HEAVY
Minigun | Changes The following changes are used a base for all miniguns: Base spin-down time reduced to match the base spin-up time (1.16s->0.88s) Minigun can be holstered at any time during spin-down | Inspired by some failed buffs to the weapon and Team Fortress Classic, this reduction in spin-down time is meant to make retreat and repositioning for the Heavy easier without speeding up his ability to deploy, as well as switching off to a sidearm or melee weapon more viable. |
Natascha | On Hit: gain up to +8 health 15% faster firing speed +50% max primary ammo on wearer -33% damage penalty 30% slower spin up time -67% health from healers on wearer | Changes Added gain up to 8 HP on hit Added 15% faster firing speed Increased primary ammo by 50% Added 67% less healing from healers Increased damage penalty to -33% Removed slow on hit Removed resistance while spun up | A hitscan debuff applied in rapid fire is bad enough, being a slowdown in a movement shooter is frankly disgusting. Otherwise this defensive gun was lacking. Instead of making it easier to kill targets, this change should make the heavy harder to kill if he’s effective in his tracking. |
Brass Beast | +20% damage bonus -25% damage resistance when below 50% health and spun up 50% slower spin up time -60% slower move speed while deployed | Changes Increased damage resistance to -25% when below 50% health | A slightly greater resistance was added to better reward defensive usage of the gun to have more effective HP when dug in. The weapon otherwise doesn’t need much change since it benefits greatly from the universal spin down buffs making committing to using it less of a burden. |
Tomislav | 20% faster spin up time 20% more accurate Silent Killer: No barrel spin sound Minigun has no damage/accuracy ramp-up in 1st second spun-up 30% slower firing speed | Changes Minigun has no damage/accuracy ramp-up in 1st second spun-up Increased firing speed penalty to 30% slower | Intent on fixing an error with server tick rate and making the weapon a bit better balanced and unique compared to stock in damage. The change to its damage ramp up will make repositioning with it much less punishing thus encouraging its main usage. |
Huo-Long Heater | Creates a ring of flames while spun up While ring is active, victims killed explode and ignite nearby enemies +15% damage vs burning players -10% damage vs non-burning players Consumes an additional 2 ammo per second while ring of fire is active | Changes Decreased ammo drain to 2 ammo per second while ring of fire is active Added explosion to enemies killed with ring of fire active, 146 HU -10% damage replaced with -10% damage to non-burning players Increased the height of the ring's hitbox to prevent a normal jump clearing it Reduced damage to burning players from +25% to +15% | Make damage more consistent to gauge, while also giving the user a less punishing drain on their ammo to manage when exploiting the ring ability. Additionally it gives Heavy another means of igniting foes with the ring to make the added ammo consumption worthwhile. |
Dalokohs Bar | 70% faster eating speed -66% recharge time Adds +50 max health for 30 seconds Eat to gain up to 100 health Alt-fire: Share with a friend (Small Health Kit) | Changes Added 70% faster eating speed -66% recharge time listed as upside Fixed eating bypassing max health drain from GRU | Decreased the eating speed to make the weapon more active and reliable for buffing oneself, and keep up with other lunchbox items particularly when running solo away from the team. |
Buffalo Steak Sandvich | 70% faster eating speed Eat to gain up to 100 health +50% charge for sharing steak with teammates Alt-fire: Share with a friend (Medium Health Kit) 100% slower holster time for canceling effects early +33% recharge time Does not recharge from health packs On eating, for 12 seconds you gain +30% move speed, 100% mini-crits on melee attacks, each kill gives you +50 HP and +2 seconds for the effects, and you have -75% resistance to knockback and airblast. Additional speed bonuses gained are halved under effects. Effects can be canceled early by switching weapons. | Changes Added 70% faster eating speed Removed 20% damage vulnerability Added +100 HP on eating On Kill: +50 HP and +2s duration under effects Added -75% resistance to knockback and airblast under effects Speed cap removed Allowed ability to cancel effects early +50% charge for sharing steak with teammates Displays duration of effect on HUD No longer charges with health packs or resupply Added +33% recharge time Added 100% slower holster time if canceled early Speed bonuses gained beyond the effect’s +30% are halved | The intent with these changes is to provide Heavy an option to help his team push when pushing forward, providing some quick pressure with his speed, damage, and sustainability if he can get the melee kills in. Speed, resistance, and healing should provide heavy flexibility to use this item after switching off his minigun, with the knockback resistance helping him better create space. Charging slower and the shorter duration should curb its usage as a free rollout, while increasing the cost on top of an early cancel penalty to require more thought when pulling it out. |
Panic Attack | Alt-Fire: dump entire clip at 33% faster firing speed +50% bullets per shot This weapon deploys 50% faster Fires a wide, fixed shot pattern -15% damage penalty -34% clip size Successive shots become less accurate with alt-fire | Changes Reduced damage penalty to 15% Successive shots only become less accurate with alt-fire Added -34% clip size penalty Added Alt-Fire: dump entire clip at 33% faster firing speed | This intends to merge the old sneeze gun design with the current version. The damage was upped slightly to make it more effective in close range and perform better as a side-grade, with the alt-fire replicating ability to quickly sneeze out the current clip with a still worsening spread as a trade-off. |
Killing Gloves of Boxing | On-Kill: gain 100% crits until your next attack or rev up, and 3 seconds thereafter 20% slower firing speed No random crits | Changes Changed On-Kill: gain 100% crits until your next attack or rev up, and 3 second thereafter Crit boost lasts until you start your next rev up or attack Crit duration reduced from 5 seconds to 3 seconds (not counting rev time) Added no random crits | Due to its situational crits, making it ineligible for the crit combo felt needed. With the higher bar to gaining its crits, a buff felt needed. These are meant to make transfering the crits to your next attack more reasonable for the heavy, while keeping the potential duration of crits more limited, particularly with the minigun. |
Warrior’s Spirit | +30% damage bonus +50 health restored on kill Honorbound: once drawn, holstering it without getting a kill marks you for death for 6 seconds No random crits | Changes Removed damage vulnerability Added Honorbound: once drawn, holstering it without getting a kill marks you for death for 6 seconds Added no random crits | The vulnerability was crippling given Heavy’s other weaknesses in melee. Instead it was given a downside to make you commit more to gain the benefits of a stronger melee. It additionally synergizes with the steak for that added commitment. |
Fists of Steel | -40% damage from ranged sources while active +100% damage from melee sources while active This weapon holsters 100% slower -40% maximum overheal on wearer -40% health from healers while active | Changes Overheal penalty works passively, no longer increases uber build | Attempting to make the downside of less overheal more consistent on this weapon and cut back on its bugginess. Less overheal chosen to be passive as it was less immediately punishing than healing, which would be more problematic while the fists are active. |
Eviction Notice | +40% faster firing speed On Hit: Gain a speed boost +15% faster move speed on wearer This weapon deploys 30% faster -55% damage penalty 25% damage vulnerability while active | Changes Reduced damage penalty to -55% Removed health drain penalty Added 30% faster deploy speed Added 25% damage vulnerability while active | The base speed buff was not potent enough to justify the health drain. It instead has a powerjack-like damage vulnerability to make it less punishing to switch off from, and boosted switch speed and damage to make it viable for comboing with a sidearm. |