Kith's Tychus Review + Rework

This post got real long and there’s more than these two posts to reply to. I’ll get to the others later.

I won’t argue that the Heavy’s Minigun is more optimal at medium-close range, but it’s not like it’s unable to kill the Soldier and the Medic at the Medium and Far marks. On top of that, TF2 tends to favor short-range combat anyways (as most, if not all, weapons deal more damage the closer you are due to damage falloff over distance) unless you’re the Sniper, so I don’t feel like that’s a very fair comparison.

I’m going to have to disagree. While it’s true that the Vulcan Raven bossfight takes place in an enclosed space and most shots will come from close range, he’s more than capable of accurately firing at Snake over the horizontal length of the room (which is not a short distance).

I will admit that I have not played the more modern Fallout games - the only ones I’ve played are 1, 2, and Tactics, where the various Miniguns (with the proper skills/perks, although “proper training” is something that should be assumed with any weapon) do just fine at medium to long range.

Having played a lot of DoWII, the stats reflect that Terminator Assault Cannons are the Medium-Long ranged fire support compliment to the Storm Bolter’s Close-Medium general purpose. Outside of stats, the Assault Cannon’s role as a Medium-Long range fire support weapon is is further supported by how commonly Assault Cannons are mounted on Dreadnoughts, Land Raiders, and other vehicles and aircraft that are not portrayed by DoWII.

Ultimately, I’m going to have to disagree with you. I’m not going to argue that the typical Minigun isn’t easier to handle at close range, but that’s how most guns are anyways, so I don’t think it counts for much.

Oh, sure. But something that’s seen less than one in five games doesn’t say “actively used” to me.

I agree that the core of his kit is well-designed - the Basic Attack > Overkill > Frag Grenade sequence feels very natural. However, in my opinion, being able to kill most Heroes in under three seconds at Level 4 is not something that should be possible for a character that has so many other advantages (health, DPS, ect). I very heavily disagree that the Heroics are balanced against each other, but I’ve already gone over why I feel the way I do in the Review proper and won’t restate my thoughts on the matter unless you ask me to.

I’m one of the people who felt that Tychus was fine during the “Golden Age”, and HOTSlogs (flawed as it is) backed that up. His pickrate was crazy high, that much was true, but his winrate was a healthy 50%. He was so commonly chosen because the Double Tank Meta was in full swing, so everyone wanted Tychus’s ability to reliably beat up Tanks.

As someone who played Tychus a lot before he got Minigun, I have to disagree that it “completes” his kit. The core gameplay loop has been the same since inception - use Basic Attacks for as long as is convenient, pop Overkill when they run, throw Frag Grenade to either secure the kill or (if they’re not low enough) to tack on an extra bit of damage before they move out of range, and use Run and Gun at any step as positioning demands.

The addition of Minigun made the first part much stronger, but I take issue with just how strong it is - especially given how early it’s available and how much general performance Tychus has to sacrifice for it.

Oh man, I begged for Stuff to heal after 3 seconds when that patch came out, but the future refused to change.

Spray ‘n’ Pray increasing Basic Attack Range by 1 is an interesting concept that would go a long, long way towards making it viable if we’re talking about small changes.

IMO they already do - Frag Grenade to get them out of your personal space, Run and Gun to get some extra distance, Overkill to prevent them from mounting/stealthing while you make your escape. I just feel that the other options are more viable: Tychus is a very all-in type of character and Level 20 Teamfights are typically very all-in, so mobility and range don’t seem that great by comparison (especially when you get better range from Odin and good burst/AOE).

That’s fair.

yeah combat tactician is not good to the extreme

I don’t think that it’s placed incorrectly - it makes Frag Grenade shunt enemies a pretty significant distance and with enough practice becomes a pick-generating machine. Allowing Tychus to take both Concussion Grenade and Quarterback in their current forms* would make breaking apart teams and isolating enemies insanely easy.

*It’s important to note that I very specifically said “in their current forms”. The reason that I did exactly what I warn against in the rework (allowing Concussion Grenade and Quarterback to be taken together) is because I cut the increased Radius from Concussion Grenade, making it much harder to get value out of the knockback.

Personally, I could see Lead Rain at Level 7. You’d need a replacement for the empty 16 slot, though.

If you’re trying to maintain Tychus’s current status quo, sure - but in my opinion, he needs a lot more than that.

It can be. However, I believe that most of a character’s talents should have solid pickrates across all skill levels. Of course, there are always going to be outliers here and there, but to me having more than three talents at a sub-20% pickrate (let alone sub-10%) is a solid indicator of an issue.

I don’t feel that all heroes have to be the same, but I do feel that all heroes should feel good on some level. There’s a world of difference between a Tychus with 4.5 range and a Tychus with 5.5 range, and it’s not just because I’m old and I remember how things used to be that I feel that way. When I play other Ranged Assassins, I don’t feel their Basic Attack Range is a limitation - even if I’m playing Cassia or Mephisto, who also have reduced Basic Attack Range.

I think the greatest difference between Tychus and the other reduced-range Assassins is that they have short-cooldown, medium-long range skillshots that allow them to participate in ranged fights consistently. Tychus… doesn’t. He’s too all-or-nothing for that.

IMO Tychus is actually a great solo-laner because of just how quickly he can use The Bigger They Are… to kill someone. Granted, it’s a trick that doesn’t work multiple times in a row because your opponent quickly learns to stop letting you shoot them, but he’s a lot better at it than you would expect.

IMO, two clear builds isn’t good enough - especially when Level 1 and 7 are basically set in stone.

I feel that you misunderstood the purpose of that particular point. I’m not trying to compare game mechanics in their entirety, just point out that miniguns are typically not considered to be reduced-range weapons in popular media.