Team Fortress 2

Team Fortress 2

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Ideas for The Heavy Update
By Okami Tomato
The Heavy Update is virtually right around the corner* now and everyone (well, at least quite a lot of people) are excited to see what we'll be getting from it. Pyro's Jungle Inferno was a massive update with lots of new content and thus people are hoping to see similarly big things for the Heavy in his own update

This isn't really a guide (nothing surprising for anyone who knows me at this point to be honest) as much as just my opinions and wishful thinking put in a neat little bundle as opposed to just be scattered halfway across the discussions page. I thought I'd just put this little disclaimer here because every time I don't I get around 20 comments about it, so here's me acknowledging this fact :P

Anyways, with that out of the way, hope you enjoy :)

*Disclaimer I have literally no idea what's going on but the TF Team probably have something planned
   
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Update Overview
So, like with Jungle Inferno, this update would probably be accompanied by a major theme and, possibly, an SFM as well.

While I've heard less ideas on this part than with other aspects of this update I've been throwing around the idea of a 'Cold' update; essentially an opposite to Pyro's one that was about, well, Jungles and Infernos. This would mean that many of the maps could feature snowy terrain in a similar manner to the End of the Line update, though hopefully more well-received by the community outside of just its great SFM.

Now the SFM itself would actually tie into a major idea I had for the update too, which I will explain later. The SFM would feature MvM and a plotline majorly involving the Heavy in some way since, well, it's his update. I'm not too sure on all the details quite yet but the MvM aspect ties into the next heading...
An MvM Update?
Yes, an MvM Update (partially). MvM hasn't seen any real major changes since Two Cities back in 2013, almost 7 years ago, and the only time anything in the meta changed was Pyro becoming more relevant outside of an anti-tank Phlog user or bomb-resetter thanks to the addition of the Gas Passer with Jungle Inferno, so I feel like MvM should really get some more love.

Heavy himself is already pretty good in MvM, so not much needs to be directly changed with the Heavy himself, but his new weapons will hopefully be enough to shake up some things. However, there is one change I'd like to suggest which is that shotguns can have damage upgrades; indirectly buffing the viability of things like the Widowmaker and the Frontier Justice for Engineers not running the Rescue Ranger for whatever reason. The change may also affect certain Heavy shotguns, but this will need to be explained properly later as well.

A new tour could also be nice to see, as well as possible re-vamps to pre-existing tours so that people play something other than just Mecha Engie and Two Cities; for example reducing the amount of tours needed for both the 6-mission tours down to only 4 for completion and the Expert tours having additional rewards as an incentive to actually play them.

Also some new Australiums could be nice to see for weapons that didn't receive them, though I'm not sure as to what weapons should really receive them. As much as I'd like to see an Australium Shotgun this is unlikely since it's an aussie shared by 4 classes; something that only the Golden Pan really has going for it at the moment.
New Heavy Mechanics
Now I know this part is going to be the weird part since it requires changing up part of a class' core mechanics; something that has not really happened since early TF2, but hear me out:

Heavy can equip shotguns as primaries

Weird to even consider, I know, but I have a reason or two as to why.
Shotguns are a solid close-range weapon on most classes that have them, but the class usually has something that overshadows it in ways that mean the shotgun gets used less than it really should, except for maybe Engineer.
For example, Soldier has a range of banners for team support, as well as gunboats for increased mobility, and Pyro has flare guns that essentially get crits for doing its job.

Heavy, however, has 2 problems with running a shotgun:
-Heavy has a Minigun in his primary slot. The Minigun is essentially the king of close-ranged DPS and, as long as you can spin it up in time (easier done with things like bunny hops or the Tomislav and also made easier by Heavy's large health pool and tendency to attract Medics) the shotgun just seems underwhelming in comparison.
-Heavy's shotguns also share the slot for his lunchbox items. Need I really say more on this one.

Now, think about a Heavy who can use a shotgun and a sandvich, or even two shotguns if you wanted to. I mean, if Heavy can carry a minigun and a shotgun at the same time, then realistically carrying two shotguns wouldn't be that bad. This also ties into some of the weapon concepts later-on.

+Heavy can now equip the Reserve Shooter, much like Soldier and Pyro

Also ties into one of the later weapon concepts, and speaking of weapon concepts...
New Weapon Concepts
Likely one of the most hyped parts of any update is, in the words of Genowhirl's appropriately-named Soldier: New Weapons

Of course, in an update about the Heavy, Heavy would be getting new weapons, much like Pyro did. I will aim for at least 4 or 5 weapons, though I can't say I'll be sticking to that all too well.

The first 'idea' is more of a three-parter; being non-minigun primaries that either aid Heavy's secondary weapon, or his survivability.

Idea 1: Bandolier
The first idea comes from Soundsmith's own Heavy Update video; a bandolier primary that allows shotgun ammo to have explosive shells. This is also where the reasoning for giving the Heavy the Reserve Shooter came from; with Heavy potentially being able to pop targets into the air for a mini-crit.
Statistically, it would likely look like this:
+Replaces the user's shotgun ammo with explosive rounds

Idea 2: Riot Shield
Similarly, I've seen a 'riot shield' idea passed around numerous times, where the Heavy could swap his minigun for a riot shield that gave him increased resistances to damage either passively or whilst active. So, as a sort of middle-ground, perhaps something like this:
+While equipped: Grants the player mild resistances
+When active these resistances are greatly increased
-Movement speed reduced whilst active

Idea 3: Backpack
Now to complete this trifecta is an idea I made myself, not based on anything I'd read previously. Much like how the Soldier has the Buff Banner, Battalions and Conch for offence, defence and mobility, I don't think it would seem complete to not allow Heavy to also have a movement speed perk. The speed buffs would stack with the Buffalo Steak and/or Heavy's melees like the GRU, which actually makes things like Fat Scout and Melee Heavy potentially viable strategies as opposed to solely being memes. Also, while not essential, a passive health regen as well to keep the Heavy on the move and not entirely reliant on health packs:
+While equipped the player's movement speed is increased
+Grants the player health regen when equipped. Ramps up from +1 to +5 if not taking damage

Idea 4: Minigun
Can't really have a Heavy weapon ideas list without a new minigun, can we? The minigun design I came up with would boost the player's defence whilst spun up, but the movement speed reduction is greater and the actual ammo the minigun holds is reduced, meaning while revving it up increases survivability, the Heavy's time in fights is potentially still capped by the more limited ammo and while he is less vulnerable to damage things like Snipers and direct hit Soldiers have an easier time handing their shots from longer ranges.
+Increased damage reduction and knockback resistance while revved up
-Reduced movement speed whilst spun-up
-Reduced maximum ammo

Idea 5: Shotgun
A shotgun based on how most games (and MvM's Shotgun Heavies) have their shotguns; a powerful, single shot. While this shotgun only has a single bullet in the clip and reloads a little slower it does make up for this with additional pellets meaning it deals more damage on an accurate shot. The bullet spread is also made wider so longer-ranged shots are far less effective. This would also make a good combo with the 'Heavy shotgun primary' idea mentioned prior to be partnered with another backup shotgun like the Panic Attack.
+Additional pellets are released with every shot
-Clip size reduced to only a single shot
-Increased bullet spread
-Reduced reload speed

There were no Heavy Melees made originally because the basic roles of Damage, Defence and Mobility are filled by the KGB, Fists of Steel and GRU, respectively, as well as the Warrior's Spirit, Holiday Punch and Eviction Notice as well to a lesser extent. Therefore, Heavy's pretty much set for melee weapons already. However, here is a memier melee:

Idea 6: The Knuckle Sandvich
The premise of this weapon is that it heals the player every time it hits an enemy, like the Black Box does for Soldier, in exchange for reduced damage and slower holster and deploy times. The penalties are lessened because meleeing things as Heavy is already hard enough, being the slowest class:
+Heals the player on successful hits
-Mild damage penalty
-Slower deploy and holster time

Idea 7: Engie Revolver
An Engineer primary that works somewhat like one of spy's revolvers more than one of Engie's regular shotguns. Fires 6 shots and has a fairly fast firing speed and reload speed, both a little faster than the shotgun, though loses the shotgun's high close-ranged damage. Could also mini-crit on headshots, mostly just for effect.
! Replaces the Engineer's shotgun with a revolver
+Mini-crit on headshot
-Mildly reduced max ammo on user

Idea 8: Panic Attack?
Additionally, the Panic Attack's old design that was more akin to the Beggar's Bazooka could receive its own weapon again, since while the weapon was originally pretty bad being usable as a primary by Engineer and now also potentially Heavy would perhaps give it more use, especially alongside Heavy's new fancy tools like the bandolier.

Idea 9: Minigun Concept 2
Another newer minigun concept. The weapon is meant to be like the Tomislav in giving the Heavy better ways for keeping some mobility, even whilst spun-up. The minigun spins up faster and the speed penalty for being spun-up is lessened somewhat, but in exchange the minigun's base damage and ammo are reduced, meaning it is best the player gets close to foes as the falloff makes long-ranged damage limited.
+Faster spin-up time
+Lower movement speed penalty when spun-up
-Less maximum ammo
-Damage reduction
[Added: 13/4/20]

Idea 10: Medi-Minigun
A third minigun concept based on something I said in the comments. This minigun, unlike any currently-existing ones, has a charge function built up by dealing damage. Once the charge is full reloading will activate its effect, where upon the user dealing damage they will be healed, similar to the Concheror, but it also heals nearby allies a small fraction as well when you damage enemies. However, the minigun itself deals less damage and spins up slower, and having allies needing to group around you and you needing to deal damage to heal them makes constant effective healing more difficult.
+Dealing damage fills a meter. Activating this meter will allow you to heal yourself and nearby allies by dealing damage for the duration of the effect.
-Damage penalty
-Spin-up penalty
[Added: 13/4/20]
Balance Changes (Scout)
As with Jungle Inferno, balance changes are expected as well. While a lot of balancing has been towards the high end of the skill ceiling (see Uncle Dane's 'Trickle Down Balancing' video as to why) I thought I'd also take a shot at some weapons considered either un-fun to deal with or that are just overpowered or underpowered:

Primaries:

Soda Popper:
Hype's ability is absolutely broken when used by a good Scout, essentially reducing anything that isn't hitscan to a mild hindrance at best as Scout just flies off into the sunset. Either a reduced amount of extra jumps or something else to weaken the effect. Also, since its DPS is almost as good as stock's, maybe a mild reload and firing speed reduction so it's not quite as bad.

Baby Face's Blaster:
Either fixing the broken hitbox shenanigans and reverting it or, if not possible, lessening the boost loss penalty from taking damage.

Back Scatter:
More based on just the enemy team's awareness than just being bad itself, so not sure how to fix this one.

Secondaries:

Pretty Boy's Pocket Pistol:
Health gain on hit is now based on distance, so Scouts using it don't just take like 5 damage and spam it for a free escape. Max could be buffed to 4-5 again but goes down to only 1 at longer ranges. Also perhaps reducing the firing speed so it isn't basically just an upgrade to stock anymore.

Flying Guillotine:
Since the problem was high long-ranged damage and a fast recharge, reducing the charge sped may allow it to be usable in competitive. Also, it could crit bleeding players so the Wrap Assassin could be usable as a combo tool as opposed to being completely worthless, giving it an indirect buff.

Crit-a-Cola:
Give Scout mini-crits but they are forced to only use their melee. Mini-crits specifically stack with the effects on the Boston Basher and Wrap Assassin's bleed effects

Mad Milk:
Reduce the heal rate from milked players down to around 30%, since 60% allows almost anyone to tank if used on a group of enemies.

Melees:

Sun-on-a-Stick:
Also has the ability to set people on fire on hit, allowing the Scout to use it as a combo weapon as well alongside the cleaver for double-debuffs or for some extra chip damage

Fan-o-War:
Reduce the damage penalty to the point where the crits it deals are stronger than the bat's regular hits at least. Despite its abilities it's still currently considered bad outside of MvM by a lot of people despite its potential to encourage teamwork.

Wrap Assassin:
As stated prior, can become a combo weapon with the cleaver. Also, the ball recharge time could be reduced very slightly since meleeing people with it is... bad.
Balance Changes (Soldier)
Soldier's pretty much fine for most balance changes, though there are a few things I would offer up:

Primaries:

Black Box:
The cap on healing is reduced slightly again so the soldiers that use it super-defensively are getting back less health. Plus, comboing it with virtually any secondary works for one reason or another.

Secondaries:

Buff Banner:
Increased ammo capacity on primaries; a simple idea but might be enough to actually encourage more players to start using it more.

Concheror:
Fixing the problem where rocket jumping with the Rocket Jumper resets the health regen. Otherwise, it's good.

Righteous Bison:
Either a proper reversion to the old Bison, or give it a faster projectile with lessened falloff and lowering the damage reduction after piercing players so that it can, at the very least, have some sort of use to it.

Melees:

Equalizer:
The Equalizer simply doesn't deal enough damage to ever justify using it, so increasing both its minimum and maximum damage could make it somewhat usable again.
Balance Changes (Pyro)
Pyro has a few weapons considered to be underpowered or are a little broken, so like scout the list will be a bit longer.

Primaries:

Backburner:
Making the 'back' more consistent for aiming the backburner, as the main reason it sees little use is how inconsistent it is.

Phlogistinator:
The Phlog is... interesting, to say the least. People dislike its w+m1 nature but I think I have a solution that keeps the weapon's gimmick somewhat in-tact:
Firstly, pressing m2 while the 'Mmmph' meter isn't full will still allow the Pyro to extinguish teammates, granting them a little extra progress towards the meter and the usual 20 health in return. Pyro still can't airblast, but at least you no longer have to burn to death because your Pyro picked Phlog.
'Mmmph' itself has been nerfed somewhat, but also buffed. The crits now apply to all weapons which allows combos but also means that the Pyro can't switch to a different weapon to hide their crits anymore. Also, while 'Mmmph' is in effect, the player cannot be healed by any sources; specifically stopping Phlog Pyros bringing Medics with them, which was part of the issue people had with the Phlog. Also, it means you have to pick your fights as you can't run to a health pack again until your crits have expired.

Secondaries:

Manmelter:
Projectile will now mini-crit burning players as to not be outshined by the other flare guns as bad, though the projectile speed boost is reduced slightly to compensate.

Scorch Shot:
The flares' own damage is reduced again, possibly back down to the 50% it was prior, so spamming it is less effective.

Thermal Thruster:
Holster time reduced again. While it's still more than a regular weapon it no longer forces use of the Degreaser to really be properly viable. Also, perhaps some slightly increased air control when flying, as otherwise you're easy pickings for a good Sniper.

Gas Passer:
Outside of MvM the Gas Passer is... bad. Therefore, I'd suggest that the afterburn effect is made a little stronger, the recharge timer reduced a little, and that it finally becomes a combo tool with the Neon Annihilator.

Melees:

Axtinguisher:
Currently it's barely even worth using as a combo tool since it's slow to pull out, and backpedalling enemies can likely kill you before you get them. Therefore, lessening the deploy penalty a little could work. Additionally, every time you deploy the weapon you could get a mild speed boost which weakens if pulled out numerous times in succession, allowing the Pyro to connect the finishing blow a lot easier.

Sharpened Volcano Fragment:
A re-work is needed for this weapon in all honesty because it's really bad. Therefore, I have an idea; as a combo starter. The deploy time is slower, but it deals more damage against non-burning players (though still sets them on fire). The damage vs burned players is reduced, however, so the player could switch into another weapon like a flare gun or the Dragon's Fury to benefit from the damage and burning you've just inflicted.
Balance Changes (Demoman)
Demoman's weapons all seem to be good at the moment, so Demoman gets a pass... except for one

Melee:

Ullapool Caber:
Mild damage buff perhaps since currently it's considered fairly useless. Also, fixing the hit registration so it doesn't have those weird moments where the Caber doesn't explode could be nice.
Balance Changes (Heavy)
Heavy's update means Heavy's probably going to see quite a few re-works. Most of these are due to some weapons just being considered bad overall and thus are in need of a buff.

Primaries:

Brass Beast:
Lessening the spin-up and movement speed penalties a little so the Heavy isn't just a sitting duck if caught off-guard. Also means he isn't quite as Sniper-vulnerable, but the difference is more just so that the Heavy has at least a little mobility.

Huo-Long Heater:
The flame rings consume less ammo, maybe only 2-3 as opposed to 4, so that it eats up less ammo than it currently does (as currently that's a big turn-off for a lot of people).

Secondaries:

Buffalo Steak Sandvich:
Bad in casual, banned in competitive. Therefore, making it viable for both will be hard. Therefore, my suggestion is that the move speed buff is reduced very slightly, but the damage vulnerability is in fact replaced by mild damage reduction. This means if you go melee heavy you're less vulnerable, if you use it for getting around it won't be as fast but it will be safer, and hopefully for competitive it won't get a Heavy to mid, so it won't be banned anymore.

Melee:

Warrior's Spirit:
Reduce the damage vulnerability since, as stated prior, meleeing as Heavy is already usually a bad idea; so maybe reducing it down to 10-15% instead in exchange for holstering slower. This could also give it synergy with the re-worked Buffalo Steak by virtually removing the damage vulnerability, which makes sense as a synergy since they are already both part of the same item set.
Balance Changes (Engineer)
Engineer has a decently well balanced set of weapons, though there are a few outliers or changes that could be made to make his more overpowered weapons weaker, and fix a certain primary.

Primaries:

Pomson 6000:
Remove the uber and cloak drain, though increase the projectile speed and return its piercing attribute, making it still potentially good against groups of enemies ganging up to attack your sentry, but not being too powerful.

Secondaries:

Wrangler:
Either break the shield and manual control into two different weapons, or at the very least reduce the defence the shield provides down to maybe somewhere nearer to 20-33%. Currently a wrangled sentry is stupidly hard to deal with for most players, especially lone ones, almost exclusively due to the shield's power.

Short Circuit:
Just get rid of primary fire. It's an inferior pistol with a metal cost.
Balance Changes (Medic)
Medic is, similarly, mostly alright in terms of balancing, though there are a few things I might want to address with his primaries.

Primaries:

Crusader's Crossbow:
Uber gain on hitting people with the bolts reduced slightly. Change is minor and won't really affect the crossbow all too much, hopefully seeing a nerf some people might actually try some of Medic's other primaries.

Overdose:
Either make the movement speed gain completely passive, or at least a weakened version of it (maybe like 50-66% of the boost you'd get if you had it out at all times). Buff is minor but could make a difference.
Balance Changes (Sniper)
Sniper is probably a little too strong when you look into it. Being able to drop Medics anywhere at any time, essentially. A good Sniper can single-handedly lock-down a game, so a quickscoping nerf may be in order, among other changes.

Primaries:

All Sniper Rifles:
Quickscoping damage reduced to maybe 110-120. Soundsmith's number of 110 seems good, but I'd say 120 since the number matches up with a Huntsman arrow, as well as meaning that 3 quickscopes will take out a Dalokohs Heavy, and that any light classes that peak your sight line will be substantially weakened.

Sydney Sleeper:
Headshots will be counted as headshots via in-game statistics, and through the strange part. Otherwise, it is the same.
Balance Changes (Spy)
The last class to look at potential balance changes for. Take a guess what Spy secondary might need a buff.

Primaries:

Ambassador:
If a player is outside of the headshot crit range they will take mini-crits instead, with the distance scaling with the damage. Otherwise, the Ambassador is mostly the same.

Diamondback:
Stupidly powerful and needs a nerf. Possibly reducing the full crits to mini-crits but lessening the damage penalty a little could work, or a larger overhaul such as reducing the firing and reload speed, making the damage penalty greater, but keeping the full crits.

Secondaries:

Red-Tape Recorder:
The deconstruction speed is increased so that, while slower than a sapper, it's not as bad as it is now. Also, de-levelling a lv. 1 building is also given an extra boost stacked with the other proposed speed boost.

Melees:

Your Eternal Reward:
The risk vs reward aspect is too much risk for the reward. Cloak drain rate could be reduced and disguises could take a large percentage of the cloak as opposed to the whole cloak so there is at least a possible escape if caught shortly after disguising.
Maps
Of course, as this is more of a text-based description as opposed to a visual one, I can't delve too in-depth as to specific map layouts. I'm also not allowing myself to just use pre-existing workshop maps, because that's cheating.

Scrapyard - King of the Hill
A series of large rooms with a massive room full of piles of scrap metal in the centre, where the point lies. While the entire map is indoors, each room is large as to minimise choke points, and map geometry such as old payload carts and piles of metal can be used as flank routes by classes like Scout.

There is also a large furnace near the main point that people can be pushed into for an environmental kill, complete with visual smoke cloud. Pyros will probably enjoy airblasting people into it.

Blizzard - Payload
A snowy mountainside with several small wooden huts that the cart has to be pushed through. There's a lot of open space, but the huts can also make some choke points to be pushed through. A permanent blizzard is near the top of the mountain at the last point, limiting both teams' vision.

After capturing the last point the payload cart will slide off the tracks, tumbling down the hill into a large wooden structure that acted as Red's base. Anyone inside will be caught in a massive explosion that ends the round.

Frostbite - Player Destruction
Near both team spawns are buildings that, while mostly whole, are iced over and seemingly desolate, most windows and doors boarded up. There are a few small huts around as well that contain items, and in the middle of the map is a large campfire inside another almost bunker-like building.

Both teams collect firewood from killing other players, which when brought to the central campfire will cause it to continue growing. Once the bonfire is made large enough, by a team bringing enough wood to it, a vault will defrost in the bunker and open, revealing a secret room, and the round will end.

Glacier - Payload Race
A large mineshaft with a colossal chunk of ice at the centre. There are numerous sheds and tunnels that can be used as flank routes and cover, as well as stalactites that block Sniper sight lines. Both teams progressively bring their carts down to the centre of the mine, travelling over old bridges and using a lift to bring the cart over a large crevasse.

The winning team will roll their payload cart into the ice chunk, blowing a hole through it to reveal large clusters of gemstones below, barely visible until the ice is destroyed.

Strongcold - Mann vs Machine
An iced-over fortress, though this itself is not explored but defended. A large gate surrounds the area made of sheet metal and other scrap, though snow piles and weak points allow robots access. Halfway through there is a second, similar gate with similar issues. Buildings are scattered around the area that provide cover and house health and ammo.

Tanks are capable of breaking through additional parts of the walls, creating more entry points for other robots. This is most noticeable if one breaks past the second gate which gives the robots a massive shortcut for the rest of the wave.

Each mission of this map ends in a boss, even in Intermediate, so be prepared.
Extra: Strangifiers
[Extra added: 11/4/20]

Mini, less important part of the page added in post due to sudden reminder. A load of weapons, for whatever reason, lack strange variants; leading to reduced equip rates. Therefore, this mini-segment is dedicated to those weapons (and additional items) that wouldn't mind strange additions:

Scout:
Unarmed Combat:
'Long-forgotten Holy Mackerel skin, essentially. Weird item, but would get used more with a strange variant since currently it just has Unique.'

Three-Rune Blade:
'Yeah, it's a promo, but maybe? I mean it's a cool weapon already.'

Sun-on-a-Stick:
'Promo as well, but this time there is little practicality for its coolness. Not as essential but maybe meme-y?'

Soldier:
Rocket Jumper, Gunboats:
'Use it to track something like rocket jumps performed or distance travelled whilst jumping.'

B.A.S.E. Jumper:
'Would have put it with the other two, but maybe not using rocket jumps?'

Pyro:
Nostromo Napalmer:
'Looks very cool and doesn't take up much screen space, so a strange would be nice for the people who want to use it for tracking kills and such.'

Dragon's Fury:
'Same with all Jungle Inferno weapons, honestly.'

Thermal Thruster:
'Would track jumps, and maybe similar to the Mantreads would also track people squashed as an extra part since that's more of a secondary function anyways.'

Gas Passer:
'Sodden victims, like Jarate, but maybe also counting kills against burning players or robots destroyed.'

Postal Pummeler, Maul:
'Same as their regular counterparts, though the Maul being Genuine could be an issue?'

Hot Hand:
'Slap kills, but maybe hits as well? Actually come to think of it that could also be a cool stat for the Mackerel and other similar items...'

Demoman:
Wee Booties, Bootlegger:
'Could be used like a Strange cosmetic, seeing as it basically is a cosmetic.'

Sticky Jumper:
'Same with the Rocket Jumper, though for Demo.'

Tide Turner:
'Already a great shield. Sad it's only available in Unique at the moment.'

Scottish Handshake, Nessie's Nine Iron:
'Same as their regular counterparts, seeing as the HHHH already got an overpriced one thanks to Scream Fortress.'

Heavy:
Iron Curtain:
'Cool looking minigun, might get more use if it got a strange.'

Robo-Sandvich, Fishcake, Buffalo Steak, Second Banana:
'Like the Sandvich and Dalokohs. However, the Fishcake being a promo might be an issue and the Steak could also perhaps track kills whilst under its effect?'

Engineer:
Lugermorph:
'Cool-looking secondary, though lacks a strange. Also would allow for a Strange Vintage weapon, and the only one of such I can think of.'

Short Circuit:
'Could track kills, but have an additional part for destroyed projectiles, seeing as that is its main job.'

Eureka Effect:
'Could track sentry kills, melee kills and its special teleports. Might see more use since it also got buffed.'

Medic:
Vita-Saw:
'Non-promo problem, but otherwise like the other melees.'

Sniper:
Fortified Compound:
'Cool looking bow, but also promo. Mainly just so that it gets more use.'

Danger Shield, Cozy Camper:
'Like Demo's boots, they could work like Strange cosmetics due to their passive effects.'

Spy:
Big Kill, Sharp Dresser, Black Rose, Enthusiast's Timepiece, Quackenbirdt, Ap-Sap:
'All lumped together under 'promo items that are cool and need stranges', seeing as how they all share stock items' stats. I mean, some legal issues with some, but others would still be ok since some are still legally owned by Valve...'

Wanga Prick:
'Cool, but no strange. Spy's only non-stock reskin without a strange.'

All/Multi-Class:
Conscientious Objector:
'Already a meme, make it more-so.'

Freedom Staff, Ham Shank:
'Promos, but otherwise cool.'

Bat Outta Hell:
'Haunted Strange for extra spook!'

Prinny Machete:
'Like the Staff and the Shank, but since it's all-class it's even better.'

I mean, not an interesting segment, but half of these don't get used simply because they lack special variants people care about, so strangifiers may make some of these more common sights around the badlands again.
Final Notes
Well, there you go I guess. Everything I could come up with for Heavy Update ideas. Of course, nothing here's set in stone or anything because I don't work for Valve yet so this is more just to kick-start a bit of discussing and hear other peoples' thoughts and opinions on what they really want to see.

Also, at the time of writing this, I have decided not to do cosmetics because trying to describe cosmetics while providing sub-par MS Paint images isn't what people want to see, plus the community's already got the cosmetic side sorted easily with the amount of amazing stuff on the workshop :P


The videos I used for reference can be found here also:
SoundSmith's Heavy Update Wishlist video:
https://www.youtube.com/watch?v=W-PMEgdnfCI
-> Sound's wishlist for the Heavy update is also fairly relevant since some of the things he proposes are really good

Uncle Dane's Trickle-Down Balance video:
https://www.youtube.com/watch?v=X1p42KtZOCw
-> Also used for reference to weapon strength

Woolen Sleevelet's weapon ban list video:
https://www.youtube.com/watch?v=fwOzxCdZiOc
-> Used for finding out some of the banned competitive weapons and the reasoning why

Anyways, with all that said and done, hope you enjoyed reading this small essay :P
Feel free to comment anything about balancing, concepts, or me being a big stupid head idk

Big Joey's Heavy Update video:
https://www.youtube.com/watch?v=F2lK3wXjBPk
-> Watched afterwards, turns out I wasn't the only person hoping for MvM in the Heavy Update
--> [Added: 11/4/20]

[Also since most of this was written April 1st I'll put in timestamps for anything new being added if needed]

Anyways, thanks for reading :)
36 Comments
Okami Tomato  [author] 7 Aug, 2022 @ 5:27am 
Truly, a Heavy update
dangit 6 Aug, 2022 @ 10:55pm 
Heavy update will be 1 TB bc it's HEAVY :steamthumbsup: :VBOY:
Okami Tomato  [author] 20 Apr, 2020 @ 11:05am 
Yeah that was the problem for the Vita-saw I was referring to, due to its similarities to a Bioshock weapon
Frederick The Great 15 Apr, 2020 @ 11:50pm 
Mate I just want a reskin for the tomislav,(or a seperate weapon) as the PPSH-41 minigun. That way I can complete a Viktor Reznov Heavy ;(. Good ideas though :D
76561199013581482 15 Apr, 2020 @ 10:05am 
alright whos ganna tell him
:steamfacepalm:
Senpai'Ro 14 Apr, 2020 @ 8:42pm 
One Idea that I thought would be super fun for a Heavy primary was a chainsaw that increases the Heavy's move speed when spun up and can shred only in close quarters. This would essentially make Heavy a freight train of constant damage and would be a psuedo-charge like one of the demo's shields. He already has a lumberjack themed cosmetic deal going on and also has a hockey mask as a cosmetic, so that would be fun to use for the lumberjack loadout or a horror themed set. Something else that I thought of for a Medic weapon actually, is a Medi-Gun that refills ammunition instead of doing only healing, so drop the healing factor to about a quarter of normal, but refill ammo constantly as if the Medic were a mobile dispenser cart. This weapon would make sense to ship with a Heavy-centric update because Heavy chews up so much ammo and already has such a large health pool, that he could supplement with a lunchbox item and have basically infinite ammo.
If I may... rest in peace Rick May.
DR. GΛИﻝΛ 14 Apr, 2020 @ 3:49pm 
You actually think a heavy update will ever be released?

Oh wait, you're serious? Let me laugh even harder!
plou 14 Apr, 2020 @ 7:03am 
Replace random crits with random mini-crits
Pyro - on vacation 14 Apr, 2020 @ 6:45am 
"The Heavy Update is virtually right around the corner now"

Do you have a scrap of evidence to support this claim out of interest?
Okami Tomato  [author] 14 Apr, 2020 @ 6:32am 
End It: Yeah, Frontline! and maybe even seeing more bits of Iron Gauntlet considering how much was made for that. I mean a bunch of the Mayan stuff added for Jungle Inferno, so maybe some stuff could make it through?

Sylph: Yeah that makes sense honestly, since it's dumb to just be able to counter a gun's special ability by just jumping...
...also "You were good son, real good, maybe even the best!"

Sneaky: GRU's still good, just better for smaller gaps than trying to cross half the map in the open; so you have to be sneakier and go for ambushes or only use it for a short time while it's safe.

Pocket Pistol actually has higher DPS than the Pistol due to its higher firing speed (Why it's banned in competitive play), as well as the amount of Pocket Pistol Scouts I see in casual who just play as risk-free as Conch/Box Soldiers is surprising, so idk something needs to be added so it doesn't give so much health so quickly.