Completed [FF2] heavys miniguns changes (1 Viewer)

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EKJMNY45

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am i the only one that feels that miniguns on heavy is kinda eh?

the miniguns doesnt feel as powerful as it should imo, the most effective range is just close to medium range and that puts you at extreme risk

you are practically forced to constantly reposition or use map geometry to maintain safe distance away from the boss

heavy more then any other class relies on how big the boss is, scout and spy bosses are harder to hit and in general will take less damage from heavies, on the other hand, bosses like meem are bullet magnets and are practically hard countered by heavies

you are also forced into using the shotgun the moment the boss starts closing any distance since the heavy dies in like 2 hits and the damage trade is rarely worth it

goomba

phlog fills the close range gap far better then heavy does, and goes far better with uber and medic. uber does help heavy, but unless the boss is trapped or stupid he will just get away and/or use the crit damage to surf away and the heavy has no way to close the gap, whereas pyro is far more oppressive and doesnt knock the boss back, not to mention its completely effortless to aim a phlog

anything a minigun heavy can do a sentry or phlog pyro can do better most of the time, both in damage, crowd control and ease of use




potential changes? - numbers are still up for change

decrease rev time - 30%? - less downtime, easier to reposition/get away

faster movespeed while revved - 30-40%+? - more mobility, less likely to get goomba stomped, better with uber

more ammo - 250/300 - less downtime

more accurate - 20% (tomi 30%)? - reward tracking, increase effective range

some other, comment your suggestions and changes
 
IMO, heavy with minigun wont work on freak fortress due to high mobiliity bosses or bosses with super jump, only because of goomba mechanic + weighdown, its near imposible to balance a character that lacks of mobility in a server like this. And the remove of crits in amp destroyed heavy with minigun more than other mercenaries and their playstiles.

RN, the only viable way to play heavy is shotgun with KGB or eviction notice, maybe a minigun heavy can work with a pocket medic but its also a easily countered playstile.
 
As we know, we are playing a movement shooter. And heavy's main drawback is that large firepower makes him slow. Remove that, you no longer have the heavy.

However, in this modded gamemode, His weakness is greatly exploited, for the bosses are able close gaps with relative ease once they have their sight on the big guy.
Beforehand that was counteracted with the crit amplifier, but that made the heavy's firepower thwart any movement drawback thanks to the crit knockback.

And do you see the problem here? We don't have a way to make him retain his core without making him weak! And to me, that seems impossible to balance out! The proposed changes really won't do anything:
Decreased rev time will barely matter until it is instant, but then it becomes broken somewhat
Ammo was barely an issue
Accuracy will only add a negligible damage distance
Faster movespeed while revved will still have him slower than the boss and most likely won't better his chances of dodging hits

And as I said, I have no idea how I'd be able to make the minigun work better in this gamemode.
But maybe... It doesn't even need to?

What if... The minigun is one of the better balanced weapons in this gamemode? High firepower, low evasion. High risk, high reward.
And not only that, we have taunt crits, which can be gained relatively quickly if you have any paid taunts, like the Conga.

So as I was writing this whole post, I changed my belief from shorter damage downtime to just no change at all.
You are free to argument my response. Who knows? Maybe we'll find something interesting through that.
 
So what I've done is re-polled up with the two most popular changes and a don't change vote. I've given each of you 2 votes. if you want both changes, vote for both. want just one? vote one. please don't vote for a change and a don't change please it's not funny :rolleyes:


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