Difference between revisions of "User:InShane/sandbox6"
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'''Relative merits:''' The Scout is mobile but fragile. He will rely on dodging your fire or hit-and-run tactics to wear you down. | '''Relative merits:''' The Scout is mobile but fragile. He will rely on dodging your fire or hit-and-run tactics to wear you down. | ||
− | '''Tactics:''' When fighting other enemies with a spun up Minigun, keep in mind that the Scout can quickly join the action. Anticipate where he will attack you from and react quickly enough. | + | '''Tactics:''' When fighting other enemies with a spun up Minigun, keep in mind that the Scout can quickly join the action. Anticipate where he will attack you from and react quickly enough. The Scout is the most difficult class to track - keep your aim steady even as he darts and double jumps around. |
'''Useful weapons:''' | '''Useful weapons:''' | ||
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'''Relative merits:''' You are the only class that boasts more health and firepower than the Soldier. The Soldier will be aware of this and either abuse cover or high ground to bombard you with rockets. | '''Relative merits:''' You are the only class that boasts more health and firepower than the Soldier. The Soldier will be aware of this and either abuse cover or high ground to bombard you with rockets. | ||
− | '''Tactics:''' | + | '''Tactics:''' Position yourself such that the Soldier must reveal himself to fire at you. When the Soldier leaves cover, lay down oppressive fire to wear down his health and stop him from rocket jumping away. If you can goad the Soldier into wasting his rockets at long range, which will subject them to damage fall-off, you can unrev the Minigun and reposition yourself. |
'''Useful weapons:''' | '''Useful weapons:''' | ||
− | * The [[Shotgun]] lets you stay mobile | + | * The [[Shotgun]] lets you stay mobile while being bombarded by rockets. |
+ | * The [[Gloves of Running Urgently]] can be used to chase down a retreating Soldier. | ||
* The [[Fists of Steel]] can help you survive a retreat. | * The [[Fists of Steel]] can help you survive a retreat. | ||
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'''Relative merits:''' The Pyro should not be able to defeat you without an ambush, as your Minigun deals far more damage than his Flame Thrower. However, he has tools to disrupt your defensive positioning, including the [[compression blast]] and [[Flare Gun]]. | '''Relative merits:''' The Pyro should not be able to defeat you without an ambush, as your Minigun deals far more damage than his Flame Thrower. However, he has tools to disrupt your defensive positioning, including the [[compression blast]] and [[Flare Gun]]. | ||
− | '''Tactics:''' The Pyro should try to catch you off-guard, making use of certain weapon combinations to burst you down before you can react. Like when dealing with the Scout, note possible routes you can be flanked from. If you can react in time, jump backwards to create some distance while revving your Minigun, then fight back. Once in a | + | '''Tactics:''' The Pyro should try to catch you off-guard, making use of certain weapon combinations to burst you down before you can react. Like when dealing with the Scout, note possible routes you can be flanked from. If you can react in time, jump backwards to create some distance while revving your Minigun, then fight back. Once in a direct fight, keep your crosshair steady as the Pyro attempts to circle-strafe or airblast you. Watch out for [[Flare Gun]] shots at long range, as its 90-damage critical hits can wear you down if you stay ignited. |
'''Useful weapons:''' | '''Useful weapons:''' | ||
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| heavy-strategy = Both of you will often be fighting on the front lines when you meet one another. The encounter will be decided by who has more health, who fires first, and which primary weapons the two of you are wielding. Even alone, it is possible to take down an enemy Heavy that is paired with a Medic by simply being the first to fire. Generally, a Heavy wielding [[Natascha]] or the [[Tomislav]], weapons with lower raw firepower, will lose to one wielding any other available primary weapon. | | heavy-strategy = Both of you will often be fighting on the front lines when you meet one another. The encounter will be decided by who has more health, who fires first, and which primary weapons the two of you are wielding. Even alone, it is possible to take down an enemy Heavy that is paired with a Medic by simply being the first to fire. Generally, a Heavy wielding [[Natascha]] or the [[Tomislav]], weapons with lower raw firepower, will lose to one wielding any other available primary weapon. | ||
| engineer-strategy = A lone Engineer is far weaker than you in a straight-up fight. Regarding his buildings, if you can get the drop on even a Level 3 [[Sentry Gun]] at close range without getting pushed back, your Minigun can actually destroy it faster than it can kill you. If you need to deal with a Sentry Gun at a longer range, it’s best to come back with teammates, as all of your weapons suffer at longer ranges. In particular, your firepower combined with a Medic's [[Übercharge]] should be enough to defeat any Sentry Gun. If necessary, you can switch to the [[Brass Beast]] or [[Fists of Steel]], weapons with damage resistance, to help you or your teammates approach. | | engineer-strategy = A lone Engineer is far weaker than you in a straight-up fight. Regarding his buildings, if you can get the drop on even a Level 3 [[Sentry Gun]] at close range without getting pushed back, your Minigun can actually destroy it faster than it can kill you. If you need to deal with a Sentry Gun at a longer range, it’s best to come back with teammates, as all of your weapons suffer at longer ranges. In particular, your firepower combined with a Medic's [[Übercharge]] should be enough to defeat any Sentry Gun. If necessary, you can switch to the [[Brass Beast]] or [[Fists of Steel]], weapons with damage resistance, to help you or your teammates approach. | ||
− | | medic-strategy = | + | | medic-strategy = |
− | | sniper-strategy = | + | '''Relative merits:''' The Medic is typically accompanied by a [[Medic buddy]] that can steadily wear your health down. A lone Medic is more than capable of running away while taking potshots. |
− | | spy-strategy = Your | + | |
+ | '''Tactics:''' Any chip damage you deal to a Medic's patient will gradually be healed off. If you are alone, your goal is to deal enough damage to make the Medic retreat so you can heal up and take a better position. If you can get the first strike, your Minigun will quickly burn through any overhealing. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * The [[Sandvich]] can be eaten between several fights with the same enemy. | ||
+ | |||
+ | | sniper-strategy = | ||
+ | '''Relative merits:''' There is no practical way for you to approach an enemy Sniper. If none of your teammates are occupying him, respect his position and don't go out into the open. | ||
+ | |||
+ | '''Tactics:''' Even if a friendly Medic overheals you, a fully charged headshot will instantly kill you, so take care as you slowly creep up the battlefield. At medium range, you can nick him with enough [[Minigun]] or [[Shotgun]] bullets to severely impede his aim as you close in; occasionally steer to the sides to add some unpredictability to your movement. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * Equipping the [[G.R.U.]] or [[Fists of Steel]] can make crossing a Sniper’s field of view a little bit easier. | ||
+ | |||
+ | | spy-strategy = | ||
+ | '''Relative merits:''' Your large, bulky frame is easy for your team to rally around, which in turn makes you an important target for the enemy Spy. You cannot outrun the Spy, so protect yourself and your teammates. | ||
+ | |||
+ | '''Tactics:''' Even if you have teammates at your side, be careful of activity that indicates a threat, such as if a friendly Medic stops healing you or teammates disappear. Short busts from Minigun are great for [[Spy-checking]], with the bonus of likely killing the Spy in the process. If the Spy uses his [[Cloak]] to retreat, fan the Minigun or Shotgun over a wide area to try and reveal him. | ||
+ | |||
+ | '''Useful weapons:''' | ||
+ | * The [[Huo-Long Heater]] deploys a ring of [[fire]] around you when revved up, which can reveal nearby Spies that you should react to quickly. | ||
+ | |||
}} | }} | ||
Revision as of 01:24, 16 May 2021
“ | Entire team is babies!
Click to listen
— The Heavy on his tactical analysis of the opposition
|
” |
Class | Strategy | ||
---|---|---|---|
Heavy |
vs. | Scout |
Relative merits: The Scout is mobile but fragile. He will rely on dodging your fire or hit-and-run tactics to wear you down.
Tactics: When fighting other enemies with a spun up Minigun, keep in mind that the Scout can quickly join the action. Anticipate where he will attack you from and react quickly enough. The Scout is the most difficult class to track - keep your aim steady even as he darts and double jumps around. Useful weapons: |
Heavy |
vs. | Soldier |
Relative merits: You are the only class that boasts more health and firepower than the Soldier. The Soldier will be aware of this and either abuse cover or high ground to bombard you with rockets.
Tactics: Position yourself such that the Soldier must reveal himself to fire at you. When the Soldier leaves cover, lay down oppressive fire to wear down his health and stop him from rocket jumping away. If you can goad the Soldier into wasting his rockets at long range, which will subject them to damage fall-off, you can unrev the Minigun and reposition yourself. Useful weapons:
|
Heavy |
vs. | Pyro |
Relative merits: The Pyro should not be able to defeat you without an ambush, as your Minigun deals far more damage than his Flame Thrower. However, he has tools to disrupt your defensive positioning, including the compression blast and Flare Gun.
Tactics: The Pyro should try to catch you off-guard, making use of certain weapon combinations to burst you down before you can react. Like when dealing with the Scout, note possible routes you can be flanked from. If you can react in time, jump backwards to create some distance while revving your Minigun, then fight back. Once in a direct fight, keep your crosshair steady as the Pyro attempts to circle-strafe or airblast you. Watch out for Flare Gun shots at long range, as its 90-damage critical hits can wear you down if you stay ignited. Useful weapons:
|
Heavy |
vs. | Demoman |
The Demoman’s explosives can easily match your large damage output, especially from medium range and beyond. A smart Demoman will keep his distance while lobbing grenades, which can kill you with only three direct hits. At the front lines, you want to force him behind cover just so you can hold position, which in turn allows him to reload and attack you again. If a teammate is not available to move ahead of you, take out your Shotgun and close the distance, taking care for any Stickybomb traps he is luring you into. Pay attention to the Demoman's loadout; a Demoman who runs at you with his melee weapon and a shield should be a much easier kill. |
Heavy |
vs. | Heavy |
Both of you will often be fighting on the front lines when you meet one another. The encounter will be decided by who has more health, who fires first, and which primary weapons the two of you are wielding. Even alone, it is possible to take down an enemy Heavy that is paired with a Medic by simply being the first to fire. Generally, a Heavy wielding Natascha or the Tomislav, weapons with lower raw firepower, will lose to one wielding any other available primary weapon. |
Heavy |
vs. | Engineer |
A lone Engineer is far weaker than you in a straight-up fight. Regarding his buildings, if you can get the drop on even a Level 3 Sentry Gun at close range without getting pushed back, your Minigun can actually destroy it faster than it can kill you. If you need to deal with a Sentry Gun at a longer range, it’s best to come back with teammates, as all of your weapons suffer at longer ranges. In particular, your firepower combined with a Medic's Übercharge should be enough to defeat any Sentry Gun. If necessary, you can switch to the Brass Beast or Fists of Steel, weapons with damage resistance, to help you or your teammates approach. |
Heavy |
vs. | Medic |
Relative merits: The Medic is typically accompanied by a Medic buddy that can steadily wear your health down. A lone Medic is more than capable of running away while taking potshots.
Tactics: Any chip damage you deal to a Medic's patient will gradually be healed off. If you are alone, your goal is to deal enough damage to make the Medic retreat so you can heal up and take a better position. If you can get the first strike, your Minigun will quickly burn through any overhealing. Useful weapons:
|
Heavy |
vs. | Sniper |
Relative merits: There is no practical way for you to approach an enemy Sniper. If none of your teammates are occupying him, respect his position and don't go out into the open.
Tactics: Even if a friendly Medic overheals you, a fully charged headshot will instantly kill you, so take care as you slowly creep up the battlefield. At medium range, you can nick him with enough Minigun or Shotgun bullets to severely impede his aim as you close in; occasionally steer to the sides to add some unpredictability to your movement. Useful weapons:
|
Heavy |
vs. | Spy |
Relative merits: Your large, bulky frame is easy for your team to rally around, which in turn makes you an important target for the enemy Spy. You cannot outrun the Spy, so protect yourself and your teammates.
Tactics: Even if you have teammates at your side, be careful of activity that indicates a threat, such as if a friendly Medic stops healing you or teammates disappear. Short busts from Minigun are great for Spy-checking, with the bonus of likely killing the Spy in the process. If the Spy uses his Cloak to retreat, fan the Minigun or Shotgun over a wide area to try and reveal him. Useful weapons:
|
See also
|