Team Fortress 2

Team Fortress 2

The Havoc
PixelMaster 12 Feb, 2015 @ 2:30am
Stats
my suggestion(s):

-25% ammo capacity (can carry only 150 ammo)
-no health from dispensers or medkits
+15% damage from afterburn and bleeding

+25% ammo from ammo packages and corpses
+10% movement speed
+20% damage
+mini-crits on enemies in the air (falling, jumping, ...)
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Showing 1-15 of 20 comments
My idea,

+30% fire rate
+50% max ammo on wearer (300)
+15% less damage taken on wearer

-70% slower move speed while firing
-50% more rev up time
-no random critical hits
PixelMaster 14 Feb, 2015 @ 3:43am 
slower movement speed doesn't make sense, since it seems smaller than the default minigun to me. same counts for more ammunition - the magazine is visibly smaller.
Firefly Ghost 14 Feb, 2015 @ 12:18pm 
Adi Your weapon stats are quite balanced. It is a rocket jumper's nightmare. Nicely done.
PixelMaster 14 Feb, 2015 @ 2:29pm 
Originally posted by Gunman Jenkins:
Adi Your weapon stats are quite balanced. It is a rocket jumper's nightmare. Nicely done.

thanks m8 :)
Featherfield 14 Feb, 2015 @ 3:08pm 
This makes zero sense
-- Personal idea --

+Mini-crits while airborne
+Crits on airborne enemies while airborne
+20% more accurate
+No fall damage
-50% ammo
-Can't jump while gun is spun up

-- End personal idea --

Basically, the idea here is for Heavies to sit on top of tall things and jump down unleashing a maelstrom of minicrits on massive hordes of idiots, or just for taking out aerial dangers.
miggy 3 Jun, 2015 @ 7:09am 
Stats:

+ 15% faster weapon switch
+ 15% faster unspin speed (When you finish spinning the gun)

- 25% Max primary ammo on wearer (150 ammo)
- No random critical hits
- 10% damage from melee sources while active

Once you have spinned the gun without firing for at least 5 seconds, the gun will glow similar to that of a buff banner, all damage dealt will be mini-crits and firing speed increases by 15% percent, however Heavy is marked for death.

When Heavy stops spinning, however the mini-crits and firing speed will instantaneously reset, as well as the marked for death.
miggy 3 Jun, 2015 @ 7:20am 
Originally posted by }o AGIVCrat o{ cogTri:
-- Personal idea --

+Mini-crits while airborne
+Crits on airborne enemies while airborne
+20% more accurate
+No fall damage
-50% ammo
-Can't jump while gun is spun up

-- End personal idea --

Basically, the idea here is for Heavies to sit on top of tall things and jump down unleashing a maelstrom of minicrits on massive hordes of idiots, or just for taking out aerial dangers.

I like the idea, but I've noticed some flaws.

Heavy's are not really fit for staying airborne. Plus, it's really hard for a Heavy to stay airborne, barely any class can stay airborne for a good amount of time and manage to get hits.

Plus, the crits on airborne targets is well, too OP. Since weapons such as the Reserve Shooter deal a good amount of damage, but they only inflict mini-crits. Imagine a Mini-gun dealing *crits* to anyone airborne. It's not balanced.

The 20% more accurate seems like a good idea, but the Tomislav once had this stat, but it was removed because it didn't really make a difference. So, I don't see why any weapon should be made "more accurate"

The -50% ammo only makes it have 100 ammo! That is not a good thing. Since it's easy for you to spend ammo. It would still not balance the crits on airborne targets. Since that's a big thing.

And the "Can't jump while gun is spun up". The Heavy can't normally jump while the gun is spun up anyway, so it's useless...

Don't get the idea that I don't like the idea, but it doesn't fit the Heavy. It would only make the Heavy annoying, and conservative of ammo.
PixelatedMax 6 Jun, 2015 @ 11:12am 
I like your original idea. But there are a few things I dislike about them.

Here's what I think the states should be:
-25% ammo capacity (can carry only 150 ammo)
-no health from dispensers or medkits
+15% damage from afterburn and bleeding\
-25% overheal on wearer

(if you have full ammo) ammo packages and corpses can give you an overheal type effect on your ammo
+10% movement speed
+20% damage
+mini-crits on enemies in the air (falling, jumping, ...)
+30% health on wearer
+15% spin up speed
Last edited by PixelatedMax; 6 Jun, 2015 @ 11:13am
jilq 21 Mar, 2016 @ 3:17pm 
+movement speed increased by 30% when spun up
+25% more DMG towards buildings
+10% faster spin up

-25% less ammo capacity
-50% less healing from dispensers and medi guns
-33% less heal from health packs
-33% less ammo from ammo packs
HaxOnGayBen 22 Jun, 2016 @ 3:45am 
when full on ammo

-10% damage
+30% accuracy
-20% movement speed
-30% movement speed while deployed
+10% damage resistance when spun up
+50% ammo capacity
20% slower unspin time
20% slower spin up time

when ammo is at 150

-10% damage
+0% accuracy
-0% movement speed
-0% movement speed while deployed
+5% damage resistance
0% slower unspin time
0% slower spin up time

when ammo at 0
-10% damage
-15% accuracy
+15% movement speed
+20% movement speed while deployed
0% damage resistance when spun up
15% faster unspin time
15% faster spin up time

you get the point
the less ammo you got the better/faster your gun is
(i know that having more ammo on a smaller looking like minigun doesnt make much sence)
Last edited by HaxOnGayBen; 22 Jun, 2016 @ 3:50am
Tibby Dobbs -88- 22 Jun, 2016 @ 1:59pm 
-25% max ammo capacity
-35% health from medics and dispensers

+25% move speed
+50% ammo from dispensers and ammo boxes
+mini-crits enemies who are below you

This basically makes heavy faster and makes him having a height advantage even more deadly.
Comrade POTEMKIN 7 Sep, 2016 @ 10:08pm 
+ 15% firing speed
+ 10% faster movement speed when revved up (compared to other revved mini guns)
-50% primary ammo
-10% less accurate
-10% slower spin up time
K1amps 31 May, 2017 @ 12:52pm 
Originally posted by ;618453594749005555:
My idea,

+30% fire rate
+50% max ammo on wearer (300)
+15% less damage taken on wearer

-70% slower move speed while firing
-50% more rev up time
-no random critical hits


is this not the brass beast ?
K1amps 31 May, 2017 @ 12:55pm 
Originally posted by Mommy:
when full on ammo

-10% damage
+30% accuracy
-20% movement speed
-30% movement speed while deployed
+10% damage resistance when spun up
+50% ammo capacity
20% slower unspin time
20% slower spin up time

when ammo is at 150

-10% damage
+0% accuracy
-0% movement speed
-0% movement speed while deployed
+5% damage resistance
0% slower unspin time
0% slower spin up time

when ammo at 0
-10% damage
-15% accuracy
+15% movement speed
+20% movement speed while deployed
0% damage resistance when spun up
15% faster unspin time
15% faster spin up time

you get the point
the less ammo you got the better/faster your gun is
(i know that having more ammo on a smaller looking like minigun doesnt make much sence)
This is auch a good idea and should really be in effect already as when you spend ammo you get lighter.
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