Bungie could you please reduce heavy spawns in comp?
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
I'd prefer quick play has 2 heavy ammo crates like in D1 that spawn twice a game.
For comp, once.
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.
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.
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.
The only real way is if you do a coordinated push (not possible if solo) or if you super, which could still get shutdown.
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.
Those were some of the best dance parties. You knew you had a good team when randoms waited for everyone to get there.
I'm down with this. Not only did it control heavy weapon use but it also made for some awesome team-wipe moments.
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.
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.
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?