Bungie could you please reduce heavy spawns in comp?

Bungie Suggestion

Pretty please? It's no fun when the literal number 1 strat in every game (aside from countdown) is to control heavy. Please reduce how often it spawns for season 5.

EDIT: Another great idea mentioned by u/TheTopTierQueer is to have multiple places heavy spawns and have the spawn rotate between them. It'd help move people through the map, makes heavy control a more dynamic thing rather than just sitting at the usual lanes picking people off with heavy etc.

Posted Nov 26, 2018, 12:26 PM UTC · edited

37955
un1cr0n1cProfessional Rookie•

I'd prefer quick play has 2 heavy ammo crates like in D1 that spawn twice a game.

For comp, once.

84
shaksta4OP•

Yeah, I'm not too sure about what would be good specifically, but I can say what we have right now is terrible for a competitive playlist. It's infuriating when a team has control of heavy and just sit there and constantly kill you over and over with heavy. And like you can work hard and push through and reverse the situation, but it turns the game so one dimensional in terms of macro play. It's always just spawn in, find team mates and push for heavy control.

20
deadpool848•

I think the issue is, a good team can control a zone well enough, and giving them heavy makes it three times as hard to get control of the zone back.

9
Sephirot_MATRIX•

Without heavy, good teams would camp defensive positions once they got advantage (like people already did previous seasons of competitive). That would be the defacto strategy. And let me say, it´s extremely boring. Heavy can definitely spawn less, or alternatively , spawn in a zone away from both teams so they have to reengage position wise to get heavy, but no heavy creates a boring meta.

7
ImayormaynotneedhelpDAKKADAKKADAKKA•

The only real way is if you do a coordinated push (not possible if solo) or if you super, which could still get shutdown.

1
notmortalvinbatmiss u•

Yeah this heavy system was designed around shotguns and snipers being in the heavy slot. They fixed the loadout issue but kept the heavy system and it just doesn't work anymore.

Especially on some maps where heavy ammo is deep in spawns, you can eliminate someone and they come back with rockets against your hand cannon. The old Trials way have having a "heavy round" is what comp should be.

3
corruptedstudentRoosterMifflin•

Those were some of the best dance parties. You knew you had a good team when randoms waited for everyone to get there.

1
BuckshotGeorge•

I'm down with this. Not only did it control heavy weapon use but it also made for some awesome team-wipe moments.

1
MrJoemazing•

Personally, for quick play, I like what we currently have. There are enough counters to heavy that at 6 v 6 it feels more fun than unbalanced to me. Competitive is another issue though. A couple times a match is sufficient.

0
bmmy9f•

I disagree with your quickplay thoughts. I can get thunderlord, kill anyone that pushes B flag while I wait for the next heavy spawn while never running out of ammo.

1
Murderous_Waffle•

This has always confused me why the way it is in D2. If the team that is dominating has map control (which they most likely do). They are almost guaranteed to get the one heavy ammo that spawns. Isn't the goal of heavy to sway the teams or give the other team and edge? Not further beat the losing team into the ground?

0
McClizzle•

I don’t see why they haven’t made a change yet. It seems so obvious (IMO) to make heavy spawn only twice per comp game mode. Clash and control get time-based spawns: 4min and 7min. Survival and CD (and elimination if they bring it back) get round based spawns: rnd 3 and 6 for survival, rnd 5 and 10 for countdown. QP is fine because...it’s QP.

15
VoidchimeraOrthogonal•

If they make a balance patch more often than once a season exactly when the season starts, they'll transform like Gremlins do once fed after midnight.

1
Bizzerker_Bauer•

The heavy ammo spawn rate is definitely ridiculous, and it makes for an extremely imbalanced match. The team that gets the first heavy spawn only has to hold down the area for another minute before the next one, and seeing as how they have heavy ammo they can probably manage it. I also hate how often you'll see one guy with heavy and kill him, and then think that their heavy guy is dead, and then another guy with heavy comes out and rockets you.

Speaking of which, Bungie, could we possibly change things so that when you kill somebody who heavy ammo, their teammate who's always 1 foot away can't just immediately have it? Killing somebody who has heavy ammo should drop that heavy ammo for you, or your team. It should be reward by denying the enemy team that heavy ammo. They shouldn't be able to just walk up to it and grab it after you finally manage to take out their heavy user.

6
Anima_The_Aeon•

They will. In a few months.

4
Lyons_Pride95•

I finished my Luna's grind, and I think the reduced heavy should be across every game mode except Mayhem (which doesn't exist anymore apparently). Had a game last night where some guy had Wardcliff Coil before either team had 10 points. Like why.

3
n8_S•

I really preferred the d1 heavy system.

3
R6tricks•

I would really like it reduced in quickplay. There are matches where the only thing i get killed by is heavy. I like heavy n all but damn, its far too much right now

2
jdh1990•

I’d love to play a normal comp game, even if the opposing team controls heavy. All comp is for me is countdown on my 12th game in a row😫

2
[deleted]•

[deleted]

1
Bhargo•

It's a little absurd that the whole reason heavy spawns so damn much is they were trying to avoid actually speeding up ttk when people were asking for it and offered increased heavy because heavy weapons one shot people = faster killing = what everyone wanted right!? Now that we finally have the faster gameplay people asked for, the increased heavy nobody asked for needs to go too, Crucible is just "camp the heavy" now.

1
gurupaste•

Went against a 4 stack a few weeks ago that held heavy the entire match with thunderlord. It's hard to counter multiple one eye masked titans with thunderlord

1
Firelv2•

They should randomize the timing of the heavy ammo spawn so sometimes you play around it, sometimes you don't. It will allow the team with better overall skill of a primary gun skill as well as heavy control and usage win the game.

1
shaksta4OP•

The issue with randomising it is you can't play around it. The idea is to stop incentivizing controlling on part of the map, and making players actually play different parts of the map. Making it random will just force people to camp heavy even harder because they won't know when it spawns and they probably wouldn't want to just give up heavy.

2
Firelv2•

There are timers on the heavy ammo, so you can take a look at it to see roughly when to get the heavy. If one team is camping the heavy waiting for it, then with a coordinated team, you can flank them since you now have the time if they just wait for the heavy. There's also a play where neither team goes for it since they just want to guarantee the primary fight win so they can get the heavy next. There are multiple strategies around this, and being able to adapt to this based on when and where heavy spawns can be a part of. Randomizing it and not being able to play around heavy is also a bit of the point. Is your team going to make the decision to camp heavy and not even know when to get it? Will it put that team at a high risk high reward scenario? Will not playing the heavy lead to more kills overall? It's a decision that changes each time and the one who makes the right decision will win.

Tl;dr:

Right now, you know exactly when and where it will spawn, so the play is the same every round. If it's randomized, the "right" play changes each time depending on the situation. The team who adapts instead of doing the same play over and over will more likely win.

1
shaksta4OP•

Maybe I haven't gotten to the point where im coordinating my heavy control with the timer, but in most teams that I play with, it's literally just gain control of heavy, and then watch choke points/call out flanks and deny the enemy from getting too close. It spawns often enough that we don't care about the timer. If the timer was randomized, i think my team and I would not change our strategy much, save for certain maps, and maybe control.

1
thepinkandthegrey•

seriously, for christs sake. i hate having to deal with that one jerk that camps heavy all game and only ever seems to use heavy. the best way to counter that is to camp heavy yourself, which turns it into an entirely different, and infinitely less interesting/fun, game. current heavy economy is one of the worst/most wtf decisions made by bungo in d2 imo.

1
shaksta4OP•

Yeha for sure. I made this post hoping it'd gain some traction and bungie could see that it's something we want. I feel like everyone in the pvp community are asking for this but I haven't seen too many posts about it.

1
zippopwnage•

As much as i hate the spam of heavy, i don't really care anymore since shotguns can be run in slot 1 and 2. Like really, i stay to get heavy and get the thunderlord keeping huge range distance from everyone and shit on their shutguns.

Ohh i said it already how much i hate shut guns and how is not fun to see them so used? I say it again, FUCK SHUT GUNS!

I hate that i can't play agressive anymore with every weapon. I always have to run from someone running at me because he may have a fucking shutgun and i have to take SPACE..and OH WAIT EXCEPT that there's a fucking shotgun that shot me for 102301939201 metters with 1 shot. Fuck shutguns man.

I like having lots of heavy ammo just so i can fuck everyone with a shotty.

1
MoreHeadShots•

No heavy in comp or have it spawn once per match.

1

There was this extremely brief amount of time after CoO launched where they upped heavy ammo frequency; just enough to spice things up but not too much to where heavy ammo was floating around the entire match.

1
BurningGamerSpirit•

Is there anyone at the wheel? Hopefully tomorrow we learn that there's SOME kind of Crucible tuning pass coming

1
shaksta4OP•

Dude I really really hope so. At the end of the day we can make posts and suggestions but it's up to the devs to implement it and if they don't then we're just going to have a shitty experience for (likely) another whole season.

I didn't play in year 1, so do you know if they had any weapon balances in pvp in the last few seasons? If so then its likely they will also do it for next season. I mean what is the point of seasons if you don't shake up the meta a bit or whatever.

1
BurningGamerSpirit•

I actually don't know. I didn't like the direction D2 went initially so I didn't play until they announced the weapon slot changes and all that going into forsaken, so I jumped in at the tail end of the previous season. They were okay with timely balance passes in D1, I'm hoping right now they were just seeing where things fall after the huge changes forsaken brought before making any balance changes, but the game needs some tuning passes ASAP, it's a bit rough around the edges but fun nonetheless

1
shaksta4OP•

Lol I literally did the same. I joined at the end of last season too. We need someone who played in y1 to tell us if they actually did balance changes each season. If yes, then it should be expected. If no, then let us pray they do it this time around.

1
OddTaterTot•

Sounds great! Lets add more kinetic grenade launchers!

1
Logan9000o•

They could also not show when heavy ammo is going to spawn and also have more places throughout the map that heavy can spawn and it be random each time

1
shaksta4OP•

Having multiple areas where heavy spawns might be an interesting idea, but the timers have to increase. It'd be total mayhem if it's heavy spawns different side of the map every 45 seconds. In d1 there were 2 spots that usually spawned heavy, something like that might be cool.

1
Julamipol88•

they said they are listening, they better have this for tomorrow's update then.

1