure out how to jump and rev around corners, you've mastered the most complex thing heavy can do
Honestly, heavy would be fixed if they just gave him a dedicated sandwich slot. Giving him more mobility is a horrible idea. If heavy had the ability to use a sandwich and a shot gun, he'd be able to dish out damage way faster when he needs it and it'll make him more independent.
there's no way to balance a heavy to not be complete aids where you either destroy or get destroyed without sweeping changes to his gun
every other class (except the pyro but his range is pretty small which leaves plenty of room for oc**terplay) can be outplayed and made to whiff shots but heavy's a threat as long as he gets a chance to see you and do anything ranging from destroying you in close range to forcing you behind cover or you trying to rev but getting spammed out from behind a corner and forced to run
Yeah. Now that I think about it, I get the feeling that valve balanced heavy around working with your team. He feels like such shit to play outside of that because he's designed to get fricking bullied to death when he's alone. Pretty much every class can work independently save for maybe medic, but he's the 2nd fastest class in the game.
I enjoy playing Heavy, he's a glass cannon but he's fun to play. My biggest problem with him is that his unlocks suck. His biggest weakness is movement and the only way to buff it comes from the GRU, which is really ugly, and using it basically sacrifices his melee weapon offensively due to the instant health penalty. The lunchbox items (Sandvich or Banana) are mandatory if you want to court a medic OR don't have a medic to court, which sacrifices his secondary. The stock minigun is arguably his best weapon (Tomislav is very close) but literally nothing else is even worth considering if you're playing seriously.
I wouldn't use that term but I know what he means. Heavy is such a big slow target, he takes damage on faster than any in a fight usually. More like a damage magnet.
The Heavy is absolutely a glass cannon, he's not a 'tank' at all, the realization of this really helped me improve my gameplay with him. His low movement speed makes him extremely easy to kill. The fact that his health is higher is more than completely negated by the fact that he takes substantially more damage in every engagement. His range is also extremely limited and is basically useless outside of a certain perimeter, which he can't even escape from if things go badly. If you can get him in just the right position you can deal enormous amounts of damage very quickly, but caught anywhere outside his pole position he's an easy kill.
I wouldn't use that term but I know what he means. Heavy is such a big slow target, he takes damage on faster than any in a fight usually. More like a damage magnet.
i understand what you meant but you are still underselling heavy's presence on the battlefield. a heavy with decent positioning is still a force to reckon with for your team that has now to focus fire on him to at make him at least retreat otherwise those 300 hp of fat and muscle are only going to gain more ground and advantage over you
He only has 100 more health than solder, which really isn’t anything
He still dies in 3 measly point blank scattergun shots.
He could die while still revving up and his huge character model is just asking for people to shoot at you so you just melt sometimes with zero mobility to reposition
Heavy is also just a free kill 99% of time to any half decent sniper
Its incredibly easy and free to instantly deal half of his health in damage across map at any time
Maybe you're right? You can occasionally surprise enemies with the faster movement speed, sometimes I fake a retreat around a corner where I know I'd die anyway and then turn around and sock the guy perusing me. But the heavy's primary deals 10x the damage at melee range, so you're only going to draw your melee in desperate situations, and the GRU's health penalties frequently turn you into a OHKO. IDK, I think I'd prefer bare fists in a melee fight, the GRU's utility as a movement item can't be beat though.
Heavy is just the worst class to melee offensively due to his speed. When you need to get really close to someone to hit them, being able to actually catch up is important. So, even if the GRU's purpose is just to let Heavy position himself faster at the cost of making him temporarily lose health, that already makes it much better at fighting than literally every other option. It doesn't matter if something doesn't drain your health, have resistance or more damage; reducing your health and actually killing someone is better than just waddling at someone while they shoot you dead.
Everyone talks about snipers and spies fricking heavy, but what really fricks heavy a lot of the time are just the fact that soldier and demoman can casually peek around corners and kill him.
Still not as oppressive as sniper. Soldiers and demos are tough, but you feel like you can position a bit differently or retreat back, even when slow. Also if you have a medic on you, you are totally fine.
With a sniper, doesn't matter if you have medic often.
remember heavy bros, don't over extend! Heavies got high health but your not invincible, pick your fights, sometimes just your presence will scare enemies away but just don't over extend for that one kill and get yourself killed. Straight up just unrev and start b-hopping and ride damage to get outta there!
Well minigun has rev time so heavy weapon with rev time? This would not be a mobility option. Also doesn't need to be long ranged, just give it the usual fallof.
what about a mingun that fires in bursts. say 20 rounds or so. but has less spin up and slow down. kind of like how the miniguns work in the 2d fallouts.
Add concussion grenades and every map is now crossfire with Turbo Heavy players moving faster than non-stop charge Demos.
That'd be funny, a huge slab flies out of the sky, just punches some people and flies away.
what about a mingun that fires in bursts. say 20 rounds or so. but has less spin up and slow down. kind of like how the miniguns work in the 2d fallouts.
grenade machine gun like from F:NV
low dmg but AOE dmg making it better for crowd control so you can mow down points
also projectile weapon so they can be slow moving
>gunslinger
Literally changes nothing about engineer other than being able to constantly spam a mini-cancer every 2 seconds while he shoots you with crits he farmed before >huntsman
The hitbox detection for the heads in this engine is so absolutely fricked that it would be more appropriate to call it the lucksman
>Literally changes nothing about engineer other than absolutely everything about the core of the class being anchored to one spot plus some interesting interactions with his other shotguns
>so absolutely fricked that it would be more appropriate to call it the lucksman
Holy shit, look at anon over here cracking fresh jokes never been said before. Certainly not since 2009 when the weapon came out.
For the record, being butthurt about other major alternative primaries doesn't invalidate his point that Heavy could use a serious change-up to his spin and shoot gameplay. There is nothing tying any other "failure" to a hypothetical new one for a completely different class.
The ammo drain mechanic on the huolong heater forces you to think a step ahead, which is something Heavy badly needed; too bad the fire ring is fricking useless.
I like Deep Rock Galactic's autocannon, which does more damage than its minigun but slowly builds up to the max fire rate and has to reload. If Heavy got that with the added benefit of not slowing him down as much as the miniguns, it could be good enough for a new mobility-based playstyle.
I always thought something like a bulletproof vest that replaced his primary would be interesting >+20% movement speed >+50% max secondary ammo on wearer >+20% damage resist >+50 reduced push force > - critical hits pierce damage resist > - it's not a fricking minigun
basically making fat scout/punch heavy viable. trades the huge damage of minigun for mobility and tankiness, meant to be more of a damage sponge but his longer presence and greater movement speed is offset my massive loss of damage potential.
Before Demo got a mess of swords instead of, you know, demolitions weapons, I would have had him pegged as the "mortar" class. I still think that suits Demo better honestly.
>have to constantly move your mouse into the sky and back to deal damage >is basically just a rocket or sticky launcher but more annoying to use
and this is why it's a good thing that valve doesn't add community weapons anymore
I don't think Valve ever let the community decide how weapons work. They model weapons. They pitch a function. Valve throw said description away and decide how it actually works.
A sawn off Punt Gun. >Need to be really close to use it >Fires two barrels at once before you gotta reload >Only 16 shots >Uses your shotgun ammo
Basically you're giving Fat Scout a Force of Nature, except now at point blank it hits like a Crocket.
What's the point? Heavy has no tools to get in close and at that range, you might as well just use the minigun since it shreds close and can still put out damage past that.
One or maybe two-shotting enemies at close range could be better than DPS'ing them down, depending on the situation. Ideally there'd be a middleground where the proposed burst weapon would excel in situations the traditional minigun would fail to do enough DPS. The replacement of the spin-up time for an awkward reload could change things significantly.
>except now at point blank it hits like a Crocket.
Bad idea. I love super shotguns that just delete enemies in your face, but such a weapon would assrape TF2's balance.
An energy weapon set like Soldier or Engi ones, possibly with multi pattern of firing, such as a continuous beam or burst, explosive and other, extreme fire rate or slow.
if I ever get around to making my own tf2c server I'd replace heavy's shotgun with a rifle that's basically a cross between the revolver and the sniper rifle and make sandvich a fourth slot item
would this fix heavy?
would be easier to have a decent weapon to quickly shoot while traveling which is also decent at a distance and you don't have to sacrifice your healing
I hate TF2C solely because some jackass thought giving Soldier an assault rifle was a good idea.
You know how unfun that weapon archetype would be in TF2? Well I do now. Way to shit on the game's combat and movement.
Thats a custom weapon server i think? Made by the same morons who post day in and day out their “crazy fun weapon ideas aka incredibly obnoxious shit.
Theirs regular servers for tf2c
Is there any reason to not ever use this in current era of TF2 where spy-checking is easier than ever and the ambassador and dead ringer are both dead in the water?
Amby isnt bad, yeah it can’t instantly deal 102 damage accross map but it can still deal 80-102 damage close to medium range where the spy should be anyways and still like 50 at range which isn’t bad considering spy is not the sniper class man and a rocket which has travel tome only deals like 20-40 depending on if its a hit or splash?
Give it another year or two of people actually trying it instead of throwing into the trash because its not hilariously broken anymore and the common opinion will change
The real problem with the amby is its hard to justify using anything else but the diamond back or the longer clock revolver
>most elaborate tech is "skillfully" throwing his food item to heal his pocket bf >his """advanced""" movement tech is literally just to jump and m2 around corners >very small amount of player choice in loadouts, most secondaries besides a couple food items are a meme >the two melees that allow you to actually move faster than a snail glued to the floor were nerfed >gameplay skill ceiling boils down to if you can simply track targets with hitscan good (aka something most fps decent players can do anyway) >alternate playstyle the community calls "fat scout" is just a cope since he doesn't have any legitimate way to effectively play him different than default
Don't get me wrong, I like Heavy as a character. I like that he's supposed to be simply be big tank man who shoot big gun, but compared to every other class he's as shallow as it gets. He DESPERATELY needs something to make him stand out more.
I would say he's the class made for brainlets who can't handle advanced mechanics, but both Soldier and Pyro are objectively easier to play and can do extremely well without using their tech. Also due to being a fat sniper and spy magnet, no newbie is going to have fun playing as Heavy over the other two.
He's also not made for brainlets because with poor positioning and team awareness you'll get fricked, while other classes are easier to play looser with and their mobility gets them in and out of situations and they can play at their tempo. Mechanically simple, but his limitations you can't play him brainlessly or you'll get rekt.
Heavy is brainlet homie. Just getting healed with no decent enemy sniper is the easiest killstreak of all time
Lets not pretend for a second heavy is secretly the most brain intensive class in the game lol
I didn't day the most brain intensive. I'm just sayin he has no mechanics so all you have is positioning and awareness, while others can compensate.
Also >no decent enemy sniper
Yes, if the other team is bad and brainless, you too can be bad and brainless. But I'm just going to assume some levels of competency otherwise talking about classes makes little sense regardless.
Oksy but everyone does that? This isn’t heavy has a unique skill only he does this is heavy only skill os everyones base line
Not being in a shit spot is something all classes want to do
Tomislav is basically a straight upgrade, only loses to Minigun in really close range.
But Minigun is iconic, looks better, sounds better, it's a fricking minigun bro not some frickhuge tomigun USE STOCK MOTHERFRICKER
It's not. The Tomislav is only better at medium range... What the frick are you doing firing at medium range? If you can see that far, a sniper is going to instakill you, or a demo is going to pill 200hp off you before you can react. You also lose to rushing pyros. Generally speaking, the Tomislav is for babies that haven't mastered positioning yet, although it may have some utility on certain maps with longer combat ranges.
depends on the gamemode really. I prefer tomislav overall, but the minigun is a better option defensively. These are supposed to be sidegrades. Why do people insist on picking which is better or not?
depends on the gamemode really. I prefer tomislav overall, but the minigun is a better option defensively. These are supposed to be sidegrades. Why do people insist on picking which is better or not?
Its not so cut and dry. I know le comp demon but its an intresting video with more insight than just a dps check in a controlled environment that plays nothing like the actual game
Tomislave is mostly better but Minigun is better in a few instances >Heavy vs Heavy >taking down wrangled sentries >pushing in with an uber through a choke.
And generally its better on defense where enemies are closing the distance for you
double down on the shotgun meme and let him dual wield two of them or have a double barrel like pic related that does like 200 damage or something insane at point blank range
also at the very least give him 50 more health across the board, 300 isn't enough for his size and slow speed especially with no medic but you can keep his overheal capped at 450
How to make Heavy actually fun: just copy Deep Rock's Gunner >give him an auto cannon equivalent >give him a couple new secondary weapons that do good punchy mid range damage but are slow to fire or inaccurate >let heavy fricking sprint to some degree, doesn't need to be extreme but something that can both get him into action a little faster and can let him sprint hop to surprise ambush more effectively >either give him something like soldier's banners or food items specifically made to buff teammates' offence or defense
people might whine that sprinting isn't very tf2-like, but I think heavy truffle shuffling in bursts with a big gun would be both amusing and help cover his lack of interesting movement stuff
recent escapade >sit on top of payload with fists of steel >medic runs up and starts trying to melee >retaliate with an on queue CRIT from the fists of steel
pic was me right after
that reminds me of my personal favorite heavy moment involving the FoS too
>take tele as heavy >homosexual ass scout is camping the tele >he three-shots me >take tele again but this time with my FoS out >tank the first meatshot >crit-uppercut that little homosexual right into the wall >flex in his death cam like this
I usually roll tfc heavy with war goggles, heavy duty rag and heavy lifter, but I recently unboxed a warhood and an airborne attire and heavy looks kinda cool in those with the war goggles
You get like 7 weapons in random intervals a week
If you mean hats, I don't think there's much aside from cheevo hats and promo hats from other games in your library
Because solder is fun and a respectable class
Pyro is annoying and homosexual
Soldier's rocket jumping alone gives him more of a skill ceiling than half the classes
In theory i love soldier but a simple jump off a wall will get you though 99% of situations which doesn’t take much effort and a jump into another job is like the other 1% and also isn’t really hard to do.
All of those quad sync pogo into surf rocket jump maps don’t come into regular play and is purely a side mode thing the community created.
Solider is fun and a direct rocket/air shot is respectable so nobody really cares if hes a little braindead
If you only want to do 40-60 damage while your taking 40-109 damage back with a way smaller clip that reloads slow while also being just as slow as heavy, sure bro
Soilder dm is far higher than pyro and heavy. You can tell a good solider from a bad one pretty easily in mge alone but a pyro eh they all airblast, and do moronic combo gimmicks to stay relevant whatever
huh
shooting feet is how you're supposed to play soldier
if you get a direct hit you just juggled them and if you miss you just dealt some splash to them
soldier is easy as frick to play and mechanically simple
he's also deep enough that you can tell a good one from a bad one at a glance
classes like scout and demo are the same way, mechanically simple but flexible
good heavies, spies and partially engies and pyros are hard to tell from bad ones that got lucky
Instead of doing what Valve did and giving Heavy speed to make him more interesting to play and a more effective solo roamer type, they should give him vertical mobility. Give him low gravity fists or exploding fists that allow him to hit walls to gain height at the cost of health.
He's supposed to be all about positioning, would it be that bad to give him some options.
Meet Your Match and it's not even a contest. If I were to pick a close second, that recent minor patch which disabled sprays by default and initially wiped all of them from your folder when starting the game still makes me seethe.
matchmaking could work, and in fact i'd say it encourages play on the less played maps by making it known they exist at all. the transition from map to map just needs to be less half-assed and shitty >join a match (usually in the middle of it) >play one round >have to sit through another loading screen just to either play the same map with half the people or a different map that people don't want to play on
just make it how it was with a vote for the next map/rematch during the game/towards the end of the round
Forcing maps to be played already means something isn't right with the approach.
Players should vote for maps with more enthusiasm themselves, then they will be more popular.
Love and War was close to the peak of TF2 updates (Smissmas 2014). Gun Mettle was where everything went downhill, as it begun the process of copy-pasting CSGO's successful features into the game, ultimately leading to Meet Your Match.
MyM
Gun Mettle
both were trying to turn TF2 into something it's not. >matchmaking garbage, "competitive" balancing >battle pass/campaigns that drew people away from community servers, gaudy weapon skins that frick with the art style and ability to read the game visually even more
If I had it my way I'd have stopped before EOTL.
meet your match, its not even a debate on how fricking bad and awful it was and still is to this day
nothing killed the soul of tf2 harder than matchmaking
yeah get on the cart on offence and hold m1 and watch as what you thought was a competent enemy team dissolve before your very eyes
or if they're actually competent you'll die instantly every time
>Play Engineer >No matter how good you are you cannot carry a team and the times where your team is good it ends up being too powerful to the point where you feel like you add nothing of value >Play Spy >Can't even get a good backstab chain anymore because people aren't moronic f2p anymore and the other options you had were nerfed to oblivion >Play Pyro >Feel like you're just a slower scout with a flamethrower or a scorch shit choke spammer >Play Sniper >If the enemy sniper is better than you it's gg
What's the point of these classes again? they rely too much on your team being good
Either of these, except Pyro because I'm not sure, can carry entire team single-handedly or at least give a hard time to the enemy.
Spy >can kill off many enemies with correctly choosing targets >force minor mind games >relay movement >be a constant gutsy distraction popping up just to fire a bullet or two
Engi >can force one's own team to go into proper locations by using teleporters provided >become entrenched enough the other team will have to use proper means, control large area >lay prolonged long range suppressive fire against presumed locations, create chock points, even camp enemy spawn points >make routine rocket checks from afar to assist with spies or general annoyances >disrupt rocket jump attempts and kill aerial targets >provide counter-sniping and generally halt or redirect large scale advances >intelligently played metal or crit shotgun can allow to rapidly unroll buildings or do more damage
Sniper >can stop advances entirely >boost crits for team and bleed out enemies at junctures >kill critically important targets >melee snipers can cause havoc with correct tactics
Pyro can control enemy local positioning and throw them away, like tossing ubers, provide counter rocketing, use taunt trap.
Engies also can relocate to unusual places with rocket jumps, albeit slowly, which can be used to create either sentry points, or put snipers there with teleports.
Don't have profile pic that regardless of its nature, provoke responses from people temporarily predisposed towards making such judgements.
Learn to banter.
Ignore.
I dunno, I'm not always in the mood for Heavy, but there's a simplicity to his gameplay that's good for tuning out to. Like pyro but less homosexual
You will play Heavy right now
what was the shitty reddit original version of this pic?
jesus christ who's gonna read all that shit
refer to
for a shorter and more accurate guide
>wordswordswords
>just to parrot your average compgay youtuber video
I'm sure the guy who made this got a lot of upvotes at least. I will keep using Natascha, Dalokoh's and the Holiday Punch.
here is the shitty reddit original version
It's because he's painfully slow in a game where most classes have movement tech on top of higher speed
sometimes you gotta do what you gotta do
who else is going to hard counter the 500 hour pyroBlack person
>who else is going to hard counter the 500 hour pyroBlack person
*vomits uncontrollably*
its because of the fact you can't deal full damage and have shittier accuracy unless you rev up for a full second which is enough time for someone to duck behind a wall and get away from you, and he only has two miniguns that are even worth considering (stock & tomislav) whilest the others are too situational (natacha & brass beast) or are flat out useless (huo)
AND he's a sniper magnet and considering how many people aimbot without even trying to hide it, its miserable to play heavy today
How soulless does one have to be to find mowing down tiny baby men or bugs with a minigun to be boring?
Now, if you mean in comparison to other classes then fair enough. Scout and Demoman are more fun when played well.
I feel like there's too many times where playing heavy is just playing whack-a-mole with overextending enemies, but never really being able to kill them before they can run behind the wall they just popped out from behind
It's often very satisfying as well
>unsatisfying
being a wall of DPS is great
Some people love it. I knew a lot of Heavy mains back in the day. I think that's all you need. You don't need the majority of players to like the class.
I knew a lot of Heavy mains back in the day.
So did I. The homosexuals all got bored of him and stopped playing.
back in the day, heavy mains were always the guy who was 35+ and played mostly casually, just sitting around and protecting the intelligence in ctf
Like Zuko got bored of Azula?
>I knew a lot of Heavy mains back in the day
That's a lie, we all know there's no such thing as a Heavy main.
Because he's secretly a support class. He dies easily when stationary and defensive and he's too slow to be useful on full-time offense, but when you deploy him during a push you can wipe out 9 people and win the round.
>sniper is allowed two unlocks that hard counter his weaknesses
>*crickets*
>heavy gets a tiny speed boost or something to make him viable
>REEEEEEEEEEE NERF NOW NERF NOW NEEEEEEEEEEEEERRRRRRRRRRRFFFFF NOOOOOOOOOOOWWWWWWWWWW
>heavy can replace his sandvich with a helmet that makes him immune to headshots
Wud b gud?
It would be good but I wouldn't call it fun. Sniper is a terrible idea to base on, they shouldn't have the danger shield or the razor back.
Reduce them to mini-crits... maybe?
>playing heavy
>manage to get behind the enemy team
>become roaming pick class that takes a concentrated effort to take down
heavy. the superior spy.
Oh I see you used your incredible speed and survivability to consistently get behind the enemy team?
>consistently
I didn't say that. Sometimes it can just happen.
Obviously not on something like goldrush, but sometimes you get one of the maps that has a portion of it go unused to quite a while in the map, which gives you a place to run and hide.
>I didn't say that
I know, but that's a big part of being a flanker. Most classes on the flank are destructive, but spy and scout can get their easier and better.
дa
>join game
>pick class I feel like playing for fun
>80% of team is support classes doing nothing
>minimum of 4 snipers
>*sigh*
>picks heavy
>wins game for team
Heavy is the gentleman's class.
>Play MvM
>Be both
>not playing huntsman and carrying despite all the naysayers
NGMI
c**tsman is the true Sniper's weapon. There is NOTHING more satisfying than tossing an arrow onto battlement's entrance and landing a headshot while skipping towards bridge and onto your next target.
we were talking about mvm moron
And I was just saying I like the weapon, particularly a specific usage of the weapon. Shockingly rude.
maybe you should try reading the reply chain homosexual
You don't have to keep replying to my posts, rude boy.
go back
He has great DPS, but no mobility and little-to-no alternate weapons that really change up his playstyle
heavy's area denial and inability to get finishers on kills makes you more of a tank
it's pretty good when you have a medic tanking you with a crossbow but with randoms it's like playing single player russian roulette
TF2 is dead, it's time to move on to the superior multiplayer Valve shooter AKA Left 4 Dead 2
>Fully mod supported with a large amount to choose from
>Consistent playerbase that isn't filled with bots
>No israelite cosmetics, if you want to change the appearance of someone you download a mod, no transactions required
>A well programmed game director ensures that almost every game you play is different than the last, promoting replayability
>even if you get bored of playing the same campaign maps all the time, there are plenty of great custom maps to choose from
>has one of the most advanced gore systems in a vidya
>Versus still makes homosexuals and shitters seethe to this day
L4D would be skill except nobody online knows how to play the game
Why do you only do this or the Artifact post but not both?
uhhhh you weren't supposed to point that out bwo
>too slow. This obviously makes it a pain in the ass to get anywhere, but also makes it surprisingly easy to ambush you.
>Revving up your minigun is basically like ringing a dinner bell for the entire enemy team
>Your big body and the fact that your class is most effective when grouped up with your team makes you take lots of chip damage from splash and stray shots
>Lowest skill ceiling of the game. Once you figure out how to jump and rev around corners, you've mastered the most complex thing heavy can do
Honestly, heavy would be fixed if they just gave him a dedicated sandwich slot. Giving him more mobility is a horrible idea. If heavy had the ability to use a sandwich and a shot gun, he'd be able to dish out damage way faster when he needs it and it'll make him more independent.
there's no way to balance a heavy to not be complete aids where you either destroy or get destroyed without sweeping changes to his gun
every other class (except the pyro but his range is pretty small which leaves plenty of room for oc**terplay) can be outplayed and made to whiff shots but heavy's a threat as long as he gets a chance to see you and do anything ranging from destroying you in close range to forcing you behind cover or you trying to rev but getting spammed out from behind a corner and forced to run
Yeah. Now that I think about it, I get the feeling that valve balanced heavy around working with your team. He feels like such shit to play outside of that because he's designed to get fricking bullied to death when he's alone. Pretty much every class can work independently save for maybe medic, but he's the 2nd fastest class in the game.
>tommy
>banana
>urgently
>range = win
>CROUCH, corner cover
>pocket + flank + power support = spy
I enjoy playing Heavy, he's a glass cannon but he's fun to play. My biggest problem with him is that his unlocks suck. His biggest weakness is movement and the only way to buff it comes from the GRU, which is really ugly, and using it basically sacrifices his melee weapon offensively due to the instant health penalty. The lunchbox items (Sandvich or Banana) are mandatory if you want to court a medic OR don't have a medic to court, which sacrifices his secondary. The stock minigun is arguably his best weapon (Tomislav is very close) but literally nothing else is even worth considering if you're playing seriously.
>heavy
>glass cannon
I wouldn't use that term but I know what he means. Heavy is such a big slow target, he takes damage on faster than any in a fight usually. More like a damage magnet.
The Heavy is absolutely a glass cannon, he's not a 'tank' at all, the realization of this really helped me improve my gameplay with him. His low movement speed makes him extremely easy to kill. The fact that his health is higher is more than completely negated by the fact that he takes substantially more damage in every engagement. His range is also extremely limited and is basically useless outside of a certain perimeter, which he can't even escape from if things go badly. If you can get him in just the right position you can deal enormous amounts of damage very quickly, but caught anywhere outside his pole position he's an easy kill.
This guy gets it.
i understand what you meant but you are still underselling heavy's presence on the battlefield. a heavy with decent positioning is still a force to reckon with for your team that has now to focus fire on him to at make him at least retreat otherwise those 300 hp of fat and muscle are only going to gain more ground and advantage over you
no other class in the game forces you to do that
He only has 100 more health than solder, which really isn’t anything
He still dies in 3 measly point blank scattergun shots.
He could die while still revving up and his huge character model is just asking for people to shoot at you so you just melt sometimes with zero mobility to reposition
Heavy is also just a free kill 99% of time to any half decent sniper
Its incredibly easy and free to instantly deal half of his health in damage across map at any time
>GRU
>sacrifices his melee weapon offensively
GRU is literally one of Heavy's best melee to use offensively.
Maybe you're right? You can occasionally surprise enemies with the faster movement speed, sometimes I fake a retreat around a corner where I know I'd die anyway and then turn around and sock the guy perusing me. But the heavy's primary deals 10x the damage at melee range, so you're only going to draw your melee in desperate situations, and the GRU's health penalties frequently turn you into a OHKO. IDK, I think I'd prefer bare fists in a melee fight, the GRU's utility as a movement item can't be beat though.
Heavy is just the worst class to melee offensively due to his speed. When you need to get really close to someone to hit them, being able to actually catch up is important. So, even if the GRU's purpose is just to let Heavy position himself faster at the cost of making him temporarily lose health, that already makes it much better at fighting than literally every other option. It doesn't matter if something doesn't drain your health, have resistance or more damage; reducing your health and actually killing someone is better than just waddling at someone while they shoot you dead.
>I enjoy playing Heavy, he's a glass cannon but he's fun to play.
Heavy was fun back in the Tommy GRUvich days
Everyone talks about snipers and spies fricking heavy, but what really fricks heavy a lot of the time are just the fact that soldier and demoman can casually peek around corners and kill him.
Still not as oppressive as sniper. Soldiers and demos are tough, but you feel like you can position a bit differently or retreat back, even when slow. Also if you have a medic on you, you are totally fine.
With a sniper, doesn't matter if you have medic often.
this, one of my favorite things to do is comboing heavies with direct shit, it never gets old seeing how helpless they are in the air
remember heavy bros, don't over extend! Heavies got high health but your not invincible, pick your fights, sometimes just your presence will scare enemies away but just don't over extend for that one kill and get yourself killed. Straight up just unrev and start b-hopping and ride damage to get outta there!
heavy is slow and helpless enough when unrevved that it's really easy to be overtaken by any advancing enemies.
Does anyone know where I can find that bind that lets you bypass slower weapon switching with FOS?
after 15 years the launch of the game, there is only way to play heavy: you deploy your minigun and you shoot babies. that is it.
heavy just needs his gunslinger or huntsman, a primary weapon that adds another layer to his rather simple gameplay
He needs his single fire weapon like pyro and medic got.
How would it work without being a weirdly balanced sniper or rocket launcher?
It has to be somewhat unique, like the Dragon's Fury for example
Well minigun has rev time so heavy weapon with rev time? This would not be a mobility option. Also doesn't need to be long ranged, just give it the usual fallof.
Sounds like it's just better.
Meant to say "charge time," doh.
Tau Cannon
Add concussion grenades and every map is now crossfire with Turbo Heavy players moving faster than non-stop charge Demos.
That'd be funny, a huge slab flies out of the sky, just punches some people and flies away.
Thats not how tfc played heavy was alos one note sitting in the flsg room and shooting scours conc jumping like a fricking sentry
Well, tfc also didn't have a tau cannon like that dude suggested.
It allowed to make some cuhrayzee moves.
a big ass double-barreled shotgun
what about a mingun that fires in bursts. say 20 rounds or so. but has less spin up and slow down. kind of like how the miniguns work in the 2d fallouts.
No, he needs this bad boy
heavy needs an artillery type of setup where his weapon shoots in a high arc and comes down on a point, allowing him to bypass hiding spots
Agreed.
grenade machine gun like from F:NV
low dmg but AOE dmg making it better for crowd control so you can mow down points
also projectile weapon so they can be slow moving
Giant fat scout shotgun that he can equip as primary and still carry sandvich. Presto. New ground.
>gunslinger
Literally changes nothing about engineer other than being able to constantly spam a mini-cancer every 2 seconds while he shoots you with crits he farmed before
>huntsman
The hitbox detection for the heads in this engine is so absolutely fricked that it would be more appropriate to call it the lucksman
>Literally changes nothing about engineer other than absolutely everything about the core of the class being anchored to one spot plus some interesting interactions with his other shotguns
>so absolutely fricked that it would be more appropriate to call it the lucksman
Holy shit, look at anon over here cracking fresh jokes never been said before. Certainly not since 2009 when the weapon came out.
For the record, being butthurt about other major alternative primaries doesn't invalidate his point that Heavy could use a serious change-up to his spin and shoot gameplay. There is nothing tying any other "failure" to a hypothetical new one for a completely different class.
I want some kind of super shotgun primary for him.
The ammo drain mechanic on the huolong heater forces you to think a step ahead, which is something Heavy badly needed; too bad the fire ring is fricking useless.
I like Deep Rock Galactic's autocannon, which does more damage than its minigun but slowly builds up to the max fire rate and has to reload. If Heavy got that with the added benefit of not slowing him down as much as the miniguns, it could be good enough for a new mobility-based playstyle.
I always thought something like a bulletproof vest that replaced his primary would be interesting
>+20% movement speed
>+50% max secondary ammo on wearer
>+20% damage resist
>+50 reduced push force
> - critical hits pierce damage resist
> - it's not a fricking minigun
basically making fat scout/punch heavy viable. trades the huge damage of minigun for mobility and tankiness, meant to be more of a damage sponge but his longer presence and greater movement speed is offset my massive loss of damage potential.
>speed and damage resist
Pick on imo. Even then I'm not sold. It's also very uninteresting, though I understand this can lead to aggressive play.
Maybe a pure buff primary like the Booties or the gunboats that do nothing but enhance his mobility? Just lean into the Fat Scout meme.
Yes, she ubered to a Black person with no car.
this fricking thing
interesting
Before Demo got a mess of swords instead of, you know, demolitions weapons, I would have had him pegged as the "mortar" class. I still think that suits Demo better honestly.
>have to constantly move your mouse into the sky and back to deal damage
>is basically just a rocket or sticky launcher but more annoying to use
and this is why it's a good thing that valve doesn't add community weapons anymore
it's cool though and would be pretty damn different
but you'd seethe at anything no matter what so why bother
I don't think Valve ever let the community decide how weapons work. They model weapons. They pitch a function. Valve throw said description away and decide how it actually works.
throw said description away
>t.
you started playing after jungle inferno
I started playing in 2010 actually
A sawn off Punt Gun.
>Need to be really close to use it
>Fires two barrels at once before you gotta reload
>Only 16 shots
>Uses your shotgun ammo
Basically you're giving Fat Scout a Force of Nature, except now at point blank it hits like a Crocket.
Also its a primary so no Minigun.
What's the point? Heavy has no tools to get in close and at that range, you might as well just use the minigun since it shreds close and can still put out damage past that.
Burst damage vs time to kill. Properly balanced, that would be the defining factor.
Minigun kills so fast at that range.
One or maybe two-shotting enemies at close range could be better than DPS'ing them down, depending on the situation. Ideally there'd be a middleground where the proposed burst weapon would excel in situations the traditional minigun would fail to do enough DPS. The replacement of the spin-up time for an awkward reload could change things significantly.
Next.
It would be really funny.
>except now at point blank it hits like a Crocket.
Bad idea. I love super shotguns that just delete enemies in your face, but such a weapon would assrape TF2's balance.
An energy weapon set like Soldier or Engi ones, possibly with multi pattern of firing, such as a continuous beam or burst, explosive and other, extreme fire rate or slow.
pootis
POW! Haha!
if I ever get around to making my own tf2c server I'd replace heavy's shotgun with a rifle that's basically a cross between the revolver and the sniper rifle and make sandvich a fourth slot item
would this fix heavy?
would be easier to have a decent weapon to quickly shoot while traveling which is also decent at a distance and you don't have to sacrifice your healing
>there are people who don't just play Melee Heavy
Based, but I did a tweak
noice but nearest neighbor is the way to go
is that fricking dudley from street fighter?
no, that's the fricking heavy
YOU HAVE NO DIGNITY
I hate TF2C solely because some jackass thought giving Soldier an assault rifle was a good idea.
You know how unfun that weapon archetype would be in TF2? Well I do now. Way to shit on the game's combat and movement.
Thats a custom weapon server i think? Made by the same morons who post day in and day out their “crazy fun weapon ideas aka incredibly obnoxious shit.
Theirs regular servers for tf2c
I don't play on those extra weapon servers, VIP and 4 team servers with just the few weapons they have officially is fine
Is there any reason to not ever use this in current era of TF2 where spy-checking is easier than ever and the ambassador and dead ringer are both dead in the water?
I still the 125 health means I survive to get into the backline way more constantly, which I value big time. Stock knife for me.
Amby isnt bad, yeah it can’t instantly deal 102 damage accross map but it can still deal 80-102 damage close to medium range where the spy should be anyways and still like 50 at range which isn’t bad considering spy is not the sniper class man and a rocket which has travel tome only deals like 20-40 depending on if its a hit or splash?
Give it another year or two of people actually trying it instead of throwing into the trash because its not hilariously broken anymore and the common opinion will change
The real problem with the amby is its hard to justify using anything else but the diamond back or the longer clock revolver
I just can't function without the big earner speed boost anymore.
Reminder that friday night has a lot of people on TF2 community servers.
Accept the limited movement and ditch GRU. Play special needs scout with shotgun/KGB until you're close to chokepints, if any.
>most elaborate tech is "skillfully" throwing his food item to heal his pocket bf
>his """advanced""" movement tech is literally just to jump and m2 around corners
>very small amount of player choice in loadouts, most secondaries besides a couple food items are a meme
>the two melees that allow you to actually move faster than a snail glued to the floor were nerfed
>gameplay skill ceiling boils down to if you can simply track targets with hitscan good (aka something most fps decent players can do anyway)
>alternate playstyle the community calls "fat scout" is just a cope since he doesn't have any legitimate way to effectively play him different than default
Don't get me wrong, I like Heavy as a character. I like that he's supposed to be simply be big tank man who shoot big gun, but compared to every other class he's as shallow as it gets. He DESPERATELY needs something to make him stand out more.
I would say he's the class made for brainlets who can't handle advanced mechanics, but both Soldier and Pyro are objectively easier to play and can do extremely well without using their tech. Also due to being a fat sniper and spy magnet, no newbie is going to have fun playing as Heavy over the other two.
He's also not made for brainlets because with poor positioning and team awareness you'll get fricked, while other classes are easier to play looser with and their mobility gets them in and out of situations and they can play at their tempo. Mechanically simple, but his limitations you can't play him brainlessly or you'll get rekt.
Heavy is brainlet homie. Just getting healed with no decent enemy sniper is the easiest killstreak of all time
Lets not pretend for a second heavy is secretly the most brain intensive class in the game lol
I didn't day the most brain intensive. I'm just sayin he has no mechanics so all you have is positioning and awareness, while others can compensate.
Also
>no decent enemy sniper
Yes, if the other team is bad and brainless, you too can be bad and brainless. But I'm just going to assume some levels of competency otherwise talking about classes makes little sense regardless.
Oksy but everyone does that? This isn’t heavy has a unique skill only he does this is heavy only skill os everyones base line
Not being in a shit spot is something all classes want to do
That's what I said, he's not brainless.
There are times when you have to shut the frick up and play heavy
So....tomislav or minigun?
Natascha
Tomislav is basically a straight upgrade, only loses to Minigun in really close range.
But Minigun is iconic, looks better, sounds better, it's a fricking minigun bro not some frickhuge tomigun USE STOCK MOTHERFRICKER
Why this has to be true. Minigun sound is fricking kino but why tomislav have to be a straight upgrade.
It's not. The Tomislav is only better at medium range... What the frick are you doing firing at medium range? If you can see that far, a sniper is going to instakill you, or a demo is going to pill 200hp off you before you can react. You also lose to rushing pyros. Generally speaking, the Tomislav is for babies that haven't mastered positioning yet, although it may have some utility on certain maps with longer combat ranges.
Stock is better.
Tomislav to do damage, Natascha to harass people at close range
depends on the gamemode really. I prefer tomislav overall, but the minigun is a better option defensively. These are supposed to be sidegrades. Why do people insist on picking which is better or not?
They're just supposed to be sidegrades yes but tomislav is better in a lot of ways. There's already a frickton of experiments on youtube proving it.
Its not so cut and dry. I know le comp demon but its an intresting video with more insight than just a dps check in a controlled environment that plays nothing like the actual game
Tomislave is mostly better but Minigun is better in a few instances
>Heavy vs Heavy
>taking down wrangled sentries
>pushing in with an uber through a choke.
And generally its better on defense where enemies are closing the distance for you
Brass Beast.
>bu-
Brass Beast.
Standard mini is better damage.
If you need the mobility and know you won't have a consistent medic, go tomislav.
double down on the shotgun meme and let him dual wield two of them or have a double barrel like pic related that does like 200 damage or something insane at point blank range
also at the very least give him 50 more health across the board, 300 isn't enough for his size and slow speed especially with no medic but you can keep his overheal capped at 450
How to make Heavy actually fun: just copy Deep Rock's Gunner
>give him an auto cannon equivalent
>give him a couple new secondary weapons that do good punchy mid range damage but are slow to fire or inaccurate
>let heavy fricking sprint to some degree, doesn't need to be extreme but something that can both get him into action a little faster and can let him sprint hop to surprise ambush more effectively
>either give him something like soldier's banners or food items specifically made to buff teammates' offence or defense
people might whine that sprinting isn't very tf2-like, but I think heavy truffle shuffling in bursts with a big gun would be both amusing and help cover his lack of interesting movement stuff
YOU, YES YOU
POST HEAVY LOADOUT HERE
I never play heavy, but I love this look
recent escapade
>sit on top of payload with fists of steel
>medic runs up and starts trying to melee
>retaliate with an on queue CRIT from the fists of steel
pic was me right after
that reminds me of my personal favorite heavy moment involving the FoS too
>take tele as heavy
>homosexual ass scout is camping the tele
>he three-shots me
>take tele again but this time with my FoS out
>tank the first meatshot
>crit-uppercut that little homosexual right into the wall
>flex in his death cam like this
Magnificent Mongolian
Kapitan's Kaftan
All Father (until I accidentally sold it on scrap.tf like a fricking moron)
r8
I have the no hats mod installed so I can't see any of your "cute" cosmetics anyway.
cool but who asked
are you seeking approval for not liking hats
I'm posting my Heavy loadout.
r8 my cosplay
>hey jimmy!
>have you thought about that trade offer?
mind blowing
What class would Jimmy play as?
No brainer. I'll even give you the loadout.
>Big Earner renamed "Charlie Hustle"
>Sapper renamed "Phone Battery"
I usually roll tfc heavy with war goggles, heavy duty rag and heavy lifter, but I recently unboxed a warhood and an airborne attire and heavy looks kinda cool in those with the war goggles
I made a krampus heavy with the santa vest and the yeti head with brimstone
How do I get free stuff on this game?
You play the game, you get items. If you own games that have promotions items, you automatically get those items. Like L4Dead gives you a frying pan.
Meaning what? You can buy like 20 hats and every weapon for a dollar.
Scam morons
You get like 7 weapons in random intervals a week
If you mean hats, I don't think there's much aside from cheevo hats and promo hats from other games in your library
>people always b***h about pyro "he takes no skill"
>no one ever talks about soldier
mobile offensive soldier is pure kino
he's too good at just spamming doorways sure enough
Soldier's rocket jumping alone gives him more of a skill ceiling than half the classes
doesn't matter when you can pub stomp while knowing the bare minimum of rocket jumping
Because solder is fun and a respectable class
Pyro is annoying and homosexual
In theory i love soldier but a simple jump off a wall will get you though 99% of situations which doesn’t take much effort and a jump into another job is like the other 1% and also isn’t really hard to do.
All of those quad sync pogo into surf rocket jump maps don’t come into regular play and is purely a side mode thing the community created.
Solider is fun and a direct rocket/air shot is respectable so nobody really cares if hes a little braindead
feet
If you only want to do 40-60 damage while your taking 40-109 damage back with a way smaller clip that reloads slow while also being just as slow as heavy, sure bro
Soldier's skill ceiling is the floor.
Rocket jumping has an enormous skill ceiling.
me shoot feet
me good
Soilder dm is far higher than pyro and heavy. You can tell a good solider from a bad one pretty easily in mge alone but a pyro eh they all airblast, and do moronic combo gimmicks to stay relevant whatever
huh
shooting feet is how you're supposed to play soldier
if you get a direct hit you just juggled them and if you miss you just dealt some splash to them
Heavy is literally the only fun class in the game though
>implying they aren't all fun
Sniper exists
Yes, he does, since the game was created what of him?
soldier is easy as frick to play and mechanically simple
he's also deep enough that you can tell a good one from a bad one at a glance
classes like scout and demo are the same way, mechanically simple but flexible
good heavies, spies and partially engies and pyros are hard to tell from bad ones that got lucky
Not counting scout, to which maximum speed each class can be accelerated with high play?
demo definitely can go the fastest. 2 stickies into piping someone accross the map pont blank is about as fast tf2 can humanly go
Instead of doing what Valve did and giving Heavy speed to make him more interesting to play and a more effective solo roamer type, they should give him vertical mobility. Give him low gravity fists or exploding fists that allow him to hit walls to gain height at the cost of health.
He's supposed to be all about positioning, would it be that bad to give him some options.
That's a pretty good idea honestly.
Since 2007, which update was most negative, in your opinion?
Meet Your Match and it's not even a contest. If I were to pick a close second, that recent minor patch which disabled sprays by default and initially wiped all of them from your folder when starting the game still makes me seethe.
matchmaking could work, and in fact i'd say it encourages play on the less played maps by making it known they exist at all. the transition from map to map just needs to be less half-assed and shitty
>join a match (usually in the middle of it)
>play one round
>have to sit through another loading screen just to either play the same map with half the people or a different map that people don't want to play on
just make it how it was with a vote for the next map/rematch during the game/towards the end of the round
Forcing maps to be played already means something isn't right with the approach.
Players should vote for maps with more enthusiasm themselves, then they will be more popular.
love and war was the beginning of the end, seriously every update after that one was kinda shit.
Love and War was close to the peak of TF2 updates (Smissmas 2014). Gun Mettle was where everything went downhill, as it begun the process of copy-pasting CSGO's successful features into the game, ultimately leading to Meet Your Match.
MyM
Gun Mettle
both were trying to turn TF2 into something it's not.
>matchmaking garbage, "competitive" balancing
>battle pass/campaigns that drew people away from community servers, gaudy weapon skins that frick with the art style and ability to read the game visually even more
If I had it my way I'd have stopped before EOTL.
>went from the best Halloween update in a video game to a glorified SFM release where the titular map didn't even release initially
Meet your match
meet your match, its not even a debate on how fricking bad and awful it was and still is to this day
nothing killed the soul of tf2 harder than matchmaking
that demoman is a nega
NO
homie DISPENSER HERE
Anyone find success with the brass meme?
Yes
Ok thanks
yeah get on the cart on offence and hold m1 and watch as what you thought was a competent enemy team dissolve before your very eyes
or if they're actually competent you'll die instantly every time
Do you have a main?
>Pyro and Sniper
>Play Engineer
>No matter how good you are you cannot carry a team and the times where your team is good it ends up being too powerful to the point where you feel like you add nothing of value
>Play Spy
>Can't even get a good backstab chain anymore because people aren't moronic f2p anymore and the other options you had were nerfed to oblivion
>Play Pyro
>Feel like you're just a slower scout with a flamethrower or a scorch shit choke spammer
>Play Sniper
>If the enemy sniper is better than you it's gg
What's the point of these classes again? they rely too much on your team being good
Either of these, except Pyro because I'm not sure, can carry entire team single-handedly or at least give a hard time to the enemy.
Spy
>can kill off many enemies with correctly choosing targets
>force minor mind games
>relay movement
>be a constant gutsy distraction popping up just to fire a bullet or two
Engi
>can force one's own team to go into proper locations by using teleporters provided
>become entrenched enough the other team will have to use proper means, control large area
>lay prolonged long range suppressive fire against presumed locations, create chock points, even camp enemy spawn points
>make routine rocket checks from afar to assist with spies or general annoyances
>disrupt rocket jump attempts and kill aerial targets
>provide counter-sniping and generally halt or redirect large scale advances
>intelligently played metal or crit shotgun can allow to rapidly unroll buildings or do more damage
Sniper
>can stop advances entirely
>boost crits for team and bleed out enemies at junctures
>kill critically important targets
>melee snipers can cause havoc with correct tactics
Pyro can control enemy local positioning and throw them away, like tossing ubers, provide counter rocketing, use taunt trap.
Also get soldiers or demos killed with their own bombs.
Engies also can relocate to unusual places with rocket jumps, albeit slowly, which can be used to create either sentry points, or put snipers there with teleports.
heh
the only good heavy players hide and wallhack
>slap natascha on
>buttfrick scout
>scout cries like a b***h
every single time
Its better when the hot pink pyrogay cries in chat after you stop his shit.
The AC got good aoe damage
yeah, that too. i really, really enjoy it when scouts and pyros cry from being slowed
I don't know what it is about heavy that I find extremely unfun to play in normal modes and yet I love using him on mvm
How do I get rid of 12 y/o who scream in their mic and call me gay for having anything that remotely resembles "anime" as my profile pic?
Stop being gay.
But I'm married with kids
Don't have profile pic that regardless of its nature, provoke responses from people temporarily predisposed towards making such judgements.
Learn to banter.
Ignore.
>caring
you've already lost
Let's not condemn anon for being more innocent and worried than others. Not all have burned out or let the net to numb them.
just mute them moron
Heavy is the class you play when you're tired and just wanna move your mouse cursor.