Kuro Madoushi said:
1. Nades will do splash damage on everyone there. Medics will be the most vulnerable and pretty much one krit will finish them be it random or kritzkrieg. If I'm spamming that much WITH another demoman, no amount of fucking healing is going to save them.
The splash damage is relatively weak compared to the direct hit damage. you'd be doing about 55~60% damage vs the other heavies, so around 250 damage.
It's not just the healing that saves them, it's the healing plus the high DPS. At medium and close range a heavy will out damage a demo and has a high health pool to draw from. Not to mention his weapon is hitscan, so you can't avoid it. At the ranges that demomen start to outdamage heavies dodging their nades is realatively easy, even while spun up. Without a crit, the four heavies will take demo the demomen before they can even get their third shot off. The only way that wouldn't happen is if the heavies are completely oblivious and deaf (which, some heavies are).
Mentioning random crits is pointless, because you can't really balance for randomness. If the heavy gets a crit and you don't you're dead. Likewise, if you get a crit and he doesn't he's dead.
2. Their fault for not setting up a sentry.
Last I checked only engineers can build sentries. And a single level 3 sentry isn't going to stop 4 heavy medic pairs. You'd need multiple sentries. basically, a bunch of people would need to go engineer and turtle. Which slows the game down tremendously, which, in turn, makes it boring. That's what I've been saying from the beginning. Playing against massed heavies makes the game boring.
3. I don't play on Valve servers. The people who think 'heavy is easy mode class all you do is point and shoot' are usually the ones I wipe out first because they don't understand the class. I regularly kill scrub heavies on GAF and GG as well. I don't think I've gotten a surprise kill on Sciz or n0b
No one is saying that heavies are impossible to kill. I kill them all the time. The points i'm making are: it takes more effort to kill them then it does for them to kill you, and, when there's two or more of them that differential is multiplied, making the gap even wider.
4. Assuming you spread heals around, kritz take less than 50 seconds to build.
A kritz takes 32 seconds to build at maximum rate. Accounting for time between changing targets, medic deaths, syringe gun assists and other such pauses, I'd say 45~50 seconds is a fairly pragmatic amount of time.
5. Underestimating what goes into Heavy...see #3.
Nope. All heavy requires is general strategy. His only class-specific strategies are "alt fire to throw sandvich" and GRU bunny hopping. Map knowledge, general awareness, knowing when to push, when to retreat and when to hold those are things EVERY class needs. A lot of people have a psychological hudle of overextending because they're playing a large character, but that can hardly be construed as an actual class weakness. it falls into the same category as people (of any class) getting tunnel vision when they're ubered. it's not any actual weakness from a mechanical standpoint.
6. It's people like YOU that allow him to fucking get behind lines and stab/sap/annoy the rest of the team. It's not a matter of killing him or getting killed. There's no end to the trouble he can cause as I was fully aware of on Barnblitz. Sap. Help!? Nope. Shit destroyed. "where's the tele? Why didn't you build a tele?" "FUCK YOU!" If you honestly think a spy behind lines with his bullshit instakill knife and his two-hit kill bullshit revolver isn't a problem, well, I sure don't see you playing medic.
I have no idea what you're talking about. last time i played barnblitz on the GAF server I was a spy and sapping teleporters all over the place. >
More to the point, if my team isn't good at being aware of spies, me chasing after them isn't going to help (unless I'm a pyro). All it's going to do is take a man away from the front lines, which isn't any better than being backstabbed. Either way, you're down a man.