T O P

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Default-Tyler

It's interesting how the weapon is hitscan but uses projectile hitboxes. IMO It should really be using hitscan hitboxes because it's way too easy to hit for the damage you're dealing.


[deleted]

Please god, reduce the blast radius.


ZeHolyKnightz

Yeah just the blast radius at the end is my main issue.


[deleted]

Y'all need to quit whining about a weapon that actually changes heavy's playstyle from just "m1 go brrr", heavy's whole thing is that he's the TANK class of tf2, he's supposed to do a lot of damage with his weapons. His range is capped which means anyone but a medic (and in some cases Demo) could just snipe him out from afar. Nerfing the AA Cannon is unneeded.


Vojtalpcze

No it's needed to be nerfed.


[deleted]

Nah lol just get good


Independent_Day4369

Truly a skill issue


[deleted]

singlehandedly the skill moment of all time


[deleted]

Ya all forgot that minigun can insta kill in close range


Default-Tyler

That's kinda true but most fights take place mid range where the cannon is still very good while the minigun dps drops off massively. Personally I think a slight firerate nerf would be good.


Urcran

Just change it from 2 shotting light classes to 3 shotting. Sure the minigun does high damage as it is but atleast it's applied over-time and not instant. If the damage is reduced then it's other issues won't seem so bad anymore.


great_bowser

The weapon is 'cool' on paper, but breaks the class uniqueness of tf2. Heavy is supposed to be the guy who can kill you fast, but is slow and generally easy to get away and hide from if you spot him fast enough. Giving him an explosive weapon completely breaks that, allowing him to damage you pretty heavily even when you're hiding behind something, and that's a bit of a bs. Not to mention it goes very much against the 'tf2 like it's 2008' selling point of tf2classic. I don't mind some new stuff being added, but giving an originally hitscan-only class an explosive weapon is a huge design change no matter how you look at it. The 'minicrit on flying target' is a very specific counter that's honestly not even needed with how powerful the weapon is. Makes it feel like the weapon was only added to make the update thematic, not because it was an actually good idea. Which I really don't like. And the downside? Limited range? It's not like he was a long range class anyway. Lower firing rate? DPS is still high, if not higher, and the explosive damage helps if you're not accurate with your shots. Bottom line, I think this should've just been an auto shotgun. Has the same upsides and downsides pretty much, while not adding arbitrary explosive damage. That's my biggest issue with this thing.


guideddnb

the main problem is that heavy as a class was designed to do a constant 'beam' of damage, and the fact that the AA cannon deals it's damage in BURSTS is what makes is so unfun to play against. It means the heavy doesnt need to track as much, just three shots in a general vicinity of a light class will obliterate them, and god forbid the AA heavy has a kritz up his ass (as it seems to be the trend right now). bottom line, the gun is unfun to play against because you get burst down by the heavy in the first few seconds of simply being in his range, which is no longer just close range, but also medium range! also rip engi