Difference between revisions of "Anti-Heavy strategy"
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! align="center" valign="center" style="padding:0.5em" |[[File:Heavy_badge_RED.png|40px]] [[Classes|Role]] | ! align="center" valign="center" style="padding:0.5em" |[[File:Heavy_badge_RED.png|40px]] [[Classes|Role]] | ||
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− | * The Heavy | + | * The Heavy, with his large size and firepower, is often found at the center of any fight. |
* He is a natural shield and rallying point for his allies - taking him out can often cause the enemy team to consider falling back. | * He is a natural shield and rallying point for his allies - taking him out can often cause the enemy team to consider falling back. | ||
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* The Heavy has the largest health pool of all nine classes. Defeating him will usually require focused fire from multiple allies, especially if he is being healed. | * The Heavy has the largest health pool of all nine classes. Defeating him will usually require focused fire from multiple allies, especially if he is being healed. | ||
* The Heavy can use his large size to draw attention away from frailer teammates. | * The Heavy can use his large size to draw attention away from frailer teammates. | ||
+ | * Certain lunchbox items let the Heavy bring his own healing to a fight, which can be shared with teammates. | ||
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! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] [[Speed]] | ! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] [[Speed]] | ||
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− | * The Heavy's main weakness is his slow movement speed | + | * The Heavy's main weakness is his slow movement speed. He has a tough time dodging attacks, chasing enemies, or retreating when damaged. |
+ | * Most other classes can decide when to attack him, rather than the other way around. | ||
* The Heavy's lack of movement options make him a juicy target for enemy Snipers and Spies. | * The Heavy's lack of movement options make him a juicy target for enemy Snipers and Spies. | ||
− | * If you can't take a Heavy by surprise, take potshots from behind cover. | + | * If you can't take a Heavy by surprise, take potshots from behind cover or take alternate routes to attack his teammates. |
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! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]] | ! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]] | ||
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* The Minigun rapidly fires rounds that deal immense damage at close range, but is inaccurate at long range. Use cover, attack from longer ranges, and don't charge directly at him. | * The Minigun rapidly fires rounds that deal immense damage at close range, but is inaccurate at long range. Use cover, attack from longer ranges, and don't charge directly at him. | ||
− | * The Minigun must be spun for one second before firing | + | * The Minigun must be spun for one second before firing and takes an additional second to ramp up to full damage and accuracy. If the Heavy does not already have the weapon spun up, you can retreat or take him out quickly. |
* Firing the Minigun slows the Heavy's movement speed to a crawl, making him vulnerable to flanking and coordinated attacks from different directions. | * Firing the Minigun slows the Heavy's movement speed to a crawl, making him vulnerable to flanking and coordinated attacks from different directions. | ||
+ | * If you absolutely must fight at close range, circle-strafe around the Heavy at point-blank range to become harder to hit. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Natascha}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Natascha}} | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Killing Gloves of Boxing}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Killing Gloves of Boxing}} | ||
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− | * If you are low on health, refrain from | + | * The K.G.B. grants the Heavy 5 seconds of critical hits when used to strike a killing blow. If you are low on health, refrain from entering melee range to prevent him from getting the Crit boost, taking cover before he switches to his Minigun. |
− | + | * If the Heavy has gained the critical hit boost, stay back until it wears off so you don't get killed by a critical punch and reset the buff's duration. | |
− | * If | + | * The Heavy can also apply the Crit boost to his other weapons. React properly if he switches to a gun. |
− | * The Heavy can also apply the Crit boost to his other weapons | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gloves of Running Urgently}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Gloves of Running Urgently}} + '''reskins''' | ||
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* The Holiday Punch forces its victims to [[Schadenfreude|laugh in place]] upon being hit in the back or with a Critical hit. | * The Holiday Punch forces its victims to [[Schadenfreude|laugh in place]] upon being hit in the back or with a Critical hit. | ||
− | * Don't leave your back exposed; if the Heavy manages to hit your back with the Holiday Punch, you will be stuck [[Schadenfreude|laughing in place]] and will [[ | + | * Don't leave your back exposed; if the Heavy manages to hit your back with the Holiday Punch, you will be stuck [[Schadenfreude|laughing in place]] and will [[High Noon|probably suffer a humiliating death]]. |
* You cannot be forced into an animation while airborne. Try to jump whenever the Heavy punches to avoid [[Critical Hits|Random Critical Hits]]. | * You cannot be forced into an animation while airborne. Try to jump whenever the Heavy punches to avoid [[Critical Hits|Random Critical Hits]]. | ||
* This weapon's forced-laughter effect can pierce through an ÜberCharge, wasting the invulnerability. Watch for any enemies coming from behind to displace you when using an ÜberCharge. | * This weapon's forced-laughter effect can pierce through an ÜberCharge, wasting the invulnerability. Watch for any enemies coming from behind to displace you when using an ÜberCharge. |
Latest revision as of 02:01, 17 March 2024
“ | This American boot just kicked your ass back to Russia.
Click to listen
— The Soldier
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” |
The Heavy is the sturdiest but least maneuverable class. He easily soaks up damage and still poses a threat thanks to his Minigun, which can mow down anyone who dares face him head-on. The Heavy will almost always be found at the frontlines, often supported by a Medic. Because his direct combat is so powerful, taking him down will require smart play or additional firepower from teammates. The Heavy's weakness lies in his size and lack of speed, which makes him an easy target for sneak attacks or long-range weapons. Additionally, he has less diverse loadout options than other classes, limiting his unpredictability; any weapon that provides utility usually comes with heavy combat drawbacks.
Contents
General
Attributes | Anti-Heavy strategy |
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Weapon-specific
Main article: Heavy weapons
Primary weapons
Weapon | Anti-Heavy strategy |
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![]() Minigun + reskins |
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![]() Natascha |
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![]() Brass Beast |
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![]() Tomislav |
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![]() Huo-Long Heater |
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Secondary weapons
Armaments
Weapon | Anti-Heavy strategy |
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![]() Shotgun + reskins |
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![]() Family Business |
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![]() Panic Attack |
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Edibles
- A "Lunchbox" item replaces the Heavy's Shotgun, leaving him with only one ranged weapon.
- If a Heavy retreats from a fight, listen for the telltale eating lines and check if he is trying to heal.
- A Heavy is completely defenseless while eating. If no other enemies are nearby, interrupt his meal and kill him. Many taunt kills are faster than the eating animation and are guaranteed to outdamage the maximum healing of 300.
Weapon | Anti-Heavy strategy |
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![]() Sandvich + reskins |
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![]() Dalokohs Bar + reskins |
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![]() Buffalo Steak Sandvich |
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![]() Second Banana |
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Melee weapons
Weapon | Anti-Heavy strategy |
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![]() Fists + reskins |
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![]() Killing Gloves of Boxing |
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![]() Gloves of Running Urgently + reskins |
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![]() Warrior's Spirit |
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![]() Fists of Steel |
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![]() Eviction Notice |
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![]() Holiday Punch |
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See also
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