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+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
thanks m8 :)
+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.
+ 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.
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.
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
+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
-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)
-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.
+ 10% faster movement speed when revved up (compared to other revved mini guns)
-50% primary ammo
-10% less accurate
-10% slower spin up time
is this not the brass beast ?