@@hummanbean4898 battle engies with widowmakers would essentially have a moving sentry nest (- the perfect aim of course) if this weapon can give metals
My idea: while reved you give nearby teammates the same effect as a lvl 1 dispenser, but you constantly lose ammo while reved up (like the huo-long heater) and a damage nerf.
that does sound pretty good, This would also work well with active pushes and you wouldn't need to toss a sandwich to your medic or any injured teammates that often. It would still need the ammo per kill, but I think it would become an amazing support heavy weapon if it worked like how you described in combination with some of the buffs Joey added, maybe just a few more tweaks for proper balancing.
Gain and grants the benefits of a lvl 1 dispenser to wielder and nearby allies, but it works by a charge like heatmaker's focus meter where you can use what's in it even if it isn't full Grants a few seconds worth per kill, up to a short duration Does not reduce debuff durations Having it automatically activate when revved is a maybe, I mean if you get a free kill, might not hurt to have the charge from it stored instead (though that may make Heavy too much of a frontline support by bringing in health and ammo mid-engagement, as low as that heal is)
I've always wanted to see Heavy get a Dispenser-style backpack for his primary or secondary slot. Really play into the guy's support abilities we glimpse with the sandwich.
@Jamie | This I don't like, simply because placing buildings should remain unique to the Engineer. Even if this one is temporary, it goes too far off-brand.
This is actually a really cool idea. I guess it would be similar to the soldier banners, but for heavy? Stat ideas: *On kill: Activates pack for 4 seconds.* *When activated, pack will slowly heal nearby teammates.* *-10% movement speed on wearer.*
I know it's supposed to give all nearby allies 25% of their ammo back but the first way I interpreted it was only 25% of nearby allies would get all of their ammo back.
I approve 👌 A crossbreed between dispenser and minigun truly would be extremely interesting, and the ammo reload is also a great idea, my concern is that you'd get 4 heavies standing next to eachother and constantly firing at literally everything
I think the stats should be: Upon kill, gain 30% ammo (not including teammates) Heals as much as a lvl1 dispenser (including teammates) -10% damage penalty -30% healing from medics
How about it giving the same advantages as a level 1 dispenser, but only while the gun is revved up? It incentivizes sticking with your team and staying revved while also not providing a huge upside. Would make the heavy more of a defensive class without actually forcing him to be slower like with the Brass Beast. Keep the damage downside.
it should also level up with more kills you get. like 10 ks - lvl 2 15 ks - lvl 3 but make the heavy take damage vulnerability to even out the constant healing
@@hambubger8583 no damage vulnerability, that shits a nightmare for heavy. it would also make it NEAR impossible for heavy to get agressive with kills, therefore making the level system redundant.
The "No random crits" on this is weird, because if you look into it, 90% of the time weapons that have this downside have a way of granting you crits or miniceits under specific circumstances. Like the Market Gardener, the Diamondback, etc
unless it's the enforcer; the only weapon spy just would either find that one "fuck it" medic witha kritzkrieg and go to town on people; or just... never landing a kill/shot on anyone.
Well, there are a few weapons without random crits that also have no situational crits. And almost all of them have some sort of damage buff. A disguised enforcer spy randomly one shotting every class other than a heavy, the caber dealing 360 damage out of random chance. The cow mangler has a charged shot so it falls under the term of situational mini crits, also it's crits become mini crits so there was clearly some issue in the weapon testing stage The cleaver was broken when it had situational crits, then they removed it, but they also removed random crits after realizing a cleaver crit was absolutely overpowered on scout
I think the idea was it'd make it way too easy to get a kill with it and would basically end up snowballing as crits on a minigun can allow you to kill multiple enemies and possibly returning your entire ammo capacity in one bout of crits
Y'know, I still think it would be a better idea for the health recovery to be on kill, rather than being passive. It adds more of an incentive to use it, than just stand back in the line, being a living, self-sufficient sentry.
Another cool things to add could be a small aoe healing beam at 10% health over 5 seconds after a kill so teammates can get some health too. You can have some part of the gun light up to signal it.
What if instead of ammo and health on kill, the minigun provided the heavy with the effects of sitting next to a level 2 dispenser while the gun is spun up but not firing. The downside could then be less health from health kits and lunchbox items, and slightly slower spinup tine. This would essentially create a minigun that is more suited for shotguns than lunchbox items, since they heal less and the gun can already heal the heavy. I don't know how balanced this could be, but a weapon like such could be interesting, I think.
For me, the health regen while equipped seems kinda pointless. If the Heavy is playing with his team (which this weapon already heavily incentives), then chances are there's a medic who can easily heal him, and who may already be healing him since he's a Heavy. And I'm not sure about the idea of having a weapon who's main effect comes from a On Kill proc to be balanced by a damage reduction, making it even harder to get that On Kill proc. So maybe instead, the main downside could be a ammo consumption penalty, as if the Heavy is spending more of his ammo to give to his allies, instead of the damage penalty which makes it harder to kill in the first place.
sometimes "pointless" stuff doesn't mean someone won't find something to shenanigans with the weapon though. Those people that tend to use the "worst weapon" but come out smelling like a rose because they always found the best time to use said weapon. But like you said pointless would be to be frontline heavy, but, heavy's still a tank/defender dude so the heal is just an added bonus for his playstyle.
If heavy gets a dispenser weapon, it should be a backpack secondary that functions like a lv 2, but the heavy gains 50% less health and ammo from pickups and dispensers
Maybe the self heal can allow Medics to focus their heals on other power classes while Heavy's ammo restore keeps them in the battle for longer, like a walking war caravan Tho then it'd just take a Kritz'd demo to bring it all down in a couple pipes and stickies
As a pyro main I would definitely stick close to a heavy with this weapon, being his spy protection and since he's providing ammo I can afford to reflect things and spy check all around him at all times.
I think the ammo benefit for teammates could be kind of like the huo-long heater's flames, where there is a visual radius of the effect. Though, if the range is to be too big, I feel it may give away a heavy's position from around a corner. I believe this would make it easier for teammates to notice the effect in a pinch, so there is no need to observe the heavy's gun to see why they are gaining ammo. I think this is still a very interesting concept for a weapon. I also think the health given by the provisioner alongside the sub-sandvich would be a cool combo to see in action, as the heavy could more often be in the front lines dishing out damage and replenishing his own health, rather than relying on a medic.
The idea of a big obvious visual effect would make for an interesting downside - the heavy becomes more obvious while using this gun in tight areas, similar to Dead Ringer's decloaking noise. Maybe the stats could be rebalanced, as I imagine players would need some incentive to use an item that makes an already low mobility class even more of a sitting duck and removes their ambush capabilities... maybe the aura is only active when spun up, but the gun spins up slightly faster? Interesting to think about.
Personally, I don't see this being viable in high-level play. Most players know how to conserve ammo and know where ammo boxes are on the map. Plus, in the Heavy's case, all he has to do is kill a near enough target with any other gun, and there's 100 ammo back instantly, in the form of a dropped medium ammo pack. The self-heal may be a bit tricky to balance (and I'd recommend making the Heavy at least have to be revved up to access it). Considering it's on a tank with a Sandvich and FoS though, even that upside might not be a good enough reason to equip it over Stock or Tomi.
tbh this is better for pushing with your team since you can keep firing more and while giving ammo to your team than playing defensively. pretty good to use in payload and attack/defense
With your suggested buffs I was beginning to think “wow, this gun sounds a little broken.” And then I remembered how the Liberty Launcher has a good amount of buffs and that singular damage penalty makes it arguably the worst soldier primary, so that actually sounds fair
I think this is great, along with the banana it could make for a really good roaming heavy, don't need medics, dispensers or ammo/health drops. I dunno about the proposed health gain though, since that's kinda the secondary slots role, though could be cool to use something else in the secondary slot for once
I think it should be kills AND assists, the damage reduction makes it harder to get kills for the heavy, the assists promote teamplay and that kind of stuff.
When I first saw the model I thought of these stats, which resemble Huo Lung Heater: creates a large ring(twise the size of HLH ring of fire)while spun up, that heals and provides ammo(identical to level 1 dispenser)to teammates(but not to the user) +5% damage bonus for every player currently inside the ring drain 8 ammo per second while spun up -15% base damage penalty(wnen no teammates in the ring its -15%, it 1 is inside the ring, then its -10%, when its 3 teammates its Sasha's base damage, when its 4 its +5% and so on)
I think it would be cool if the mini gun reset your lunchbox item’s cool down or refilled your secondaries ammo. It would keep it balanced without instant healing during Gigi hrs while giving an upside still within the theme
I honestly just don’t think this will be a good weapon at least compared to other heavy weapons, sure you get a bit of extra ammo and health, but that -15% damage nerf? That just destroys this gun and in the end it’s just not worth the damage nerf when you can get a much more reliable healing buff from medics, and ammo from dispensers and ammo packs.
I agree, heavy has other means of healing, and doesn't need *constant* health regen. Instead, I would actually like to focus on the "heavy dispenser" aspect of the gun. I would add an on kill buff that heals you and nearby allies for... 10 seconds? 5? This would encourage working as a group and sticking near the heavy, while not allowing the heavy to just get free healing. If the on kill effect doesn't work well due to teammates taking kills, we could change it to work on a constantly depleting meter that fills with damage and heals like a level 1 dispenser as long as it isn't empty. I imagine working with a provisioner heavy would feel like pushing a cart. The only worry I have is when there is more than one heavy with the weapon. If we add "cannot heal from dispensers while active", we might be able to fix this, depending on how its coded in. But source spaghetti is legendary for causing issues where there really shouldn't be, and I fear this gun is already getting too complex. Then again, I haven't coded in source, so it could work just fine. What do I know? I just watch videos.
Same thing with the eternal reward for spy, a knife that has all its upsides made irrelevant once you learn how to play spy and use your diguise kit properly, making it an objective downgrade from stock
What if instead of a dispenser it was a sentry, where it would shoot rockets for 50 ammo and do mini crit damage while in the air. So you can’t spam rockets but you still get a reward for using the rockets. It would also help with heavies weakness against vaccinator medics (not completely cuz only 4 rockets). Combining hitscan and projectile weaponry might add a layer of complexity to the heavy A problem might be the fact that heavy, a slow defender class, would be broken via rocket jumping and that can either be fixed by giving heavy no knock back when revved up or making the ammo cost for rockets higher and significantly damaging the heavy.
I feel that this weapon can shine in VSH with a bit tweaks, like restoring health and ammo after doing a certain amount of damage, similar to the Air Strike gaining rockets based how much damage you do with it.
I would personally make it so that the passive healing effect heals only nearby teammates. It would stick with the idea of the heavy's team rallying on his position whilst also turning him into a target for soldiers, demos, etc. It could lead to interesting fights where two teams try to protect their big bois.
I don’t like the 10% health in 5 seconds fix,because something’s,this makes this minigun stupidly op just for some reasons,you can really camp on a single spot with this gun and never dies,a potencial fix for this fix,since Heavy has 10% health over 5 seconds till full health I would give the penalty of dispensers give 50% less health on you and medics have 70% less health capability while you are using this weapon,I know this would be a huge down side for this weapon but since you gain 25% ammo back for killing players and 10% of health each 5 seconds I call this a much balance weapon
Don't get me wrong, this seems balanced for the heavy. But this is a substantial and unnecessary blow to any medic trying to heal their team. Actually, I take that back. This change isn't balanced for the heavy. I think being able to camp infinitely doesn't have any significant impact on a heavy. He has regenerating lunchbox items and ammo delivery service that is run by the opposing teams scout. Sure, you have to unrev to eat when its safe, but unless the whole enemy team is running a siege on you (which would result in you dying from lack of damage output), this shouldn't be a problem.
Slight adjustment to your idea: have it heal you and drain ammo while spun up only, so you have incentive to get that ammo back with kills and doesnt turn you into an unkillable conchbox heavy
Although very few people probably don’t care what the cursed video was at the beginning, I’m going to tell you anyway. It’s an old Betty Boop Cartoon from 1933 called “Snow-White” (3 years before Disney released it’s version), and that particular scene of the clown is a technique used by animators called Rotoscoping. The process involves tracing over motion picture footage, usually frame by frame, to produce realistic and (extremely) smooth animation. The clown/ghost is actually Cab Calloway who sings the St. James Infirmary Blues for that scene. I did go to Wikipedia to fill in the gaps of my knowledge, so enjoy your history lesson!
My major issue with this is ammo boxes already restore at least 100 ammo, so if you were using this thing close range as mini guns should be then the ammo on kill would be pretty pointless unless you really want to help players with ammo management or to use for Mann versus Machine. In order for this to be balanced you would have to be unable to gain ammo from other sources excluding the resupply cabinet, the payload cart and MvM.
I think one of the best ideas I seen posted around that was a mix between Heavy and Engineers was a mini-gun that was a broken sentry gun that if you right clicked could fire rockets, so that you could either deal burst damage or could use it as mobility since you could rocket jump as heavy.
How about taking this to the extreme? upsides: On RMB, heavy puts down his minigun, which then acts as a level 1 dispenser. Heavy can pick it up again like a regular weapon-pickup, or pick up another minigun. downsides: -50% primary weapon ammo capacity Heavy can choose to abandon his minigun, run to the front lines while his minigun heals his team, and once there pick up a new minigun. Or if he's unlucky, will have to fight with his shotgun. It would help with the "nobody equips the shotgun" problem, and it rewards heavies who play tactically and conserve their ammo. For bonus-fun, if heavy picks up a different minigun, his minigunspenser explodes, damaging nearby enemies. When his minigunspenser is deployed, it can be damaged, destroyed and sapped. A sapped minigunspenser cannot be picked up, but can be destroyed by picking up a different minigun.
This would be so cool for steak heavies, slowly gaining health as you chase down enemies would help ease the blow of the steak sandvich not healing. And teammates would appreciate your unused ammo bonus.
As someone else noted, I think giving an effect of lvl 1 dispencer to nearby teammates when spun up would be great, but in exchange of loosing ammo like Huo Long and having that 25% ammo restoration on kill(but only for Heavy himself). Adding a drawback of -10% damage(or possibly slower spin up) and we've got a pretty ballanced primary or Heavies that like to support their engies and sustain the team while holding the area.
I have this really good idea- It’s a Meele Weapon I call it the “Sandvich Makers” They are basically just MASSIVE heat-proof gloves. What you wear when you take the sandvich out of the oven. They do slightly less damage then stock, but have a super special effect when you have any lunch box item equipped. Whenever you currently have the Sandvich Makers in use, and someone else eats the lunch box item you throw on the ground, you get 1/2 of the HP your friend restored. So let’s say you give a Sandvich. And let’s say the person who ate it healed exactly 100 HP. You would then be healed 50 HP. This would work, obviously, very well with a team-based heavy play style, where you rely on your teammates, especially your medic. As it’s entire gimmick is based on a teammate getting healed. The more your lunch heals them, the more YOU get healed.
A problem I think this has is that it only gets the ammo on kill. If your teammates take your kill then not only do you not get ammo, but neither do they. And in a public lobby people probably aren't thinking about that, not to mention since the gun has less damage it will be less likely to get a kill when competing with the team's soldier/demo/other high damage-per-shot class. As such I believe it should be on hit. Ofc, that would be too strong, so instead dealing damage with it fills a meter and when the meter is full the ammo happens
i think that 10% health back every 5 seconds you suggested should apply to nearby teammates as well because i like the idea of making heavy a bit of a support/power class hybrid and would encourage grouping up and pushing together and general team-play
I like what you said about your concept since I see that it has some perks here's how I'd remaster it Downsides Faster rev up speed -5 damage While reved you cannot walk -18 health No secondary when equiped Slower firing speed Does not allow over heal from medics and gives you less health and ammo from Despensers Upsides gives 5 hp health to you when not firing every 8 seconds Heals other players around you every 10 seconds as well as ammo Gives you ammo every 80 damage done to an enemy Gives 10 present increased speed when not reved
With the changes you had in mind, this would be an excellent primary for fat scout play. The damage penalty is moot if youre not using it as your main damage dealer, and the option to passively restore health and sometimes restock your shotgun ammo sounds great.
I have an idea which is like this, basically heavy holds a sentry themed gun, alt fire causes quad rockets to fly out, the only downside I've been able to think of is you can't use alt fire to rev your gun, there could be a damage penalty, or maybe less overhead or heal rate from medics, I'll just let others balance this idea (if anybody does)
i think this would be REALLY good in mvm so that the heavy doesn’t have to stick to the dispenser at all times and the 15% damage penalty could be somewhat negated with firespeed upgraded. really cool concept
I think doing something akin to the health regen, but in a different way. Upon an ubercharge of any kind on the heavy while the gun is revved up, healing from the medigun is split evenly between targets nearby the heavy, effectively making him a prism for the medic to AoE heals. While the Heavy is being uber'ed with this though, his damage could be reduced by 30% and fire rate slowed. This could make for a decent defensive heavy that plays a support with their medic as opposed to a pusher, but that kind of goes against heavy's playstyle. I think that instead of a damage penalty on the gun itself, it should make the ammunition become projectiles much like the Rescue Ranger, and give the minigun a slower fire rate. It's still capable of suppression, rewards accuracy, and I think would be fun to see a Heavy pinning someone against a wall in a hail of projectiles. You still keep the benefit of the ammo on kill, of course. It could look like the Tomislav and shoot out of the single barrel, much like some sort of AA gun. I don't know, but I think it'd be pretty cool.
this seems like the unpocketed heavies dream, being able to restore your health and ammo on your own. combine that with the banana or sanvich and you pretty much have an independent heavy who dont need no medic
I see a potencial disadvantage in the fact that you would be as vulnerable and dangerous to your teammates, as with diapensers, one crit pill or a croket can destroy anyone around you
Here's a idea for a rework- the provisioner will keep the damage penalty, but when the heavy is reved it will produce a ring of healing around the heavy like the Hugo long heater but the ring would be bigger, teammates in the ring will be healed, but will heal slower than if they were being healed by a medic's medigun, but for every teammate that heavy begins to heal will grant the heavy a +5 damage boost, for example of heavy is healing 2 teammates that will grant the heavy a total of a +10 damage boost
Ok hear me out on this concept: The portable dispenser: Secondary backpack item Passively you will gain 10% of your health every 5 seconds and 1 bullet gained every second In a three meter range team mates will have 5% of their health regenerated every 5 seconds and 1 bullet a second The downside being that you are 10% slower and you have 25% less overall ammo, thoughts?
something sorta similar is that I think Heavy should have access to some of soldier's Banners, and maybe a few of his own I could see heavy having a banner that has like "restore 200% of all nearby ally's (and self's) ammo over 10 seconds" or something just generally enforcing Heavy's role as a team anchor by encouraging people to stand near him
Funny bit of universal synchronicity. I was actually looking at this very Minigun model when I was trying to find out what TF_WEAPON_DISPENSER_GUN was the other week. Turns out that internal string was not for The Provisioner, but it was actually for the Big Mean Mother Hubbard from the Polycount contest based on the string being added in the Engineer Update, and the polycount promo art for the BMMH mentions it as a gun that dispenses things. And then the model filename for the BMMH showed up in the internally-generated (in Valve's staging build) cp_degrootkeep.lst file in the Australian Christmas update.
I'd say just make it so that when it's out the Heavy actually becomes a level 1 dispenser. Getting a whole 10 health per second and pretty much infinite ammo to himself and anyone around him, but do make it affected by crit-healing so he's really only getting a third of that when in combat like other things that use crit-healing. Getting a measly small ammo kit on kill is such a lame upside.
I feel like there could be a healing mini gun, or at least a medi gun like weapon for Heavy to use that gives him a great support role at the cost of DPS. My main idea is: + Upon hitting a teammate 3 hp is restored (damage fall off applies to this) + Revving up applies a resistance buff to nearby allies (applies to self) - Cannot deal damage to enemy players - -50% max ammo capacity (100 ammo only) - -15% ammo replenished from ammo packs Additional balancing could be reducing speed while revved by 10% or giving damage vulnerability while not revved
the health regen buff would also make this gun be usable without a lunchbox item. obviously theres still use in healing medics or teammates, but passive regen alongside the damage penalty makes a shotgun sound way more viable, especially for when youre just trying to get somewhere or dont have time to rev up id maybe give it an ammo buff on assist also, but that could be op so idk
I like the idea of ammo on kill. The only issue I could see would be stacking Heavies like you would stack engineers in a nest, but just like those nests, a good Uber push from a Demo with a Medic running Stock, the Vaccinator, or even Kritz could solve the problem.
a weapon like this would make heavies throw more sandwiches out of the pure fact they don't need it, or heavies stop bringing the sandwich in the worst case scenario.
What might be interesting is if it healed a little bit and gave back ammo, but only while revved up. And maybe take away the part about helping teammates to account for the healing buff. That would essentially make it an alternative to the sandwitch that also gives you back ammo, but cripples your mobility like a normal minigun any time you're taking advantage of its main upside. And if you need damage that's not penalized, just pull out a shotgun. You have healing from other sources, so the sandvitch is less mandatory now.
Hey BJSN, here's a recommendation for a series: you look at commenters ideas (both on twitter and youtube) for custom weapon ideas for heavy. I'll start first. The SPAStic Sputnik Design: a spas-12 auto shotgun from half-life +50% max ammo +10% reload speed +14% more pellets -5% damage penalty -10% max health gained from all heal sources
With those balance suggestions, this would be absolutely insane in MvM (if anyone still plays that). Get projectile penetration and a firing speed upgrade or two and the heavy has basically infinite ammo. Stack the resistances on top of that and the heavy's a near-invincible slab of concrete unless he's being focused down by a firing squad of heavy bots. Add the normal health regen upgrades on top of that and he pretty much cannot die, ever, while still having pretty decent DPS.
Remember that dispenser arm cosmetic you covered just make that his primary weapon restricting him to shotguns and melee and have it heal and fill ammo at half the rate of a dispenser boom heavy support
I kinda wish Heavy got a slow firing speed projectile weapon, because those always feel more satisfying to use. Maybe like a comically largenapoleonic era cannon that he just picked up and started shooting?
hello.....
hello.....
hi........
hey......
hello.....
Cyanide is clearly poisonous crack
Engineers hate him! See how this Heavy stays stacked on ammo with this one simple trick!
Engineers would actually love this heavy. If you stayed near the heavy youd get metal which would be a great help to battle engies
@@hummanbean4898 battle engies with widowmakers would essentially have a moving sentry nest (- the perfect aim of course) if this weapon can give metals
Who need dispencer or mini sentry when have big russian man
Yo wait, if this restores metal then Engineers would love this Heavy!
This would encourage engies on offense ad well
engineer love him
this heavy doesn't need a dispenser and gives engineers metal with this one simple trick
Dane: "Joey what kind of defense is this? "
Joey: "I AM THE DEFENSE"
Nice How it Feels to Play Engineer reference
Nice How it Feels to Play Engineer reference
@@shrongoose Why u copy me?
@Shrongoose Why u copy me?
@@shrongoose 😑
My idea: while reved you give nearby teammates the same effect as a lvl 1 dispenser, but you constantly lose ammo while reved up (like the huo-long heater) and a damage nerf.
that does sound pretty good, This would also work well with active pushes and you wouldn't need to toss a sandwich to your medic or any injured teammates that often.
It would still need the ammo per kill, but I think it would become an amazing support heavy weapon if it worked like how you described in combination with some of the buffs Joey added, maybe just a few more tweaks for proper balancing.
Just imagine the whole team healing around the heavy and then an enemy soldier shots a random crit lol
@@nicolassanmartin7469 ouf
Gain and grants the benefits of a lvl 1 dispenser to wielder and nearby allies, but it works by a charge like heatmaker's focus meter where you can use what's in it even if it isn't full
Grants a few seconds worth per kill, up to a short duration
Does not reduce debuff durations
Having it automatically activate when revved is a maybe, I mean if you get a free kill, might not hurt to have the charge from it stored instead (though that may make Heavy too much of a frontline support by bringing in health and ammo mid-engagement, as low as that heal is)
I like this idea, i would just make it so there was no damage penalty and instead it made you slower. Since you are carrying a dispenser.
This is a cool concept that could shake things up a bit on a very basic class compared to the other classes
@FilippoAndMind tbf a lot of popular heavy weapon concepts are actually radical in terms of function.
Yeah he doesn't have any interesting things to hone your skill in like soldiers rocket jump trimping or surfing rocket
@@timefortnt4637 tracking and health management are the only things you really need to micro manage
This would be a cool subclass
@@timefortnt4637Did he say micromanagement? No, he just said it was tough. And it is.
I've always wanted to see Heavy get a Dispenser-style backpack for his primary or secondary slot. Really play into the guy's support abilities we glimpse with the sandwich.
Always did want to see a heavy backpack primary. Shotgun heavy with dispenser backpack sounds fun and gives the heavy's shotgun some time to shine.
SANDVICH
@@AnimeLoveoftheGods | Plus, it would let Heavy go full-blown Hoovy healer by using both Sanvich and backpack at once!
@Jamie | This I don't like, simply because placing buildings should remain unique to the Engineer. Even if this one is temporary, it goes too far off-brand.
This is actually a really cool idea. I guess it would be similar to the soldier banners, but for heavy?
Stat ideas:
*On kill: Activates pack for 4 seconds.*
*When activated, pack will slowly heal nearby teammates.*
*-10% movement speed on wearer.*
I know it's supposed to give all nearby allies 25% of their ammo back but the first way I interpreted it was only 25% of nearby allies would get all of their ammo back.
Praying to the lord I get chosen to receive 5 rockets and 2 shotgun shells.
I approve 👌
A crossbreed between dispenser and minigun truly would be extremely interesting, and the ammo reload is also a great idea, my concern is that you'd get 4 heavies standing next to eachother and constantly firing at literally everything
I mean....
I'd be down for being in a firing line of Heavies as we LARP being flak guns lol
They're here...
The Firing Squad
A line of huo long, scorch shot pyros and dispenser heavys
i do think that buff shouldnt stack though would be funny if it did
that's what snipers and vaccinators are for
I think the stats should be:
Upon kill, gain 30% ammo (not including teammates)
Heals as much as a lvl1 dispenser (including teammates)
-10% damage penalty
-30% healing from medics
yeah
How about it giving the same advantages as a level 1 dispenser, but only while the gun is revved up? It incentivizes sticking with your team and staying revved while also not providing a huge upside. Would make the heavy more of a defensive class without actually forcing him to be slower like with the Brass Beast. Keep the damage downside.
it should also level up with more kills you get. like
10 ks - lvl 2
15 ks - lvl 3
but make the heavy take damage vulnerability to even out the constant healing
@@hambubger8583 a moving lvl 3 dispenser sound like hell
@@priestoffern1608 yeah but getting there is really hell, kinda like the phlog. it would only destroy a team where you're already destroying them
@@hambubger8583 no damage vulnerability, that shits a nightmare for heavy. it would also make it NEAR impossible for heavy to get agressive with kills, therefore making the level system redundant.
The "No random crits" on this is weird, because if you look into it, 90% of the time weapons that have this downside have a way of granting you crits or miniceits under specific circumstances. Like the Market Gardener, the Diamondback, etc
unless it's the enforcer; the only weapon spy just would either find that one "fuck it" medic witha kritzkrieg and go to town on people; or just... never landing a kill/shot on anyone.
Well, there are a few weapons without random crits that also have no situational crits. And almost all of them have some sort of damage buff. A disguised enforcer spy randomly one shotting every class other than a heavy, the caber dealing 360 damage out of random chance.
The cow mangler has a charged shot so it falls under the term of situational mini crits, also it's crits become mini crits so there was clearly some issue in the weapon testing stage
The cleaver was broken when it had situational crits, then they removed it, but they also removed random crits after realizing a cleaver crit was absolutely overpowered on scout
I think the idea was it'd make it way too easy to get a kill with it and would basically end up snowballing as crits on a minigun can allow you to kill multiple enemies and possibly returning your entire ammo capacity in one bout of crits
Y'know, I still think it would be a better idea for the health recovery to be on kill, rather than being passive. It adds more of an incentive to use it, than just stand back in the line, being a living, self-sufficient sentry.
Yeah. That's what makes the Mad Milk and Half Zat interesting weapons to use/fight.
Gigantic joe joe , is here with a funny mini gun that give him immo
Sizeable Josephia
Another cool things to add could be a small aoe healing beam at 10% health over 5 seconds after a kill so teammates can get some health too. You can have some part of the gun light up to signal it.
Nice to see you here
Something like that was kind of what I was expecting.
The "Urod there's no Engie in my team. Fuck it."
Heavy weapons guy: Engineer! Put dispenser here.
Engineer: Nope.
(builds Dispenser on Sasha)
(doesn't elaborate)
(leaves)
lol
What if instead of ammo and health on kill, the minigun provided the heavy with the effects of sitting next to a level 2 dispenser while the gun is spun up but not firing. The downside could then be less health from health kits and lunchbox items, and slightly slower spinup tine. This would essentially create a minigun that is more suited for shotguns than lunchbox items, since they heal less and the gun can already heal the heavy. I don't know how balanced this could be, but a weapon like such could be interesting, I think.
For me, the health regen while equipped seems kinda pointless. If the Heavy is playing with his team (which this weapon already heavily incentives), then chances are there's a medic who can easily heal him, and who may already be healing him since he's a Heavy. And I'm not sure about the idea of having a weapon who's main effect comes from a On Kill proc to be balanced by a damage reduction, making it even harder to get that On Kill proc. So maybe instead, the main downside could be a ammo consumption penalty, as if the Heavy is spending more of his ammo to give to his allies, instead of the damage penalty which makes it harder to kill in the first place.
sometimes "pointless" stuff doesn't mean someone won't find something to shenanigans with the weapon though. Those people that tend to use the "worst weapon" but come out smelling like a rose because they always found the best time to use said weapon. But like you said pointless would be to be frontline heavy, but, heavy's still a tank/defender dude so the heal is just an added bonus for his playstyle.
If heavy gets a dispenser weapon, it should be a backpack secondary that functions like a lv 2, but the heavy gains 50% less health and ammo from pickups and dispensers
Maybe the self heal can allow Medics to focus their heals on other power classes while Heavy's ammo restore keeps them in the battle for longer, like a walking war caravan
Tho then it'd just take a Kritz'd demo to bring it all down in a couple pipes and stickies
As a pyro main I would definitely stick close to a heavy with this weapon, being his spy protection and since he's providing ammo I can afford to reflect things and spy check all around him at all times.
This weapon is the perfect example of the main character of an action movie seamlessly having infinite ammo in his gun
A Stickmaster comment with 3 likes ⁉️
@@shitmaster876 IMPOSSIBLE
Now heavy can live out his dream of becoming Pootis Spencer.
I think the ammo benefit for teammates could be kind of like the huo-long heater's flames, where there is a visual radius of the effect. Though, if the range is to be too big, I feel it may give away a heavy's position from around a corner. I believe this would make it easier for teammates to notice the effect in a pinch, so there is no need to observe the heavy's gun to see why they are gaining ammo. I think this is still a very interesting concept for a weapon. I also think the health given by the provisioner alongside the sub-sandvich would be a cool combo to see in action, as the heavy could more often be in the front lines dishing out damage and replenishing his own health, rather than relying on a medic.
The idea of a big obvious visual effect would make for an interesting downside - the heavy becomes more obvious while using this gun in tight areas, similar to Dead Ringer's decloaking noise. Maybe the stats could be rebalanced, as I imagine players would need some incentive to use an item that makes an already low mobility class even more of a sitting duck and removes their ambush capabilities... maybe the aura is only active when spun up, but the gun spins up slightly faster? Interesting to think about.
Personally, I don't see this being viable in high-level play. Most players know how to conserve ammo and know where ammo boxes are on the map. Plus, in the Heavy's case, all he has to do is kill a near enough target with any other gun, and there's 100 ammo back instantly, in the form of a dropped medium ammo pack. The self-heal may be a bit tricky to balance (and I'd recommend making the Heavy at least have to be revved up to access it). Considering it's on a tank with a Sandvich and FoS though, even that upside might not be a good enough reason to equip it over Stock or Tomi.
tbh this is better for pushing with your team since you can keep firing more and while giving ammo to your team than playing defensively. pretty good to use in payload and attack/defense
Big Joey slap nuts here with another banger!!!
With your suggested buffs I was beginning to think “wow, this gun sounds a little broken.”
And then I remembered how the Liberty Launcher has a good amount of buffs and that singular damage penalty makes it arguably the worst soldier primary, so that actually sounds fair
I’m surprised that one of the downsides isn’t “Cannot pick up ammo from floor or dispensers when active”
I think this is great, along with the banana it could make for a really good roaming heavy, don't need medics, dispensers or ammo/health drops. I dunno about the proposed health gain though, since that's kinda the secondary slots role, though could be cool to use something else in the secondary slot for once
I can already see one hilarious downside to wanting to stick close to the Heavy carrying this thing being uh, any explosive ever.
i would give it double or 1.5x the range of a dispenser.
I think it should be kills AND assists, the damage reduction makes it harder to get kills for the heavy, the assists promote teamplay and that kind of stuff.
That is one cool looking minigun.
When I first saw the model I thought of these stats, which resemble Huo Lung Heater:
creates a large ring(twise the size of HLH ring of fire)while spun up, that heals and provides ammo(identical to level 1 dispenser)to teammates(but not to the user)
+5% damage bonus for every player currently inside the ring
drain 8 ammo per second while spun up
-15% base damage penalty(wnen no teammates in the ring its -15%, it 1 is inside the ring, then its -10%, when its 3 teammates its Sasha's base damage, when its 4 its +5% and so on)
I think it would be cool if the mini gun reset your lunchbox item’s cool down or refilled your secondaries ammo. It would keep it balanced without instant healing during Gigi hrs while giving an upside still within the theme
I honestly just don’t think this will be a good weapon at least compared to other heavy weapons, sure you get a bit of extra ammo and health, but that -15% damage nerf? That just destroys this gun and in the end it’s just not worth the damage nerf when you can get a much more reliable healing buff from medics, and ammo from dispensers and ammo packs.
I agree, heavy has other means of healing, and doesn't need *constant* health regen. Instead, I would actually like to focus on the "heavy dispenser" aspect of the gun. I would add an on kill buff that heals you and nearby allies for... 10 seconds? 5?
This would encourage working as a group and sticking near the heavy, while not allowing the heavy to just get free healing. If the on kill effect doesn't work well due to teammates taking kills, we could change it to work on a constantly depleting meter that fills with damage and heals like a level 1 dispenser as long as it isn't empty. I imagine working with a provisioner heavy would feel like pushing a cart.
The only worry I have is when there is more than one heavy with the weapon. If we add "cannot heal from dispensers while active", we might be able to fix this, depending on how its coded in. But source spaghetti is legendary for causing issues where there really shouldn't be, and I fear this gun is already getting too complex. Then again, I haven't coded in source, so it could work just fine. What do I know? I just watch videos.
Same thing with the eternal reward for spy, a knife that has all its upsides made irrelevant once you learn how to play spy and use your diguise kit properly, making it an objective downgrade from stock
removing the damage penalty would probably put this right back up
@ღBlankღ add ammo drain on rev and then just make it a 10% damage penalty then.
What if instead of a dispenser it was a sentry, where it would shoot rockets for 50 ammo and do mini crit damage while in the air. So you can’t spam rockets but you still get a reward for using the rockets. It would also help with heavies weakness against vaccinator medics (not completely cuz only 4 rockets). Combining hitscan and projectile weaponry might add a layer of complexity to the heavy
A problem might be the fact that heavy, a slow defender class, would be broken via rocket jumping and that can either be fixed by giving heavy no knock back when revved up or making the ammo cost for rockets higher and significantly damaging the heavy.
I hope he sees this. I’m far too lazy and uneducated to model a weapon much less code one.
Lazypurple: Dispensers can't move?
Heavy: THINK AGAIN.
I feel that this weapon can shine in VSH with a bit tweaks, like restoring health and ammo after doing a certain amount of damage, similar to the Air Strike gaining rockets based how much damage you do with it.
I would personally make it so that the passive healing effect heals only nearby teammates. It would stick with the idea of the heavy's team rallying on his position whilst also turning him into a target for soldiers, demos, etc. It could lead to interesting fights where two teams try to protect their big bois.
Heavy, give Engineer his dispenser back.
If the health back stat was always passive instead of just with primary selected this would be so good for fat scouts and chaser heavies
I don’t like the 10% health in 5 seconds fix,because something’s,this makes this minigun stupidly op just for some reasons,you can really camp on a single spot with this gun and never dies,a potencial fix for this fix,since Heavy has 10% health over 5 seconds till full health I would give the penalty of dispensers give 50% less health on you and medics have 70% less health capability while you are using this weapon,I know this would be a huge down side for this weapon but since you gain 25% ammo back for killing players and 10% of health each 5 seconds I call this a much balance weapon
Just make the minigun give heal like the conch
Don't get me wrong, this seems balanced for the heavy. But this is a substantial and unnecessary blow to any medic trying to heal their team.
Actually, I take that back. This change isn't balanced for the heavy. I think being able to camp infinitely doesn't have any significant impact on a heavy. He has regenerating lunchbox items and ammo delivery service that is run by the opposing teams scout. Sure, you have to unrev to eat when its safe, but unless the whole enemy team is running a siege on you (which would result in you dying from lack of damage output), this shouldn't be a problem.
Slight adjustment to your idea: have it heal you and drain ammo while spun up only, so you have incentive to get that ammo back with kills and doesnt turn you into an unkillable conchbox heavy
Although very few people probably don’t care what the cursed video was at the beginning, I’m going to tell you anyway. It’s an old Betty Boop Cartoon from 1933 called “Snow-White” (3 years before Disney released it’s version), and that particular scene of the clown is a technique used by animators called Rotoscoping. The process involves tracing over motion picture footage, usually frame by frame, to produce realistic and (extremely) smooth animation. The clown/ghost is actually Cab Calloway who sings the St. James Infirmary Blues for that scene. I did go to Wikipedia to fill in the gaps of my knowledge, so enjoy your history lesson!
My major issue with this is ammo boxes already restore at least 100 ammo, so if you were using this thing close range as mini guns should be then the ammo on kill would be pretty pointless unless you really want to help players with ammo management or to use for Mann versus Machine. In order for this to be balanced you would have to be unable to gain ammo from other sources excluding the resupply cabinet, the payload cart and MvM.
idea: when revved, you work like a level 1 dispenser but at the cost of your own ammo and your own HP (maybe say someone heals 50, you take 25 damage)
Heavy: Poot dispenser here!
Engineer: why dont you just take it with you?
Heavy: oh shit, for real?
I think one of the best ideas I seen posted around that was a mix between Heavy and Engineers was a mini-gun that was a broken sentry gun that if you right clicked could fire rockets, so that you could either deal burst damage or could use it as mobility since you could rocket jump as heavy.
How about taking this to the extreme?
upsides: On RMB, heavy puts down his minigun, which then acts as a level 1 dispenser. Heavy can pick it up again like a regular weapon-pickup, or pick up another minigun.
downsides: -50% primary weapon ammo capacity
Heavy can choose to abandon his minigun, run to the front lines while his minigun heals his team, and once there pick up a new minigun. Or if he's unlucky, will have to fight with his shotgun. It would help with the "nobody equips the shotgun" problem, and it rewards heavies who play tactically and conserve their ammo. For bonus-fun, if heavy picks up a different minigun, his minigunspenser explodes, damaging nearby enemies.
When his minigunspenser is deployed, it can be damaged, destroyed and sapped. A sapped minigunspenser cannot be picked up, but can be destroyed by picking up a different minigun.
‘With every set of upsides, must come with downsides’
Laughs in third degree
This would be so cool for steak heavies, slowly gaining health as you chase down enemies would help ease the blow of the steak sandvich not healing. And teammates would appreciate your unused ammo bonus.
As someone else noted, I think giving an effect of lvl 1 dispencer to nearby teammates when spun up would be great, but in exchange of loosing ammo like Huo Long and having that 25% ammo restoration on kill(but only for Heavy himself). Adding a drawback of -10% damage(or possibly slower spin up) and we've got a pretty ballanced primary or Heavies that like to support their engies and sustain the team while holding the area.
I have this really good idea-
It’s a Meele Weapon
I call it the “Sandvich Makers”
They are basically just MASSIVE heat-proof gloves. What you wear when you take the sandvich out of the oven.
They do slightly less damage then stock, but have a super special effect when you have any lunch box item equipped.
Whenever you currently have the Sandvich Makers in use, and someone else eats the lunch box item you throw on the ground, you get 1/2 of the HP your friend restored.
So let’s say you give a Sandvich. And let’s say the person who ate it healed exactly 100 HP.
You would then be healed 50 HP.
This would work, obviously, very well with a team-based heavy play style, where you rely on your teammates, especially your medic. As it’s entire gimmick is based on a teammate getting healed. The more your lunch heals them, the more YOU get healed.
A problem I think this has is that it only gets the ammo on kill. If your teammates take your kill then not only do you not get ammo, but neither do they. And in a public lobby people probably aren't thinking about that, not to mention since the gun has less damage it will be less likely to get a kill when competing with the team's soldier/demo/other high damage-per-shot class.
As such I believe it should be on hit. Ofc, that would be too strong, so instead dealing damage with it fills a meter and when the meter is full the ammo happens
The refill nearby teamates concept can back fire your own team since heavys are bullet sponges so it can risk your teamates lives just for some ammo
Nice concept.. It's high time the big guy needs some love.
YOOO I LITERALLY THOUGHT OF A HEAVY WEAPON CONCEPT JUST LIKE THIS!
For whatever reason, i read the title as "Pyrovisioner" so i was like: "a pyrovision gun for heavy? thats so random"
i think that 10% health back every 5 seconds you suggested should apply to nearby teammates as well because i like the idea of making heavy a bit of a support/power class hybrid and would encourage grouping up and pushing together and general team-play
This really plays into the team supporting side of heavy we see with his ability to throw medium health pack size sandwiches at people.
I like what you said about your concept since I see that it has some perks here's how I'd remaster it
Downsides
Faster rev up speed
-5 damage
While reved you cannot walk
-18 health
No secondary when equiped
Slower firing speed
Does not allow over heal from medics and gives you less health and ammo from Despensers
Upsides
gives 5 hp health to you when not firing every 8 seconds
Heals other players around you every 10 seconds as well as ammo
Gives you ammo every 80 damage done to an enemy
Gives 10 present increased speed when not reved
With the changes you had in mind, this would be an excellent primary for fat scout play. The damage penalty is moot if youre not using it as your main damage dealer, and the option to passively restore health and sometimes restock your shotgun ammo sounds great.
I have an idea which is like this, basically heavy holds a sentry themed gun, alt fire causes quad rockets to fly out, the only downside I've been able to think of is you can't use alt fire to rev your gun, there could be a damage penalty, or maybe less overhead or heal rate from medics, I'll just let others balance this idea (if anybody does)
i think this would be REALLY good in mvm so that the heavy doesn’t have to stick to the dispenser at all times and the 15% damage penalty could be somewhat negated with firespeed upgraded. really cool concept
I think doing something akin to the health regen, but in a different way. Upon an ubercharge of any kind on the heavy while the gun is revved up, healing from the medigun is split evenly between targets nearby the heavy, effectively making him a prism for the medic to AoE heals. While the Heavy is being uber'ed with this though, his damage could be reduced by 30% and fire rate slowed. This could make for a decent defensive heavy that plays a support with their medic as opposed to a pusher, but that kind of goes against heavy's playstyle.
I think that instead of a damage penalty on the gun itself, it should make the ammunition become projectiles much like the Rescue Ranger, and give the minigun a slower fire rate. It's still capable of suppression, rewards accuracy, and I think would be fun to see a Heavy pinning someone against a wall in a hail of projectiles. You still keep the benefit of the ammo on kill, of course. It could look like the Tomislav and shoot out of the single barrel, much like some sort of AA gun. I don't know, but I think it'd be pretty cool.
"Keeping the classes distinguished"
> Laughs in Homewrecker Pyro
Heavy: i am heavy engineer guy and this...is my weapon (provisioner)
this seems like the unpocketed heavies dream, being able to restore your health and ammo on your own. combine that with the banana or sanvich and you pretty much have an independent heavy who dont need no medic
Finally, I recognize the weird clip in the intro!
Interesting concept, but I think the Engineer would suddenly get some "Heavybros"
Big Joey's heavy weapons concept vids are like vids about the release date of hl3
i kind of wish big joey still slapped nuts. It may not have been professional but man it was fun to hear
I see a potencial disadvantage in the fact that you would be as vulnerable and dangerous to your teammates, as with diapensers, one crit pill or a croket can destroy anyone around you
Here's a idea for a rework- the provisioner will keep the damage penalty, but when the heavy is reved it will produce a ring of healing around the heavy like the Hugo long heater but the ring would be bigger, teammates in the ring will be healed, but will heal slower than if they were being healed by a medic's medigun, but for every teammate that heavy begins to heal will grant the heavy a +5 damage boost, for example of heavy is healing 2 teammates that will grant the heavy a total of a +10 damage boost
I have a spy pocket knife weapon idea, the pocket piercer; +15% firing speed, +15% movement speed, 15% dmg penalty and no backstabs
*0:48* I just saw a RED Scout, standing there doing nothing!
Ok hear me out on this concept:
The portable dispenser:
Secondary backpack item
Passively you will gain 10% of your health every 5 seconds and 1 bullet gained every second
In a three meter range team mates will have 5% of their health regenerated every 5 seconds and 1 bullet a second
The downside being that you are 10% slower and you have 25% less overall ammo, thoughts?
something sorta similar is that I think Heavy should have access to some of soldier's Banners, and maybe a few of his own
I could see heavy having a banner that has like "restore 200% of all nearby ally's (and self's) ammo over 10 seconds" or something
just generally enforcing Heavy's role as a team anchor by encouraging people to stand near him
i have a great idea
+does a dispenser healing beam when near a wounded ally
heal activates on kill near teammates or lower hp
-has a fixed heal amount
man that model is fucking amazing
I like the idea of a support minigun. The heavy has had a bit of support for a while, through the lunchboxes. Adding more variety would be great.
Funny bit of universal synchronicity. I was actually looking at this very Minigun model when I was trying to find out what TF_WEAPON_DISPENSER_GUN was the other week. Turns out that internal string was not for The Provisioner, but it was actually for the Big Mean Mother Hubbard from the Polycount contest based on the string being added in the Engineer Update, and the polycount promo art for the BMMH mentions it as a gun that dispenses things. And then the model filename for the BMMH showed up in the internally-generated (in Valve's staging build) cp_degrootkeep.lst file in the Australian Christmas update.
I'd say just make it so that when it's out the Heavy actually becomes a level 1 dispenser. Getting a whole 10 health per second and pretty much infinite ammo to himself and anyone around him, but do make it affected by crit-healing so he's really only getting a third of that when in combat like other things that use crit-healing. Getting a measly small ammo kit on kill is such a lame upside.
I feel like there could be a healing mini gun, or at least a medi gun like weapon for Heavy to use that gives him a great support role at the cost of DPS. My main idea is:
+ Upon hitting a teammate 3 hp is restored (damage fall off applies to this)
+ Revving up applies a resistance buff to nearby allies (applies to self)
- Cannot deal damage to enemy players
- -50% max ammo capacity (100 ammo only)
- -15% ammo replenished from ammo packs
Additional balancing could be reducing speed while revved by 10% or giving damage vulnerability while not revved
the health regen buff would also make this gun be usable without a lunchbox item. obviously theres still use in healing medics or teammates, but passive regen alongside the damage penalty makes a shotgun sound way more viable, especially for when youre just trying to get somewhere or dont have time to rev up
id maybe give it an ammo buff on assist also, but that could be op so idk
Finally. Another heavy weapon concepts. Large Joseph delivered
Large joseph it's 1 am your scaring me with these upload times
I like the idea of ammo on kill. The only issue I could see would be stacking Heavies like you would stack engineers in a nest, but just like those nests, a good Uber push from a Demo with a Medic running Stock, the Vaccinator, or even Kritz could solve the problem.
That health regen idea may really open up heavy using different lunchbox items more frequently
A very good fix idea for this one Large Jim, love this series
Just gonna say this minigun could break the payload meta for heavy
a weapon like this would make heavies throw more sandwiches out of the pure fact they don't need it, or heavies stop bringing the sandwich in the worst case scenario.
What might be interesting is if it healed a little bit and gave back ammo, but only while revved up. And maybe take away the part about helping teammates to account for the healing buff. That would essentially make it an alternative to the sandwitch that also gives you back ammo, but cripples your mobility like a normal minigun any time you're taking advantage of its main upside. And if you need damage that's not penalized, just pull out a shotgun. You have healing from other sources, so the sandvitch is less mandatory now.
Hey BJSN, here's a recommendation for a series: you look at commenters ideas (both on twitter and youtube) for custom weapon ideas for heavy. I'll start first.
The SPAStic Sputnik
Design: a spas-12 auto shotgun from half-life
+50% max ammo
+10% reload speed
+14% more pellets
-5% damage penalty
-10% max health gained from all heal sources
With those balance suggestions, this would be absolutely insane in MvM (if anyone still plays that). Get projectile penetration and a firing speed upgrade or two and the heavy has basically infinite ammo. Stack the resistances on top of that and the heavy's a near-invincible slab of concrete unless he's being focused down by a firing squad of heavy bots. Add the normal health regen upgrades on top of that and he pretty much cannot die, ever, while still having pretty decent DPS.
I think the best way would be to keep the downsides but add a bit of a health gain to the kill effect as well
Remember that dispenser arm cosmetic you covered just make that his primary weapon restricting him to shotguns and melee and have it heal and fill ammo at half the rate of a dispenser boom heavy support
Everybody gangster till heavy upgrades to level 3
I kinda wish Heavy got a slow firing speed projectile weapon, because those always feel more satisfying to use. Maybe like a comically largenapoleonic era cannon that he just picked up and started shooting?
The "No random crits" isn't a weakness..... WHEN YOU NEVER GET CRITS TO BEGIN WITH.
I think, instead of a passive health restore, you and everyone else around you get 5-10% health back *WHILE REVVED UP*
I feel like an even more interesting concept could be healing teammates around you by a little, but not yourself. Like a team-player kinda weapon
“It’s a nice thing!”