Pending [FF2] Heavy Amplifier Nerf Suggestion (1 Viewer)

Should Heavy's Miniguns Only Have Mini-crits With The Amplifier

  • Keep Minigun Crits the same

    Votes: 0 0.0%
  • Remove Mini-Crits + Crits From Amplifier For Miniguns

    Votes: 0 0.0%

  • Total voters
    17
  • Poll closed .
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Heavy

Active Member
Joined
Feb 16, 2023
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I am Heavy Weapons Guy and this is my suggestion. Heavy thinks Amplifier Heavy is stupid.


Heavy can deliver 27 damage per bullet on hit. The following statistics have been taken from the TF2 Wiki.

At Long Range an Amplifier Heavy can deliver a maximum of 257 Damage, per second.
At Medium Range an Amplifier Heavy can deliver a maximum of 531 Damage, per second.
At Close Range an Amplifier Heavy can deliver a maximum of 1026 Damage, per second.

Therefore in theory Heavy can deal 12,312 damage, in 12 seconds.
Heavy Will note that at longer ranges Most Miniguns may struggle to reach the peak of 257 damage per second due to the bullet spread of 25:1.
So Heavy proposes following suggestions to balance Heavy, Heavy will elaborate on each suggested change proposal.


Replace With Mini-Crits

This will make each bullet deal 12-18. Mini-Crits still ignore damage fall off.
Adapting to Mini-crits will also greatly reduce the knockback of Heavy's minigun as knockback scales with damage.
Mini Crits also ensure that the Heavy can still gain use from an Amplifier rather than fully removing Heavy's ability to utilise it.
Heavy has calculated the following damages a Mini-Crit boosted Minigun can deliver, take with pinch of Dalokohs Bar.

At Long Range a Mini-Crit boosted Heavy can deliver a maximum of 135 per second, stock in comparison is 100
At Medium Range a Mini-Crit boosted Heavy can deliver a maximum of 405 per second, Stock in comparison is 300
At Close Range a Mini-Crit Boosted Heavy can deliver a maximum of 792 per second, Stock in comparison is 540

Once again Heavy must state, bullet spread will heavily impact the results as these figures assume that every bullet hits.

This is Heavy's preferred Solution.


Introduce Damage Fall Off With Minigun Crits

Heavy cannot suggest any numbers for this, However this would hinder the ability for Heavy to snipe with Crits as Heavy shouldn't be able to preform such long range damage with his minigun.
But this still allows stupid amounts of damage in close-mid ranges.

This is a poor solution to the Amplifier Heavy Question.


Keep Crits, Reduce Knockback.

This allows the Freaks to be able to properly target the Amplifier Heavies as Knockback reduction will ensure Team Freak is not blasting off again by pure Crit damage.
This is a risky solution as this may make the Heavy reliant on his team to survive when reffed up, depending on the degree of the knockback nerf.
A severe nerf to knockback will leave Heavies vulnerable in last stand scenarios with the Freak as they will lack the ability to keep the Freak at bay with Crits and Heavy lacks the mobility to escape meaning the Heavy cannot keep a gap between him and the Freak, unlike the scout with mobility and the Engineer with pure sentry DPS. A Severe nerf to Heavy's knockback would promote Heavy's to fully commit to camping in crouch spaces rather than being out on the battlefield crushing little baby men with Sasha.
Furthermore it is not guaranteed to allow the Freak to target Amplifier Heavies as Amplifier Heavies usually move in Packs resulting in knockback still being an issue meaning the Pack of Amplifier Heavies can still hunt it's prey ruthlessly armed with stupid DPS.

Heavy sees this as being a mediocre solution.


Remove Mini-Crits + Crits from Amplifier For Miniguns

The Nuclear option shouldn't be disregarded as this will cause Heavy's Minigun DPS to drop dramatically, however Heavy believes the stock damage of the Minigun to still be good enough to be able to go without any Amplifier buffs.
Furthermore This option will promote the Heavies to use the shotgun more to benefit from amplifiers.

Heavy has no opinion on this suggestion.


Final Notes

For those interested Heavy has attached a file including the varying damages of the Minigun, Tomislav and Brass Beast for comparison and what changes may look like for the popular Miniguns.
Heavy Believes Mini-Crit nerf to be the best solution.
 

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I'm surprised that you're the one to suggest the nerf out of anyone, but either way I think replacing amplifier's full crits with mini-crits is a good change for miniguns
 
I'm surprised that you're the one to suggest the nerf out of anyone, but either way I think replacing amplifier's full crits with mini-crits is a good change for miniguns

Is unfair to use such a giant gun on tiny baby Freak
 
It won't be hard to implement, looking forward to make this a true feature.
 
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