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Old 02-28-2012, 02:49 AM   #1
20 Sentry Fox
 
 
 
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A deployable Minigun

Vladlena
Level 3 Automated Minigun
"Everyone's favorite autonomous Autocannon"
Can be deployed as Turret
-25% Bullets fired per Group

While Handheld:
Fires 3 Bullets per ammo unit instead of 4
So basically, this gun has the same DpS as Natascha with the additional downside of being 1/4 less likely to hit targets within the firecone, gimping long range use a bit more.

With it's 390 DpS still a pretty decent damage dealer, yet complete garbage compared to any other minigun.

Deployment:
Enter or exit "Building- Mode" by hitting the "Reload"- Key
Same as Engy's Building Mode, teamcolored sphere showing you the range, floating shape of how the turret will look like, alt fire to rotate, fire to deploy, switching weapon cancels deployment. Only cosmetic difference: No unrolled blueprint on the surface in front of you.
The Turret always needs 3.5 seconds to unfold before it becomes operable.


Deployed:
While deployed you have no primary weapon.
To the Vladlena- Turret, ammo and hitpoints are one and the same.
Depending on the amount of ammo you had left upon deployment, the turret can very well have up to 200 hitpoints.
Every bullet fired and every bit of damage taken draws from the shared ammo/health pool.


Vladlena- Turret
Sentry Turning- Speed
Uses a shared Pool for Health and Ammo.
Only 3.5 second Deploy
Can't be sapped
Silent when idle
Immune to Crits and Minicrits
100% Accurate
Always deals 100% Damage; no ramp-up or fall-off
Bullets/Second: 10
Damage/Bullet: 13

Bullets/Group: 1
Aiming/Spinup time: 0.82 seconds
Always takes 100% Damage; no ramp-up or fall-off
Can't be repaired/refilled
No Upgrades
Setup can't be fastened.
Is destroyed upon owner's death

There is no sentry like stat window for this turret, what you get while this gun is deployed is a bar, simillar to your lunchbox bar that shows how much ammo/health the turret got left.

130 DpS, fully built in 3.5 seconds, needs to spin up and has a combined ammo/health pool of 200.
An overweight version of the Minisentry with a maximal combat lifespan of 20 seconds

Re- Equipping:
It's easy: Hit the turret with your melee to instantly grab and re-equipp your gun with all the ammo it has left.
Dying or visiting the resupply locker works too but this causes your placed turret to self-destruct. If the gun is destroyed those are the only ways of getting it back.

Last edited by 20 Sentry Fox: 02-29-2012 at 04:42 AM.
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Old 02-28-2012, 12:17 PM   #2
War Monkey782
 
 
 
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Minigun Idea:
Hit reload button to turn heavy into a 300 health engineer with only a sentry. Melee sentry in order to turn back into a heavy.

Seriously, blending class roles is usually frowned upon.
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Old 02-28-2012, 01:06 PM   #3
Frankiller
 
 
 
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You know, you didn't have to write this wall of text. Three words were enough to make everyone stop reading and post here that the idea is trash.
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Old 02-28-2012, 01:08 PM   #4
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you DO realize that 390 DPS is STILL ~150 more than a WRANGLED Sentry, right?
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Old 02-28-2012, 01:39 PM   #5
enlong
 
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Quote:
Originally Posted by Frankiller View Post
You know, you didn't have to write this wall of text. Three words were enough to make everyone stop reading and post here that the idea is trash.
"Health and Ammo"?
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Old 02-28-2012, 02:05 PM   #6
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Quote:
Originally Posted by Rynjin View Post
you DO realize that 390 DPS is STILL ~150 more than a WRANGLED Sentry, right?
Correct me if I am wrong, but doesn't he state the deployed dps is 130? And that is has a windup time while deployed?

Not sure it really fits heavy, but it makes more sense then demoknights, huntsman snipers, and battle spies.
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Old 02-29-2012, 04:36 AM   #7
20 Sentry Fox
 
 
 
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Quote:
Originally Posted by War Monkey782 View Post
Minigun Idea:
Hit reload button to turn heavy into a 300 health engineer with only a sentry. Melee sentry in order to turn back into a heavy.

Seriously, blending class roles is usually frowned upon.
I don´t think "class roles" exist anymore, tbh.
Take the team buffing Soldier, the headshooting Spy or the Demoknight.

Also, wouldn´t this thing be more of a defensive tool for an originally defensive class than any of those conventional minigun replacements so far?
Quote:
Originally Posted by Frankiller View Post
You know, you didn't have to write this wall of text. Three words were enough to make everyone stop reading and post here that the idea is trash.
Now that´s constructive criticism from the book.

Thank you for clearly explaining what detail exactly you think is a bad idea and why, so i get a chance to address it.
Quote:
Originally Posted by Rynjin View Post
you DO realize that 390 DPS is STILL ~150 more than a WRANGLED Sentry, right?
I don´t quite get what you mean..

If you are referring to the handheld mode, yes, it has the Natascha´s DpS with the additional downside of 25% lowered chances of hitting a target within the firecone.
Is that to much still?

And if you are referring to the deployed mode, well, while deployed it actually only fires one bullet per group, as stated up there, resulting in a DpS of 130; roughly a level 2 Sentry´s damage output.
I know, that´s quite a bit, but it needs to spin up, lasts for max 20 seconds in-combat and deprives Hoovy of his main weapon.
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Old 02-29-2012, 11:33 AM   #8
RedStormtrooper
 
 
 
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I came up with the idea of a deployable MG a while back. I called it 'Ivana'. She was a single-barrel, instant-spin up, 0% Accurate peice of crap while not deployed, but you could plonk her down and use her like your common FPS mounted gun for a massive boost in accuracy at the expense of utterly reduced mobility. You could get up and walk away, and any other class could walk up and use Ivana in your stead. She could take a fair 200-300 damage before breaking, but only carried 150 rounds which had to be replenished by finding an ammo box and carrying it to her.

Better for giving other classes Heavy-like firepower than making the Heavy a fat Engineer.
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Old 02-29-2012, 02:09 PM   #9
Rynjin
 
 
 
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Quote:
Originally Posted by 20 Sentry Fox View Post
I
And if you are referring to the deployed mode, well, while deployed it actually only fires one bullet per group, as stated up there, resulting in a DpS of 130; roughly a level 2 Sentry´s damage output.
I know, that´s quite a bit, but it needs to spin up, lasts for max 20 seconds in-combat and deprives Hoovy of his main weapon.
That's my blunder.

I thought it said it fired 3 bullets per group regardless.

Still, I think this blurs the Engie/Heavy line a little too far. Brass Beast was pushing it kind of, and this crosses that line between "Distinct classes that can situationally have similar abilities occasionally" to "Almost indistinguishable classes except when looked at from a base stats standpoint".
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Old 02-29-2012, 02:12 PM   #10
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I hope steam considers adding this awesome weapons + rep rep
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Old 02-29-2012, 04:53 PM   #11
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Quote:
Originally Posted by 20 Sentry Fox View Post
I don´t think "class roles" exist anymore, tbh.
Take the team buffing Soldier, the headshooting Spy or the Demoknight.
Soldier is the Jack of All Trades class, he is meant to be able to do a lot. He is also a highly combat oriented class, and has the ability to assist his team and himself in the middle of a battle. So really the Buff banner makes sense, so does the Backup. Concheror is not very good though.
The spy is a bit of a wild card class. He can blend in with the enemy, become completely invisible, destroy enemy buildings, and has the unique backstab ability to kill almost anything. In short, he is a class designed to destroy the enemy from the inside. His main role is to deal with specific targets in the enemy ranks, such as medics or heavies. Being an assassin, being able to headshot is a useful ability. However, it does not make him the long range specialist that the sniper is. Sure, he can headshot enemies, but he lacks the ability to scope in, charge a shot, and kill every class in a single blow.
Demoknights are not a blending of a class role, they are an abomination. Supposedly, they are the "masters of CQC" which is what people claim is the pyro's role, however, I see them as a nuisance. Also, the pyro is a little more than just a CQC class. I would define him more as a "set stuff on fire for no real reason" class.
I will agree that recently weapons have broadened the roles of a class, and some weapons push the boundaries between two classes, such as the ambassador, but the main role of each class remains intact. Seriously, you won't see a spy hanging back in a sniper nest trying to snipe people with the ambassador, or at least I hope you wouldn't...

This weapon, however, blends the line between heavy and engineer too much. The engineer should be the only class able to build an auto-targeting turret, it is pretty much all he has aside from teleporters and dispensers. This would be like giving Scouts a flamethrower.
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