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[+] +100% Knockback Resistance while fully revved.
[+] +20-30% Faster Firing speed
[+] +25% Ammo capacity (250 ammo total)
[+] +30% damage resistance while under 50% health
[-] Wearer cannot moved while fully revved / revving up
[-] -50% slower rev up time
[-] No random critical hits (If you had random crits and somebody came into your sight, you would near insta-kill them.)
btw original stat suggestion makes heavy a sniper sentry xDD
[+] 60% bullet damage resistance when revved up
[+] 40% projectile damage resistance when revved up
[+] When crouched: 30% more accuracy
[-] 25% less primary ammo
[-] 15% less accuracy
[-] User gets 80% less healed from Medic when revved up
[-] 30% slower revving up
[-] 15% slower speed
50% damage resistance while spun up
On kill: +50 health
-90% healing from all sources while spun up (does not include health on kill)
-90% overheal while spun up
+100% slower spin up and spin down time
(no exception to headshots of course)
expect it only works when facing forward and reved up, but the resistances don't apply to a Heavy's backside since that's not where the gun is facing.
I also suggest that another negative
-Any projectile or melee that have any after effect such as fire, bleeds, and wets that hit a Bulletproof Battery v4 equipped Heavy although won't bypass the damage resis but it's after effects will last longer than it usually would. -Also more vulnerable flinch that come from said after effect
+20% firing speed
+20% damage resistance from the front while spun up
-67% max overheal on wearer while active
25% slower spinup time
With the extra firing speed and damage resistance, this weapon would be devastating up close, but its slower spinup time can make it more easily avoidable and can be outgunned by a stock heavy or Tomislav. On top of that, while using the gun, overheal is limited to 50 (max health capped at 350).
I think these stats will encourage a less head-on play style for heavy, and make users more keen on exploiting flank routes and alternate paths to objectives or engi nests, taking full advantage of catching the enemy off guard and mowing them down, allowing for the rest of the team to push.
? Minimum dmg resistance = +15%
? Resistances includes fall damage, bullets, explosive blasts, fire, afterburn, and gasoline afterburn.
? Effect radius is same as Soldier's banners.
Proposal stats -
+ While Deployed: Damage resistance vs all sources increases whenever the user takes damage.
+ On Kill: Grants Immune to push force taken from damage, airblasts, pushback, and knockback effects for you and nearby teammates for 5 seconds.
+ 30% Critical hit damage resistance on wearer.
- Damage resistance is reset upon undeploying.
- 20% damage penalty.
+ 15% clip size
+Alt Fire: flashbang the enemy causing them to go blind for 3 seconds
- 20% damage penalty
- 30% slower move speed on wearer
-15% slower spin up time
Lvl. (Your level here) Minigun
-5% clip size
10% Faster firing speed
Higher damage vulnerability towards back
5% slower walking speed
-10% hels from healers that heal you because theyre healers that heal with their heal gun