The second unlockable for the Heavy, Natascha allows the Heavy to slow enemies with her bullets. Enemies taking damage from her will find themselves moving slower for an instant, encouraging them to find cover or deal with the Heavy. Unfortunately, her firepower is somewhat weaker than that of Sasha, so the Heavy will find it takes longer to finish them off. As a result, Natascha's great to use against those that want to get away, like Scouts & Medics, and not so great against those trying to kill you. Heavies that like to jump around corners to surprise groups of enemies will also find it very useful, although it's best to make sure there isn't a Sasha-wielding Heavy there.
Looks like the guy at SA was right again. I really hope the new match isn't just deathmatch though.
The second unlockable for the Heavy, Natascha allows the Heavy to slow enemies with her bullets. Enemies taking damage from her will find themselves moving slower for an instant, encouraging them to find cover or deal with the Heavy. Unfortunately, her firepower is somewhat weaker than that of Sasha, so the Heavy will find it takes longer to finish them off. As a result, Natascha's great to use against those that want to get away, like Scouts & Medics, and not so great against those trying to kill you. Heavies that like to jump around corners to surprise groups of enemies will also find it very useful, although it's best to make sure there isn't a Sasha-wielding Heavy there.
Looks like the guy at SA was right again. I really hope the new match isn't just deathmatch though.
The second unlockable for the Heavy, Natascha allows the Heavy to slow enemies with her bullets. Enemies taking damage from her will find themselves moving slower for an instant, encouraging them to find cover or deal with the Heavy. Unfortunately, her firepower is somewhat weaker than that of Sasha, so the Heavy will find it takes longer to finish them off. As a result, Natascha's great to use against those that want to get away, like Scouts & Medics, and not so great against those trying to kill you. Heavies that like to jump around corners to surprise groups of enemies will also find it very useful, although it's best to make sure there isn't a Sasha-wielding Heavy there.
Looks like the guy at SA was right again. I really hope the new match isn't just deathmatch though.
Love the picture. He's looking at the camera, not down at the gun, like "LOOK AT ME NOW BITCH!"
The second unlockable for the Heavy, Natascha allows the Heavy to slow enemies with her bullets. Enemies taking damage from her will find themselves moving slower for an instant, encouraging them to find cover or deal with the Heavy. Unfortunately, her firepower is somewhat weaker than that of Sasha, so the Heavy will find it takes longer to finish them off. As a result, Natascha's great to use against those that want to get away, like Scouts & Medics, and not so great against those trying to kill you. Heavies that like to jump around corners to surprise groups of enemies will also find it very useful, although it's best to make sure there isn't a Sasha-wielding Heavy there.
Looks like the guy at SA was right again. I really hope the new match isn't just deathmatch though.
God, I hope it's not 5vs5 deathmatch...
Do they use Sasha as in the girl's name or guy's name? Traditionally, it is a guy's name in Russia - so I don't know. To note, I am a guy, born in Russia with the name Sasha >_>
In the "Meet the Heavy" trailer Sasha is referred to as "she" I think.
savooipeerd on
[SIGPIC][/SIGPIC]
0
MrMonroepassed outon the floor nowRegistered Userregular
edited August 2008
Ugh. If the third unlockable really is a sandwich, I'm not going to bother trying for them past the gloves.
Heavy is my favorite class right now, and I gotta say, it's quite rare that someone gets away from Sasha once she's noticed them, and it's even more rare that I find a good use for the fists. Fat man just too slow to box.
The second unlockable for the Heavy, Natascha allows the Heavy to slow enemies with her bullets. Enemies taking damage from her will find themselves moving slower for an instant, encouraging them to find cover or deal with the Heavy. Unfortunately, her firepower is somewhat weaker than that of Sasha, so the Heavy will find it takes longer to finish them off. As a result, Natascha's great to use against those that want to get away, like Scouts & Medics, and not so great against those trying to kill you. Heavies that like to jump around corners to surprise groups of enemies will also find it very useful, although it's best to make sure there isn't a Sasha-wielding Heavy there.
Looks like the guy at SA was right again. I really hope the new match isn't just deathmatch though.
God damn, that's going to be useless at anything but real close range
It should disable their jump ability as well, then you'd have something. As is people are just going to hop away (scouts especially)
I thought they had said it wouldn't be death match so much as instant sudden death deathmatch, which seems slightly more interesting. Everything gets really tense when you know you don't respawn. I actually wouldn't mind it, I think it would be relatively boring compared to the other game types, but I don't think it's terrible.
So, what's the deal with this sandwich? Do you still have a weaker shotgun but taunting with it makes you chomp a sandwich or something?
I like Natascha's model, but I'm not even going to guess how it plays in practise. -25% damage is just enough to make me suffer horribly if I encounter a medic/heavy combo with a regular Sasha.
Edcrab on
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited August 2008
So they broke their rule.
I can't feel anything but disgust for that one.
Hay guys we'll never have debuffs in this game oh ho ho trust us we are great.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
If the new game mode is really deathmatch, which is very likely, then this is quite the underwhelming update.
I can't see them doing balancing for 5 new maps for anything more complicated than deathmatch, personally. (especially since this update is more or less on-schedule)
I thought they had said it wouldn't be death match so much as instant sudden death deathmatch, which seems slightly more interesting. Everything gets really tense when you know you don't respawn. I actually wouldn't mind it, I think it would be relatively boring compared to the other game types, but I don't think it's terrible.
So, what's the deal with this sandwich? Do you still have a weaker shotgun but taunting with it makes you chomp a sandwich or something?
sudden death is bullshit and has no place in tf2
tofu on
0
MorninglordI'm tired of being Batman,so today I'll be Owl.Registered Userregular
edited August 2008
Ohhhhhhh I'll laugh if it's sudden death gametype.
Nobody will play it here though.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
im pretty sure the negative impact from this update will lead to much better updates in the future. as theyve said they will put out material and then based on the outcry will tailor future material to make people happy
How exactly does this gun solve any of the 'problems' that they established in their first heavy post? Having people stick around and do less damage to them is just gonna make you even worse without a medic.
How exactly does this gun solve any of the 'problems' that they established in their first heavy post? Having people stick around and do less damage to them is just gonna make you even worse without a medic.
Exactly
No use shooting up a demo that's standing near me if I'm doing far less damage than I would normally. As it is the matching's pretty close, with reduced damage any competent demo should win every time
hmm. I had an idea that it could be two/three separate maps-within-a-map of 5v5, and when enough people die from the other 5v5s they would start getting listed in another mini-map so you wouldn't have to wait for the one you're in to finish. Not to mention it'd be less repetitive.
Hay guys we'll never have debuffs in this game oh ho ho trust us we are great.
Isn't the sickening knockback on sentries and the puff on the leafblower already break that rule?
Nope. It's not the same and oh...you will know what I mean when this hits you.
Oh you will be bitching and you will remember me going "this is bad".
I think their rule was more "no movement inhibiting attacks (ie dimensions you could move) and nothing that doesn't give you a chance to fight back". Slowing down isn't movement inhibiting per say and the airblower isn't a constant effect, so they've kept to their rule...but are just grazing past breaking it
Well, I suppose they did what they wanted to as far as the heavy goes. He's a lot more viable by himself now, assuming that the impending sandwich is true. That and cp_steel and the new Payload map is enough for me to entirely forget that the Deathmatch even exists. In other news, I am pleasantly pleased that they seem to be releasing these updates roughly every 2 months, so...
And of course, there's always the "Meet the" video to help things out too.
I am curious as to what "moving slower for an instant" constitutes. It sounds like a wonky knockback sort of thing, so I'm not one to lament Valve for going back on their movement affecting stuff, because we all know that quite a few weapons in this game have some redonkulous knockback. On top of that, it helps the heavy become more viable. The heavy is one of the slowest classes in the game as it is and Sasha can be problematic against someone with a movement advantage. This will at least make them think twice or keep them out of proper "fuck you up" range for a bit longer.
This is one of those things that may or may not be balanced out once all the updates drop. Unfortunately, if this does flop (a la +50HP for pyros), I'm not sure what sort of easy adjustment they could make to it.
Keep in mind, this isn't ever intended to be counteract the heavy's main weakness: gonna get smoked in any sort of ambush attack unless you're quick with a weapon change. Making the heavy better independent of a medic is still feasible with this update if the sandwich is essentially a portable medpack. Going of what was mentioned in the update text, I'm not sure how they could have made the Heavy better against soldiers or demos, but at least he'll now give the other classes something to think about.
TwistedFate on
thIs fOrUm dEsErvEs A bEttEr clAss Of OttEr, And I'm gOnnA gIvE It tO 'Em. yOU'll sEE, I'll shOw yA
I wonder how more useful it would have been to reduce attack speed rather than movement speed. But that is hard to explain how bullets are making your gun fire slower, or even affect the Pyro at all.
Well, I suppose they did what they wanted to as far as the heavy goes. He's a lot more viable by himself now, assuming that the impending sandwich is true.
I think this is vastly untrue.
The sandwich hasn't been revealed yet, but the leak indicated it's more of a taunt application, thus you need to be away from combat zone for 4-5 seconds for +100 hp. Not that much health for a 300-450 class
As well, as stated earlier, the natascha seems almost counter-productive. You jump into a group and great the ones you hit can't get away (one's behind you and to the sides are perfectly fine), but you're doing vastly less damage than normal, so you're going to get beat. There's no upside to it.
And the melee boxing gloves are fine I guess, maybe in application with natascha they'd be great if natascha's switch time was very low so you could use that last 4 seconds shooting stuff (but again, this is only after a melee kill.)
THIS. Imagine a Heavy with Natascha cozied up to a dispenser, spamming slowing bullets everywhere.
Snipers will have a fucking field day with all of the headshots they'll rack up on slow-moving enemies, and Pyros will burn whoever's still standing.
I think that's not how it's going to turn out. All you have to do is run behind cover (which is plentiful in all maps) and the effects are negated, and that last part presumes there is a sniper looking at where your shooting (and one who can actually hit stuff) or a pyro in that area. It throws the heavy into a support position that it really doesn't fit into
Hay guys we'll never have debuffs in this game oh ho ho trust us we are great.
Isn't the sickening knockback on sentries and the puff on the leafblower already break that rule?
Nope. It's not the same and oh...you will know what I mean when this hits you.
Oh you will be bitching and you will remember me going "this is bad".
I think their rule was more "no movement inhibiting attacks (ie dimensions you could move) and nothing that doesn't give you a chance to fight back". Slowing down isn't movement inhibiting per say and the airblower isn't a constant effect, so they've kept to their rule...but are just grazing past breaking it
They've been so good though man. So good. It hurts when those you love slap you the first time, even though it probably is your fault. I'm just a sad panda because I like my run speed.
Edcard you tool I called it when the weapon was first posted. Wait why am I arguing this it's stupid you wait till you log onto a server with flippy on the other team and a heavy with this gun.
Morninglord on
(PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
It depends how it works. I don't know whether we're talking extensive knockback, or people moving slower for X seconds after being hit by a round. Not that I have much trouble killing scouts as a heavy anyway...
Posts
Also, the addition of a snare makes me think my idea of a Tranq rifle (that snares) for the Sniper is more likely.
In the "Meet the Heavy" trailer Sasha is referred to as "she" I think.
Heavy is my favorite class right now, and I gotta say, it's quite rare that someone gets away from Sasha once she's noticed them, and it's even more rare that I find a good use for the fists. Fat man just too slow to box.
God damn, that's going to be useless at anything but real close range
It should disable their jump ability as well, then you'd have something. As is people are just going to hop away (scouts especially)
Also doesn't look different enough
I thought they had said it wouldn't be death match so much as instant sudden death deathmatch, which seems slightly more interesting. Everything gets really tense when you know you don't respawn. I actually wouldn't mind it, I think it would be relatively boring compared to the other game types, but I don't think it's terrible.
So, what's the deal with this sandwich? Do you still have a weaker shotgun but taunting with it makes you chomp a sandwich or something?
I can't feel anything but disgust for that one.
Hay guys we'll never have debuffs in this game oh ho ho trust us we are great.
I can't see them doing balancing for 5 new maps for anything more complicated than deathmatch, personally. (especially since this update is more or less on-schedule)
I am cry.
Ka-Chung!
Ka-Chung!
Nobody will play it here though.
Isn't the sickening knockback on sentries and the puff on the leafblower already break that rule?
But yeah, I'll still try it out. No big expectations though
I'm sure they'll roll out hunted at some point or another.
Ka-Chung!
Ka-Chung!
Exactly
No use shooting up a demo that's standing near me if I'm doing far less damage than I would normally. As it is the matching's pretty close, with reduced damage any competent demo should win every time
Nope. It's not the same and oh...you will know what I mean when this hits you.
Oh you will be bitching and you will remember me going "this is bad".
No, I think he means movement-reducing attacks.
I do remember you dismissing the Backburner-whining, Morninglord. And we all know where that led.
You weren't supposed to quote me before I figured out what he meant.
I think their rule was more "no movement inhibiting attacks (ie dimensions you could move) and nothing that doesn't give you a chance to fight back". Slowing down isn't movement inhibiting per say and the airblower isn't a constant effect, so they've kept to their rule...but are just grazing past breaking it
And of course, there's always the "Meet the" video to help things out too.
I am curious as to what "moving slower for an instant" constitutes. It sounds like a wonky knockback sort of thing, so I'm not one to lament Valve for going back on their movement affecting stuff, because we all know that quite a few weapons in this game have some redonkulous knockback. On top of that, it helps the heavy become more viable. The heavy is one of the slowest classes in the game as it is and Sasha can be problematic against someone with a movement advantage. This will at least make them think twice or keep them out of proper "fuck you up" range for a bit longer.
This is one of those things that may or may not be balanced out once all the updates drop. Unfortunately, if this does flop (a la +50HP for pyros), I'm not sure what sort of easy adjustment they could make to it.
Keep in mind, this isn't ever intended to be counteract the heavy's main weakness: gonna get smoked in any sort of ambush attack unless you're quick with a weapon change. Making the heavy better independent of a medic is still feasible with this update if the sandwich is essentially a portable medpack. Going of what was mentioned in the update text, I'm not sure how they could have made the Heavy better against soldiers or demos, but at least he'll now give the other classes something to think about.
This is a new and interesting and likable twist that does fit into what I expect a heavy to do, so its all good.
I wasn't playing much during that point. Having played so much the last week looking back wtf was I thinking.
I was the first person to call tandem medic. I just didn't make it famous.
I called Backburner being overpowered before it was even in use. So we're both prophetic, me more than you. Don't forget that!
THIS. Imagine a Heavy with Natascha cozied up to a dispenser, spamming slowing bullets everywhere.
Snipers will have a fucking field day with all of the headshots they'll rack up on slow-moving enemies, and Pyros will burn whoever's still standing.
Can trade TF2 items or whatever else you're interested in. PM me.
I think this is vastly untrue.
The sandwich hasn't been revealed yet, but the leak indicated it's more of a taunt application, thus you need to be away from combat zone for 4-5 seconds for +100 hp. Not that much health for a 300-450 class
As well, as stated earlier, the natascha seems almost counter-productive. You jump into a group and great the ones you hit can't get away (one's behind you and to the sides are perfectly fine), but you're doing vastly less damage than normal, so you're going to get beat. There's no upside to it.
And the melee boxing gloves are fine I guess, maybe in application with natascha they'd be great if natascha's switch time was very low so you could use that last 4 seconds shooting stuff (but again, this is only after a melee kill.)
I think that's not how it's going to turn out. All you have to do is run behind cover (which is plentiful in all maps) and the effects are negated, and that last part presumes there is a sniper looking at where your shooting (and one who can actually hit stuff) or a pyro in that area. It throws the heavy into a support position that it really doesn't fit into
They've been so good though man. So good. It hurts when those you love slap you the first time, even though it probably is your fault. I'm just a sad panda because I like my run speed.
Edcard you tool I called it when the weapon was first posted. Wait why am I arguing this it's stupid you wait till you log onto a server with flippy on the other team and a heavy with this gun.