I feel like adding semi loud swooshing sound might make it more balanced so as not to have a giant Russian sneakily floating past you with no warning at all
I think what this would effectively do is give a new version of Fat Scout that would actually be viable and not just a meme. On with the aerial thrusts I do agree that you could either get rid of it entirely, or increase the health drain to 50 and double it to 100 for an extra boost. So effectively for 2 boosts you'd be at 150 health and have to decide if flanking is worth it, especially with being marked for death this could open up for some rather big brain plays, and last minute saves. This would also give new training for other heavies who want to understand positioning better, because even though you have this option is it truly the best thing to do? Patience is a big key in TF2 knowing when to pick your battles and run, and this could provide an immense chance to help understand it better.
yeah personally I was thinking about nerfing the aerial boost too, rather than removing it entirely I was thinking maybe have it be something more like The Atomizer so instead of being able to spam the boost at just -45hp each, you only get one boost for a certain HP cost your idea works too, I just felt like sharing my thoughts on it
Who made the entire internet think that fat scout isn't viable? (Soundsmith probably) Shotgun heavy is really fun to play and shotgun can get you more kills than a minigun against strong mid range classes 1 on 1 (scouts, soldiers and demos) also shotgun is perfect for dodging and pestering snipers from afar
"knowing when to pick your battles and run" see here's the thing: heavy literally cannot do this. Unless the enemy is in a wide open field he can't pick his battles, cause he's just to damn slow
I love how right when Joey is like “how is this weapon controversial you ask?” heavy just fucking f l o a t s out of spawn and were all sitting here like ohhh there it is
@@adamiskindasmart1932 i know valve isnt done with us yet. Remember how valve game's code were hacked or leaked or smth idk, but they made sure that every game of theirs are fine including *TF2*. I know valve will do something but we just dont know yet.
@@adamiskindasmart1932 If they were done with TF2, they wouldn't continue to patch the game, release small community updates, and continue to pay money to keep the servers running.
If that's the case, then what are your thoughts on a 100% damage nerf to these mitts? That way, the only strength these things have is purely in the aspect of utility. Plus, it's not like most Competitive Heavies are gonna lose sleep over not being able to punch.
I wouldn't say rocket jumpers cause you can actually still take damage though if you so choose. I feel that the impulse is good but the fact that you can be healed while so ruins the point of damaging. It's like roaming with a quick fix medic.
@@LucanVaris A damage nerf wouldn't be needed. These mittens are situational the way the are, unlike rocket launchers. The speed boost is purely vertical and not very large. In real play, I would think the decreased gravity will be rarely used in certain maps, especially because of the Marked for Death debuff. I still think this is an interesting weapon, though!
@@peril3524 You're giving one of the least mobile classes in the game a massive step up in vertical mobility. If I can take my Tomislav game to literally the next level, you can bet I'm gonna find some cheeky high-traffic upper area to shoot people from. Plus, the reason the GRU no longer has the "Marked for Death" debuff is because it didn't negatively impact the Heavy enough for such the massive increase in horizontal mobility. If Marked for Death isn't enough of a downside for the GRU, the hell makes you think it's enough for Heavy's new Scout's-Double-Jump mechanic?
Yes i agree too. Its just sad that we can only imagine weapons for heavy but not really implement it in the game bcos we dont know if valve will acknowledge it.
2 роки тому+15
0:32 I still see that as this: Comp: "Do not play Heavy, he is too immobile" Also comp: bans weapons because they give Heavy mobility
I’d love to see a shotgun with a mechanic based on how much ammo your primary has. For example, if you had 200 ammo for your minimum, it would just be a below average shotgun, but as primary ammo decreases, it becomes increasingly powerful. While damage seems like the most realistic choice to increase, the idea is pretty flexible. Plus this would give us that crazy damage shotgun we’ve been waiting for heavy to get for a long time.
This sounds like an incredibly frustrating weapon to use by itself - having to empty your magazine in spawn with the Heater every life doesnt sound very fun, nor does having to avoid ammo packs
@@VanessaMagick well it is meant to be used in tandem, almost like a replacement to your primary. Therefore, I believe a fair downside that would stick to the theme would be that it has really bad ammo capacity
Its cool but i wouldn't make its upside increased damage.There's a reason heavy "only" has 200 ammo,the devs didn't want him to be able to continuously shoot for a long time and this way they're incentivizing heavies to move around more often,favoring positioning over standing and shooting.So imagine this scenario:your team is in an extended fight with a heavy,it drags on,the big russian is finally nearing the end of his clip,you know this,so you and your team coordinate and push in on him just as he runs out of ammo.You're golden right?Wrong,the heavy pulls out that shotgun and meatshots you for 150 damage.Lower this damage cap and the weapon isn't worth using,raise the damage cap and suddenly you're one shotting demos.In fact this weapon punishes good heavies by forcing them to not pick up ammo packs and put themselves in an obviously worse situation.There really shouldn't be a better damage source for heavy than his minigun(fatscouts aside).In fact this weapon favors newer players who don't manage their ammo well.
@@donttalkaboutmymomsyo I’m open to alternative ideas. Maybe make a combo heavy by making the huo long ignite players for a short time and the shot gun mini crits flaming opponents. Or other ammo themed weapons for heavy. Maybe gloves that can restore ammo? This might add another aspect to ammo conservation. Just a thought
The gold foil texture on this weapon is mesmerizing. I would use it 24/7 if it were in the game just for that reason, even if it were the worst weapon in the game.
This reminds me of a weapon concept I posted on r/tf2weaponideas a while back. It was called the "knucklethrusters" and it would essentially launch its user in the direction of their reticle in exchange for self damage whenever they attack with the weapon, its downside was -45% less primary ammo on the wearer.
I'd tweak the weapon by giving Heavy a "superhero landing" attack that builds up like Soldier's banners and activates when aiming towards the ground and holding M2 with this weapon, allowing for a melee attack with AoE splash. That way, the name would fit better with the concept.
instead of removing the "secondary jump", i'd keep it, BUT it'll remove 50 points of your health with each use. + maybe add some less damage penalty stat to it
It should just give jump height since that would be a simpler stat and do an effectively similar thing. Basically just like if the the winger but for heavy.
Damn imagine surfing damage as a getaway tool for Heavy. Being mid-air with decreased gravity + taking some mini crit damage will surely yeet the Heavy quite quickly for his needed escape.
A minigun concept that makes Fat Scout and Melee Heavy viable: The Drobovik Destroyer +Deal damage with any weapon to gain Strength +While active: Alt-fire when Strength is full to gain increased movement speed equivalent to steak sandvich, and can stack with it, and +20% damage resistance to all damage types including melee. -10% melee damage when Strength is not full -35% primary ammo -You cannot use your Primary while Strength is active "An odd weapon. It charges Strength before realesing it on other weapons in your arsenal."
I feel like this would be more interesting if it were a replacement for the minigun, forcing you to use your shotgun along with it and perhaps some specific melee (like the fists of steel or warrior spirit).
I think this is the best heavy concept so far! Since this fists will give heavy ability to jump in unexpected places. And as Joe said will make heavy thinking "Hmm can i go over there with that thing?" wich in my opinion is very fun.
I think it would be fine. But one change: Instead of you removing the impulse, what if you change that negative to instead: "-50% healing from heathpacks on wearer". This prevents heavies from camping in areas a heavy isnt meant to get to easily, allowing a heavy to flank and catch enemies off guard, but not control that area for too long.
This but instead of healthpacks,lower the healing the heavy gets from medics.There were clips in this video where joey was just flying through the air with a fat overheal.This way the wrapon subtily tells you:you're not supposed to be playing with your team,you're supposed to be flaniking
You forgot the biggest Negative: Snipers will eat you alive. I can already imagining them drooling at the thought of a Heavy voluntarily leaving cover in order to slowly float into their sightlines.
There should be a weapon for heavy, where it makes his Primary swap quicker between his secondary and having a quicker un-rev, so that handing out the "sandwich" or other lunch box items can be given out faster, at maybe the cost of less damage or slower firing speed, in a sense that its more of a passive mini-gun to keep your teammates alive and that it would pair well with the banana for its quicker recharge time.
Someone JUST suggested a weapon like this on the CTF2W Discord server yesterday, except the fact that you can still holster while revved up and the weapon remains revved up for a few seconds while stowed away. I believe the creator wanted a combo option for the heavy, hence their suggestion.
So, a few notes @Big Joey, and I just want to make It clear that I love the concept: Weapons that clash with their own design should never, ever, _ever_ be added to the game. What I mean by that Is the following; The 50% slower holster speed makes flanking worse with a flank-centric tool, and getting into the enemy team or into an advantageous position is the entire point of the weapon. The main _strength_ of it however is that it gives the Heavy an incredibly solid escape tool on top of its already strong positioning tool. Only 3 out of 9 classes can chase you vertically, 4 if Pyro uses det/thruster. What this means is that you can get out of any disadventagous position you put yourself in with little to no punish opportunity (Think Upward, being a RED heavy on the right of BLU spawn with a dispenser.) Mix this with the ability to very quickly chow down on a Banana, and you can end up in a situation where the heavy goes down to ~100 HP, pulls these out, jumps over a long horizontal barrier (there's a lot of them) or over a vertical barrier too tall for say, Scout to follow, chow down a banana, and rev up the tomislav before the enemy can get to you. As per such, I recommend changing -50% Holster Speed to -75% Deploy Speed (Same as demoman's swords, almost a full second). Additionally, the Marked for Death gimmick is overdone let's be honest, and 6 seconds is such a ludicriously long time that using it for anything but escapes is just insane. Getting into an adventurous position in combat? Nope. Dead. MfD. A more interesting change would be reduced movespeed for X seconds after holstering the weapon, forcing you to really make sure you're going somewhere you need to be. Don't make it massive, but if it was going to scale, I'd say between 5% as base and 15% at max. Now you have a flanking tool that forces you to commit your flanks and fights instead of using it as a pseudo 'Get out of jail free' card.
Noone would use it for anything else than flank routes. Getting to most high vantage points is a straight up "no" simply because sniper exists (again, "most").
Id this was added into the game it would bring in the era of the Ninja Heavy. I can see the loadout now. The Tomislav for sneaky quiet kills, the Sandvich for survival, and the Terminal Killocity to leap from high point to high point like a spy doing leap stabs. Glorious
Would you say 65 health per boost instead of 45? Also I agree with the healing penalty, you either remove the boosts or keep it and just increase the health costs and add a healing rate penalty
Ideas for balancing this weapon: = Holster speed is proportional to gravity reduction + While deployed, jump height is increased by 20% - Knockback vulnerability is inversely proportional to gravity reduction
I think this would be awesome! I actually like the aerial impulses, but I think I'd give that ability to a secondary or even primary that can work in conjunction with the terminal killocity, essentially a demoknight set up for heavy.
Here’s a weapon concept for TF2 I thought of a weapon like the widow maker infinite ammo if you shoot a target consistently that has 35% slower fire and 15% damage boost
damage vulnerability based on altitude compared to where you jumped from, It will degrade over time very slowly but essentially as an example, if you ascend 10 ft to a roof top, you have to descend 10ft to make the damage vulnerability go away (this is on top of the mini crits) or wait a long time for it to fade on it's own, so the more broken your spot, the more you are punished for staying there.
i agree with the idea of removing extra aerial impusle, most heavies even f2p's have a lunchbox that heals, which significantly lowers the importance of managing your health and not using too many, because with just the regular sandvich you can get down to really low in which even a spy's revolver could one shot you and then just heal all of it easily
Honestly all I can see with this weapon is a full team of a dozen heavies flying through the air towards a control point, which sounds like it'd be terrifying.
I think it's just a bit too overpowered even with the marked for death, my suggestion for a bit more balance would be to have a small stun on landing, like heavy falls down when he lands and has to get back up or something like that.
I think that a better downside would be to have Heavy's knockback resistance scale with his gravity, so when you're jumping around you get knocked around a lot more. It adds some counterplay to seeing a large Russian man slowly approaching from on high, since you could effectively stop his approach with a few well aimed pistol shots.
Combining this with the tomislav and steak sandwich is more than enough to create the ambush-style heavy the tomislav's silent killer was meant to be used for
I would love to see this weapon in the game Heavys biggest issue and the main reason most players don't main him is his incredible lack of mobility This is a great idea that hasn't been done yet Sure they could increase his movement speed but that's been done to death by now Allowing the heavy to jump up to heights he couldn't before is something I would love to see and something that would keep most players on their toes Besides heavys minigun has a distinct sound so most players can expect a flanking heavy Even a tomislav welding one
I think it'd need a permanent damage vulnerability, maybe specifically to bullets, because in their current state, you can jump up to a really cheesy spot nobody would think of like the neon signs on kong_king or above many doorways you're not supposed to be able to reach, and the mere 6 seconds of mini-crits wouldn't be enough to cancel out how busted being able to reach anywhere as Heavy would be. Think about Suijin, you could just jump up to the top area, making a place that's normally reserved for more mobile, flanking classes with a height advantage that the Heavy normally takes a very long time to reach able to be gotten to just as fast as the room below, and were he in a bad spot against a class without vertical mobility options down on the point, he could just jump into the above area, immediately breaking line of sight and getting him out of harm's way, and run back to spawn. The concept does seem really fun, though, and playing with them sounds like a blast.
if they added both this melee and the lazer minigun i'd actually be so happy, i love the space themed weapons and their [pretty bad] gimmics, so having this one that turns heavy from an regular slow russian to *THE FIRST MAN TO GO TO SPACE WITHOUT A ROCKET* would be great. the gimmick of this weapon sounds really fun and i like the idea of being able to change gravity. friendlies would have a solid replacement for their beloved holiday punch, cause this thing lets you hop around like you're on the moon whilst also being a melee weapon. my verdict: i see a lot of weird strategies you can use with this thing and having you be able to just hop to the top of the hightower is great. valve should add this.
This weapon would really make the heavy both funner to play and more threatening in a game, I'm sold on these. The pros of the weapon is amazing and I actually see your version of the stats being well suitable, though I do wanna add the "If switching to other weapons, the user will lose their anti gravity", other than that, 10/10 solid weapon!
My ideas for changes: - Gravity stays at a fixed rate, it does not fluctuate - Only one extra jump - knockback in the air is trippled, so that you can kinda fly away if you're not carefull... And you can't air strafe with this...
Ngl given with the alt fire allowing heavy to go up higher. Gives me the idea that a melee weapon that allows him to do an uppercut jump attack would be kinda sick.
If this effect took the place of a primary or secondary slot I could dig it, but giving this much mobility for virtually no penalty to a melee weapon? Way too op.
I think 'splodie gloves might be a better mobility tool for Heavy. A cost of HP for getting someplace the heavy normally shouldn't seems like a better trade. Something like the Demoman's Caber, except it actually regenerates back into a usable state unlike the broken mess that Valve left the Caber in.
Heavy needs something in the primary slot to boost his speed a'la demoknight like a shield, completely replacing the miniguns with something that doesn't do damage but boosts speed and (little) resistance. Most weapons get banned for competitive anyway and it would definitely never become the meta. Lets just make fat scout/bear heavy something viable and mostly FUN
You can add it, but also add a knife to make spy fly while invisible at the exchange for some cloak so one of the real flank classes can flank more effectively
Idea. With every 10 damage the heavy takes. The quicker he descends. If your noticed your knocked out of the air and are an easy target. But unnoticed. Your going places.
I remember using these all the time on Custom Weapon servers and loving them, though apparently they changed the stats to SOUND more complicated last time it was + gain vertical height by pressing special attack + never take fall damage - lose 100 health for every special jump -can't jump normally when active so I don't know how different it would be until I test them out, but all in all I would love to use these in official servers, to finally give the russian more flanking options
Big Joey the dispenser cosmic you showed off once should be a weapon that replaces the mini gun and heals and gives ammo like a lv 1 dispenser it's a support item for the team and shotgun is used for damage or lunchbox items for extra suport
i feel like better balance thing might be to increase the damage from the alt fire a tiny bit, and make it so you can't be healed at all whilst the weapon is active, and maybe remove all overheal when it get drawn. This would make it so you can't use a medic to negate the damage taken, and force you to use a sandwich. Alternatively you could also give it the health drain from the gru
For the aerial secondary, you could instead limit it to once per jump to make it a sort of pseudo double jump and increase the damage taken to balance it.
Given its theme, i would consider a notable change to the aerial impulse, i would consider it a single use "double jump" appropriate for Heavy's weight that get refreshed once you land (using his fist to uppercut the air for the extra height as the double jump animation), as an additional con which wouldn't really affect its core design would be to give it a damage penalty since its a pair of astronaut gloves designed for maneuvering in low gravity not for punching meteors til they explode. I think that having a mobility item give so much for so little is inherently a better upgrade especially in the case with Killocity which would only have a penalty for putting them away at all times, the mark for death is only applied if you use its mobility feature. What i think makes it appear very strong as a mobility item for Heavy is how it can enable him to stay in the air for as long as he want in order to reach hard to reach locations and with a Medic close by the health exchange for each impulse gets significantly mitigated if not completely invalidated so i think a single use "double jump" that costs health is more appropriate, other then that Heavy's overall flight speed with the gloves seems to be the same as his normal movement so shooting him in the air isn't much of a concern, however with this current iteration of these gloves every map in the game will have to be adjusted with more invisible walls to prevent the gloves from enabling heavy a means to reach cheeky and unexpected positions which they've already had a hard time with when it comes to Engineers buildings and would negatively affect Soldiers and Demomen that likes to fly across the map by explosive jumping or trimping their way across. And i doubt they would invest that much time into adapting every map for just one item in mind, hence why i think it needs a few more adjustments to its design...
I think it would need to have the lower fall damage removed. Even Scout doesn't get lower fall damage if he abuses his mobility and gets too reckless, so Heavy should need to be more strategic with it as well
I think the boost to vertical mobility is fine even with the impulses. I think a good balance change would be to significantly slow down his horizontal momentum when using them. I think this would make it the counterpart to the GRU even more
I feel this would be a good idea for a secondary replacement instead of a melee one, as you would be able to negate the negatives by just equipping a sandvich, making it a secondary will give a choice between a more offensive playstyle, or a more defensive one. It will also allow the melee to still be kept open which i feel could add some fun combinations with this weapon while also keeping it balanced
Terminal killocity + brass beast would be overpowered, imagine a brass beast heavy materializes behind you or above I think it should have something to lower damage or hp in a way to balance this extreme mobility out. Maybe -50 hp on wearer could work?
A secondary that is a cosmetic like the razorback that looks like Mola ram's headress and you gain 1 heart for ever enemy you finish off with your melee, eating the heart like a sanvitch heals you to full and gives you max overheal and they have no recharge because you need to get a kill to get one.
I think this weapon should have some kind of combat drawback rather than a "caught with your pants down" one. To tie in with the whole gravity-defying theme, it would be nice to have a large increase in pushback force taken, and perhaps fall damage taken as well.
Simply put this tool allows a heavy to access the same vertical flanks routs that a scout can effectively access. Due to this I think these gloves are a great solution towards the heavy’s big mobility problem as fast = bad but versatile should be fine due to the fact that he will still be slow and counter-able even if he can access those routs. Plus I wanted to remark that medic also cannot say combine this heavy mobility with the quickfix either which imo sets another acceptable layer for the class.
The marked for death stat only seems like it would be a negative if you plan on divebombing the enemy or if you get caught off guard. After it wears off you're back to being a full strength heavy in a place you shouldn't be. It should be replaced by a -50 max health on wearer so your added mobility is balanced out by being weaker in regular combat requiring you to make good use of your mobility whilst still allowing for wacky yet balanced divebomb strats. Also crit punches should send the victim flying for the lols.
I have a concept: the running ryeot, it would be a lunchbox item which would give a small heal maybe 50 or lower and upon consumption, would give either a bullet resistance or a flat damage resistence as well as possibly a speed boost allowing him to push to the point quicker while reducing damage he takes while pushing, at the downside of having to rely on your medic more for health
I think the Aerial Impulse ability could work if you were only allowed to do it, say once or twice, but then you’d have to refill it at spawn and couldn’t get anymore from impulses from ammo crates and the like.
"Heavy is flying! Is greatest moment of heavy's life!"
😳😳🥶funy refrrenc
@@cheez_sammmich 🥶🥵
@@garryhlambert 🥵🥶
also Pootis bird will now be a great thing
@@rockowlgamer631flying friendlies inbound!
I feel like adding semi loud swooshing sound might make it more balanced so as not to have a giant Russian sneakily floating past you with no warning at all
eather a whoosh or some sort of engine/thruster sound. like the pyros jetpack but with more bass and extended
Could also have heavy say his "HEAVY IS FLYING" line every time he does it
@@acactusnamedjosh708 Id vote foe that
@@acactusnamedjosh708 other voicelines for this could include "HAHA, I CAN FLY!" "NNNEEEOWWM!"
"WATCH ME FLY TINY BABY MEN!"
@@badideagenerator2315 "HEAVY IS IN SPAAACE!"
When you tell the Heavy that the Heavy Update is in the stratosphere
Well, that tells me the Heavy update, though so far, will be *out of this world*
It is time
Heavy knew he kept Sputnik in his basement for reason
Pootis bird would make it official
I think what this would effectively do is give a new version of Fat Scout that would actually be viable and not just a meme. On with the aerial thrusts I do agree that you could either get rid of it entirely, or increase the health drain to 50 and double it to 100 for an extra boost. So effectively for 2 boosts you'd be at 150 health and have to decide if flanking is worth it, especially with being marked for death this could open up for some rather big brain plays, and last minute saves. This would also give new training for other heavies who want to understand positioning better, because even though you have this option is it truly the best thing to do? Patience is a big key in TF2 knowing when to pick your battles and run, and this could provide an immense chance to help understand it better.
yeah personally I was thinking about nerfing the aerial boost too, rather than removing it entirely
I was thinking maybe have it be something more like The Atomizer
so instead of being able to spam the boost at just -45hp each, you only get one boost for a certain HP cost
your idea works too, I just felt like sharing my thoughts on it
Who made the entire internet think that fat scout isn't viable? (Soundsmith probably) Shotgun heavy is really fun to play and shotgun can get you more kills than a minigun against strong mid range classes 1 on 1 (scouts, soldiers and demos) also shotgun is perfect for dodging and pestering snipers from afar
"knowing when to pick your battles and run" see here's the thing: heavy literally cannot do this. Unless the enemy is in a wide open field he can't pick his battles, cause he's just to damn slow
Banana. Just heal.
@@bonkeldonk3578 but it's not fat scout
heavy up-date ! ! !
Samwiz1.
where did Samwiz0 go.
I need a heavy update, I genuinely require one
sam
Oh hello, there Samwiz Team Fortress 2.
what do you think about the kyle rittenhouse situation
I love how right when Joey is like “how is this weapon controversial you ask?” heavy just fucking f l o a t s out of spawn and were all sitting here like ohhh there it is
There's a missed opportunity for an increase for personal knockback while mid-air (based on gravity of course) as a downside.
Wish valve would drop that heavy weapons guy update on us. It's clear that there is lots of content and weapons for heavy being held for safe keeping
@Jesse Mathis or on the bot problem
Wasn't there two little updates not too long ago? Also didn't scream fortress happen weeks ago?
@@adamiskindasmart1932 i know valve isnt done with us yet. Remember how valve game's code were hacked or leaked or smth idk, but they made sure that every game of theirs are fine including *TF2*. I know valve will do something but we just dont know yet.
@@adamiskindasmart1932 If they were done with TF2, they wouldn't continue to patch the game, release small community updates, and continue to pay money to keep the servers running.
This weapon, in it’s normal state, would be on par with new rocket jumpers. With the changes, it might work. Have to see
If that's the case, then what are your thoughts on a 100% damage nerf to these mitts? That way, the only strength these things have is purely in the aspect of utility. Plus, it's not like most Competitive Heavies are gonna lose sleep over not being able to punch.
I wouldn't say rocket jumpers cause you can actually still take damage though if you so choose.
I feel that the impulse is good but the fact that you can be healed while so ruins the point of damaging. It's like roaming with a quick fix medic.
*its
@@LucanVaris A damage nerf wouldn't be needed. These mittens are situational the way the are, unlike rocket launchers. The speed boost is purely vertical and not very large. In real play, I would think the decreased gravity will be rarely used in certain maps, especially because of the Marked for Death debuff. I still think this is an interesting weapon, though!
@@peril3524 You're giving one of the least mobile classes in the game a massive step up in vertical mobility. If I can take my Tomislav game to literally the next level, you can bet I'm gonna find some cheeky high-traffic upper area to shoot people from. Plus, the reason the GRU no longer has the "Marked for Death" debuff is because it didn't negatively impact the Heavy enough for such the massive increase in horizontal mobility. If Marked for Death isn't enough of a downside for the GRU, the hell makes you think it's enough for Heavy's new Scout's-Double-Jump mechanic?
Any new fists for Heavy is a welcome addition if you ask me, especially when he can do super leaps like this one offers
Yes i agree too. Its just sad that we can only imagine weapons for heavy but not really implement it in the game bcos we dont know if valve will acknowledge it.
0:32 I still see that as this:
Comp: "Do not play Heavy, he is too immobile"
Also comp: bans weapons because they give Heavy mobility
That's cause he'd be great at killing Scouts and Soldiers, causing a huge meta shift
And you know how much they hate that
But the only weapon they ban is the steak (in some configs)
@@theguywithadifferentopinio9060 comp really sucks
Never been sold on the previous weapon concepts but this looks good.
Heavy coming to jump maps now?
If this got added.
It would fit the space theme if this glove main gimmick is a hold down M1 to charge up a punch.
Id love to see a Cosmic Brainz type melee, thatd be sick
@@caverndweller with the shit hit reg included
I’d love to see a shotgun with a mechanic based on how much ammo your primary has. For example, if you had 200 ammo for your minimum, it would just be a below average shotgun, but as primary ammo decreases, it becomes increasingly powerful. While damage seems like the most realistic choice to increase, the idea is pretty flexible. Plus this would give us that crazy damage shotgun we’ve been waiting for heavy to get for a long time.
This sounds like an incredibly frustrating weapon to use by itself - having to empty your magazine in spawn with the Heater every life doesnt sound very fun, nor does having to avoid ammo packs
@@VanessaMagick well it is meant to be used in tandem, almost like a replacement to your primary. Therefore, I believe a fair downside that would stick to the theme would be that it has really bad ammo capacity
Seems an interesting weapon to use as a panic option when you run out of ammo, not one to use by itself though.
Its cool but i wouldn't make its upside increased damage.There's a reason heavy "only" has 200 ammo,the devs didn't want him to be able to continuously shoot for a long time and this way they're incentivizing heavies to move around more often,favoring positioning over standing and shooting.So imagine this scenario:your team is in an extended fight with a heavy,it drags on,the big russian is finally nearing the end of his clip,you know this,so you and your team coordinate and push in on him just as he runs out of ammo.You're golden right?Wrong,the heavy pulls out that shotgun and meatshots you for 150 damage.Lower this damage cap and the weapon isn't worth using,raise the damage cap and suddenly you're one shotting demos.In fact this weapon punishes good heavies by forcing them to not pick up ammo packs and put themselves in an obviously worse situation.There really shouldn't be a better damage source for heavy than his minigun(fatscouts aside).In fact this weapon favors newer players who don't manage their ammo well.
@@donttalkaboutmymomsyo I’m open to alternative ideas. Maybe make a combo heavy by making the huo long ignite players for a short time and the shot gun mini crits flaming opponents. Or other ammo themed weapons for heavy. Maybe gloves that can restore ammo? This might add another aspect to ammo conservation. Just a thought
There’s a secret hidden stat with this, by being able to damage yourself, medics can easily build ubercharge from you.
The gold foil texture on this weapon is mesmerizing. I would use it 24/7 if it were in the game just for that reason, even if it were the worst weapon in the game.
This reminds me of a weapon concept I posted on r/tf2weaponideas a while back. It was called the "knucklethrusters" and it would essentially launch its user in the direction of their reticle in exchange for self damage whenever they attack with the weapon, its downside was -45% less primary ammo on the wearer.
I'd tweak the weapon by giving Heavy a "superhero landing" attack that builds up like Soldier's banners and activates when aiming towards the ground and holding M2 with this weapon, allowing for a melee attack with AoE splash. That way, the name would fit better with the concept.
instead of removing the "secondary jump", i'd keep it, BUT it'll remove 50 points of your health with each use. + maybe add some less damage penalty stat to it
It should just give jump height since that would be a simpler stat and do an effectively similar thing. Basically just like if the the winger but for heavy.
Yeah that looks like butter
"and maybe the map bread space being added to the update"
This guy definitely has the contact of Valve's janitor
This is such a fun weapon. Absolutely would love to see Heavy have this, maybe I might actually play him once a while.
Damn imagine surfing damage as a getaway tool for Heavy. Being mid-air with decreased gravity + taking some mini crit damage will surely yeet the Heavy quite quickly for his needed escape.
HYPE
i dont know why, but the first thought i had seeing the thumbnail was a deep rock galactic crossover
A minigun concept that makes Fat Scout and Melee Heavy viable:
The Drobovik Destroyer
+Deal damage with any weapon to gain Strength
+While active: Alt-fire when Strength is full to gain increased movement speed equivalent to steak sandvich, and can stack with it, and +20% damage resistance to all damage types including melee.
-10% melee damage when Strength is not full
-35% primary ammo
-You cannot use your Primary while Strength is active
"An odd weapon. It charges Strength before realesing it on other weapons in your arsenal."
I feel like this would be more interesting if it were a replacement for the minigun, forcing you to use your shotgun along with it and perhaps some specific melee (like the fists of steel or warrior spirit).
I think this is the best heavy concept so far! Since this fists will give heavy ability to jump in unexpected places. And as Joe said will make heavy thinking "Hmm can i go over there with that thing?" wich in my opinion is very fun.
I think it would be fine. But one change: Instead of you removing the impulse, what if you change that negative to instead: "-50% healing from heathpacks on wearer". This prevents heavies from camping in areas a heavy isnt meant to get to easily, allowing a heavy to flank and catch enemies off guard, but not control that area for too long.
This but instead of healthpacks,lower the healing the heavy gets from medics.There were clips in this video where joey was just flying through the air with a fat overheal.This way the wrapon subtily tells you:you're not supposed to be playing with your team,you're supposed to be flaniking
Just make it so each punch consumes ammo, 45 ammo per jump, that way the heavy has less potential for camping
You forgot the biggest Negative: Snipers will eat you alive. I can already imagining them drooling at the thought of a Heavy voluntarily leaving cover in order to slowly float into their sightlines.
There should be a weapon for heavy, where it makes his Primary swap quicker between his secondary and having a quicker un-rev, so that handing out the "sandwich" or other lunch box items can be given out faster, at maybe the cost of less damage or slower firing speed, in a sense that its more of a passive mini-gun to keep your teammates alive and that it would pair well with the banana for its quicker recharge time.
Someone JUST suggested a weapon like this on the CTF2W Discord server yesterday, except the fact that you can still holster while revved up and the weapon remains revved up for a few seconds while stowed away. I believe the creator wanted a combo option for the heavy, hence their suggestion.
So, a few notes @Big Joey, and I just want to make It clear that I love the concept:
Weapons that clash with their own design should never, ever, _ever_ be added to the game.
What I mean by that Is the following; The 50% slower holster speed makes flanking worse with a flank-centric tool, and getting into the enemy team or into an advantageous position is the entire point of the weapon. The main _strength_ of it however is that it gives the Heavy an incredibly solid escape tool on top of its already strong positioning tool. Only 3 out of 9 classes can chase you vertically, 4 if Pyro uses det/thruster. What this means is that you can get out of any disadventagous position you put yourself in with little to no punish opportunity (Think Upward, being a RED heavy on the right of BLU spawn with a dispenser.)
Mix this with the ability to very quickly chow down on a Banana, and you can end up in a situation where the heavy goes down to ~100 HP, pulls these out, jumps over a long horizontal barrier (there's a lot of them) or over a vertical barrier too tall for say, Scout to follow, chow down a banana, and rev up the tomislav before the enemy can get to you.
As per such, I recommend changing -50% Holster Speed to -75% Deploy Speed (Same as demoman's swords, almost a full second).
Additionally, the Marked for Death gimmick is overdone let's be honest, and 6 seconds is such a ludicriously long time that using it for anything but escapes is just insane. Getting into an adventurous position in combat? Nope. Dead. MfD.
A more interesting change would be reduced movespeed for X seconds after holstering the weapon, forcing you to really make sure you're going somewhere you need to be. Don't make it massive, but if it was going to scale, I'd say between 5% as base and 15% at max.
Now you have a flanking tool that forces you to commit your flanks and fights instead of using it as a pseudo 'Get out of jail free' card.
Noone would use it for anything else than flank routes. Getting to most high vantage points is a straight up "no" simply because sniper exists (again, "most").
Would you consider covering the “Cosmic Cuisine” and “The Meteor Shower” items that go with this set?
They’re both in the workshop and look great!
I think this would be great for a flank/ambush heavy scout playstyle. Given that the only option he has for flanking opponents is the GRU.
Id this was added into the game it would bring in the era of the Ninja Heavy. I can see the loadout now. The Tomislav for sneaky quiet kills, the Sandvich for survival, and the Terminal Killocity to leap from high point to high point like a spy doing leap stabs. Glorious
Fat scout. It is a essential and dedicated fat scout weapon, it basically gives heavy something similar to double jump. And i love it!
Valve won't give us a Heavy update but atleast big Joey will keep us updated on Heavy weapon concepts.
I'd keep the mid air boosts, and just make them cost more health, and add a healing rate penalty when held, similar to the Fists of Steel
Would you say 65 health per boost instead of 45? Also I agree with the healing penalty, you either remove the boosts or keep it and just increase the health costs and add a healing rate penalty
This is my favourite Heavy Weapon Concept, the weapon is incredible and your idea for fixing it isn't so bad
Ideas for balancing this weapon:
= Holster speed is proportional to gravity reduction
+ While deployed, jump height is increased by 20%
- Knockback vulnerability is inversely proportional to gravity reduction
I think this would be awesome! I actually like the aerial impulses, but I think I'd give that ability to a secondary or even primary that can work in conjunction with the terminal killocity, essentially a demoknight set up for heavy.
Oh hell yea I played with these gloves and I can say they are really fun to use
Oh my fucking god yes.
This is just the best thing ever, like literally every kind of playstyle is improved by this
I like this idea, because it keeps heavy slow, while also giving him much more movment potential.
Here’s a weapon concept for TF2 I thought of a weapon like the widow maker infinite ammo if you shoot a target consistently that has 35% slower fire and 15% damage boost
Oh hey this looks pretty interesting and well balan-
Valve: Lets slap a health drain on it
3:45 “and maybe the map Bread space added to the game”
“You know Quasimodo predicted this”
A tiny steap for humanity
À big jump for hevy mains
damage vulnerability based on altitude compared to where you jumped from, It will degrade over time very slowly but essentially as an example, if you ascend 10 ft to a roof top, you have to descend 10ft to make the damage vulnerability go away (this is on top of the mini crits) or wait a long time for it to fade on it's own, so the more broken your spot, the more you are punished for staying there.
i agree with the idea of removing extra aerial impusle, most heavies even f2p's have a lunchbox that heals, which significantly lowers the importance of managing your health and not using too many, because with just the regular sandvich you can get down to really low in which even a spy's revolver could one shot you and then just heal all of it easily
Honestly all I can see with this weapon is a full team of a dozen heavies flying through the air towards a control point, which sounds like it'd be terrifying.
I think it's just a bit too overpowered even with the marked for death, my suggestion for a bit more balance would be to have a small stun on landing, like heavy falls down when he lands and has to get back up or something like that.
I think that a better downside would be to have Heavy's knockback resistance scale with his gravity, so when you're jumping around you get knocked around a lot more. It adds some counterplay to seeing a large Russian man slowly approaching from on high, since you could effectively stop his approach with a few well aimed pistol shots.
Yeah. I think you should take crit level knockback when your at lowest gravity
I like Heavy Weapon concepts. This is definitely one of the most creative weapons to be showcased yet!
Combining this with the tomislav and steak sandwich is more than enough to create the ambush-style heavy the tomislav's silent killer was meant to be used for
No heavy ever went to the moon. But this time, the first heavy will go to the moon for the very first time
I would love to see this weapon in the game
Heavys biggest issue and the main reason most players don't main him is his incredible lack of mobility
This is a great idea that hasn't been done yet
Sure they could increase his movement speed but that's been done to death by now
Allowing the heavy to jump up to heights he couldn't before is something I would love to see and something that would keep most players on their toes
Besides heavys minigun has a distinct sound so most players can expect a flanking heavy
Even a tomislav welding one
The hit sound for this should be a tin foily "crinkle" sound.
Also Sorce for the wierd bit in the intro?
I think it'd need a permanent damage vulnerability, maybe specifically to bullets, because in their current state, you can jump up to a really cheesy spot nobody would think of like the neon signs on kong_king or above many doorways you're not supposed to be able to reach, and the mere 6 seconds of mini-crits wouldn't be enough to cancel out how busted being able to reach anywhere as Heavy would be. Think about Suijin, you could just jump up to the top area, making a place that's normally reserved for more mobile, flanking classes with a height advantage that the Heavy normally takes a very long time to reach able to be gotten to just as fast as the room below, and were he in a bad spot against a class without vertical mobility options down on the point, he could just jump into the above area, immediately breaking line of sight and getting him out of harm's way, and run back to spawn. The concept does seem really fun, though, and playing with them sounds like a blast.
I do agree while the fix Joey suggested would help with certain problems, it still gives way too much mobility for no real downside.
if they added both this melee and the lazer minigun i'd actually be so happy, i love the space themed weapons and their [pretty bad] gimmics, so having this one that turns heavy from an regular slow russian to *THE FIRST MAN TO GO TO SPACE WITHOUT A ROCKET* would be great. the gimmick of this weapon sounds really fun and i like the idea of being able to change gravity. friendlies would have a solid replacement for their beloved holiday punch, cause this thing lets you hop around like you're on the moon whilst also being a melee weapon.
my verdict: i see a lot of weird strategies you can use with this thing and having you be able to just hop to the top of the hightower is great. valve should add this.
Finally heavy weapons concepts is back
This weapon would really make the heavy both funner to play and more threatening in a game, I'm sold on these. The pros of the weapon is amazing and I actually see your version of the stats being well suitable, though I do wanna add the "If switching to other weapons, the user will lose their anti gravity", other than that, 10/10 solid weapon!
That's already a thing
My ideas for changes:
- Gravity stays at a fixed rate, it does not fluctuate
- Only one extra jump
- knockback in the air is trippled, so that you can kinda fly away if you're not carefull... And you can't air strafe with this...
Heavy: is at peak of 35% gravity arc
Direct Hit soldiers: allow us to introduce ourselves
I think this concept should also go for sniper, who has 0 mobility options
Ngl given with the alt fire allowing heavy to go up higher. Gives me the idea that a melee weapon that allows him to do an uppercut jump attack would be kinda sick.
If this effect took the place of a primary or secondary slot I could dig it, but giving this much mobility for virtually no penalty to a melee weapon? Way too op.
I think 'splodie gloves might be a better mobility tool for Heavy. A cost of HP for getting someplace the heavy normally shouldn't seems like a better trade. Something like the Demoman's Caber, except it actually regenerates back into a usable state unlike the broken mess that Valve left the Caber in.
Heavy needs something in the primary slot to boost his speed a'la demoknight like a shield, completely replacing the miniguns with something that doesn't do damage but boosts speed and (little) resistance. Most weapons get banned for competitive anyway and it would definitely never become the meta. Lets just make fat scout/bear heavy something viable and mostly FUN
big joey made another concept with a drill as a primary, pretty much demoknight but for heavy
You try to see it's potential in actual combat, and utility, I seek it's meme potential, like: the flying pootis-bird
If this makes sense imma call it gloves of jumping urgently
0:34 "Mom get the camera, I'm in a Big Joey video!"
You can add it, but also add a knife to make spy fly while invisible at the exchange for some cloak so one of the real flank classes can flank more effectively
You cant be a real big Joey... Cause the REAL Joey slaps nuts.
Idea. With every 10 damage the heavy takes. The quicker he descends. If your noticed your knocked out of the air and are an easy target. But unnoticed. Your going places.
I remember using these all the time on Custom Weapon servers and loving them, though apparently they changed the stats to SOUND more complicated
last time it was
+ gain vertical height by pressing special attack
+ never take fall damage
- lose 100 health for every special jump
-can't jump normally when active
so I don't know how different it would be until I test them out, but all in all I would love to use these in official servers, to finally give the russian more flanking options
Big Joey the dispenser cosmic you showed off once should be a weapon that replaces the mini gun and heals and gives ammo like a lv 1 dispenser it's a support item for the team and shotgun is used for damage or lunchbox items for extra suport
i feel like better balance thing might be to increase the damage from the alt fire a tiny bit, and make it so you can't be healed at all whilst the weapon is active, and maybe remove all overheal when it get drawn. This would make it so you can't use a medic to negate the damage taken, and force you to use a sandwich. Alternatively you could also give it the health drain from the gru
For the aerial secondary, you could instead limit it to once per jump to make it a sort of pseudo double jump and increase the damage taken to balance it.
"maybe the map breadspace being added to the game"
you were right! :D
Given its theme, i would consider a notable change to the aerial impulse, i would consider it a single use "double jump" appropriate for Heavy's weight that get refreshed once you land (using his fist to uppercut the air for the extra height as the double jump animation), as an additional con which wouldn't really affect its core design would be to give it a damage penalty since its a pair of astronaut gloves designed for maneuvering in low gravity not for punching meteors til they explode. I think that having a mobility item give so much for so little is inherently a better upgrade especially in the case with Killocity which would only have a penalty for putting them away at all times, the mark for death is only applied if you use its mobility feature.
What i think makes it appear very strong as a mobility item for Heavy is how it can enable him to stay in the air for as long as he want in order to reach hard to reach locations and with a Medic close by the health exchange for each impulse gets significantly mitigated if not completely invalidated so i think a single use "double jump" that costs health is more appropriate, other then that Heavy's overall flight speed with the gloves seems to be the same as his normal movement so shooting him in the air isn't much of a concern, however with this current iteration of these gloves every map in the game will have to be adjusted with more invisible walls to prevent the gloves from enabling heavy a means to reach cheeky and unexpected positions which they've already had a hard time with when it comes to Engineers buildings and would negatively affect Soldiers and Demomen that likes to fly across the map by explosive jumping or trimping their way across. And i doubt they would invest that much time into adapting every map for just one item in mind, hence why i think it needs a few more adjustments to its design...
As a Heavy who likes to use corner trapping and dropping down a lot to get cheeky kills, I would love if this got added.
The full set that this weapon comes from is still to this day my favorite looking set on the workshop and I hope that Valve will add it someday.
Like, if not the weapons than at least the cosmetics.
I approve 👌
At these speeds, Aerodynamics and Thermodynamics combine to form "Aerothermodynamics"
I think it would need to have the lower fall damage removed. Even Scout doesn't get lower fall damage if he abuses his mobility and gets too reckless, so Heavy should need to be more strategic with it as well
I think the boost to vertical mobility is fine even with the impulses. I think a good balance change would be to significantly slow down his horizontal momentum when using them. I think this would make it the counterpart to the GRU even more
I feel this would be a good idea for a secondary replacement instead of a melee one, as you would be able to negate the negatives by just equipping a sandvich, making it a secondary will give a choice between a more offensive playstyle, or a more defensive one. It will also allow the melee to still be kept open which i feel could add some fun combinations with this weapon while also keeping it balanced
Or even better the banana, which would basically let you spam the hell outta it
Terminal killocity + brass beast would be overpowered, imagine a brass beast heavy materializes behind you or above I think it should have something to lower damage or hp in a way to balance this extreme mobility out. Maybe -50 hp on wearer could work?
A secondary that is a cosmetic like the razorback that looks like Mola ram's headress and you gain 1 heart for ever enemy you finish off with your melee, eating the heart like a sanvitch heals you to full and gives you max overheal and they have no recharge because you need to get a kill to get one.
I think this weapon should have some kind of combat drawback rather than a "caught with your pants down" one. To tie in with the whole gravity-defying theme, it would be nice to have a large increase in pushback force taken, and perhaps fall damage taken as well.
Joey: I'd like to see Bread Space in the game.
*the monkey paw curls*
Hightower meta bout to change real damn quick if these puppies get introduced.
Big Guy.
Lil Buddy
Terminal.
Fat Scout perfection.
Simply put this tool allows a heavy to access the same vertical flanks routs that a scout can effectively access. Due to this I think these gloves are a great solution towards the heavy’s big mobility problem as fast = bad but versatile should be fine due to the fact that he will still be slow and counter-able even if he can access those routs.
Plus I wanted to remark that medic also cannot say combine this heavy mobility with the quickfix either which imo sets another acceptable layer for the class.
The marked for death stat only seems like it would be a negative if you plan on divebombing the enemy or if you get caught off guard. After it wears off you're back to being a full strength heavy in a place you shouldn't be.
It should be replaced by a -50 max health on wearer so your added mobility is balanced out by being weaker in regular combat requiring you to make good use of your mobility whilst still allowing for wacky yet balanced divebomb strats.
Also crit punches should send the victim flying for the lols.
Another positive: The gloves look REALLY damn cool
I have a concept: the running ryeot, it would be a lunchbox item which would give a small heal maybe 50 or lower and upon consumption, would give either a bullet resistance or a flat damage resistence as well as possibly a speed boost allowing him to push to the point quicker while reducing damage he takes while pushing, at the downside of having to rely on your medic more for health
It would be a rye bread sandwich the name needs some work
I think the Aerial Impulse ability could work if you were only allowed to do it, say once or twice, but then you’d have to refill it at spawn and couldn’t get anymore from impulses from ammo crates and the like.