Difference between revisions of "Heavy match-ups"

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(vs next 3 done. Getting sleepy..)
(Noting that Fists of Steel has a disadvantage against Demoknights)
 
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{| class="wikitable grid" cellpadding="0" cellspacing="0"
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{{Quotation|'''The Heavy''' on his tactical analysis of the opposition|Entire team is babies!|sound=Heavy_taunts14.wav}}
! class="header" colspan="3" width="200"| Class
 
! class="header" | Strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
 
| You are a big target; a Scout will often try to circle-strafe you while avoiding your Minigun fire as you turn. He will double jump and change directions often, making it difficult to keep your crosshair on him. If he catches you in an ambush, he can easily take off half of your health before your Minigun is spun up. As long as you keep your aim steady, a Scout poses little threat, especially beyond close range combat. [[Natascha]] can slow a Scout and render him unable to dodge your bullets.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
 
| You are the only class that both boasts more health than and outguns the Soldier.  You’ll have no problem cutting down a Soldier if he comes within medium range. While you have more firepower, you’ll find it difficult to dodge his rockets, especially if he abuses cover or high ground.  If he isn’t directly facing you, lay down suppressive fire at his hiding location to wear down his health.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
 
| Your [[Minigun]] can deal more damage at close range than the Pyro’s [[Flamethrower]] or [[Axtinguisher]]. Unless the Pyro is skilled at [[ambush]]ing, you will dominate him at close range.  If you are ambushed, wind up your Minigun and keep your aim steady; your large health pool should help tank his high burst damage. A Pyro that attacks you head-on will often circle-strafe in an attempt to dodge your fire. He is not as mobile as the Scout, so keeping your crosshair on him is not as difficult.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
 
| The Demoman’s explosives can easily match your large damage output, especially from longer ranges. A smart [[Demoman]] will keep his distance while lobbing grenades and Stickybombs at you. You’ll want to lay down some suppressive fire to force him to take cover and then close the gap as quickly as possible. At close range, he will have difficulty aiming while your [[Minigun]] shreds him. A Demoman who runs at you with the [[Chargin’ Targe]] is almost a free kill.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>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]] will lose to one wielding the standard [[Minigun]] or [[Brass Beast]].
 
  
|-
+
{{Match-Up|forclass=heavy
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy]]
+
  | scout-strategy =  
| class="xsmall" | vs
+
'''Relative merits:''' The Scout is mobile but fragile. If he catches you off-guard, he has the potential to kill you before you have the time to react and rev up your Minigun. In a direct fight, he will try to wear you down by dodging your fire or via hit-and-run tactics. The Scout can typically choose when and where to fight, so preparation and a proper response are key.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
 
| A lone Engineer is far weaker than you in a straight-up fight. If you can get the drop on any [[Sentry Gun]] at close range, 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 from significant spread. If necessary, you can use the [[Fists of Steel]] to tank Sentry Gun fire while your teammates destroy it.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic match-ups|Medic]]
 
| [[Medic]]s pose very little threat to a Heavy unless they are using their [[ÜberCharge]] on or healing an enemy team member. If the Medic is healing an enemy Heavy or Soldier, avoid the pair unless they haven't noticed you and you're close to the Medic (nothing stands a chance against a quick burst from a mini-gun close up, including Heavies being healed). You won't be able to do enough damage to the healing target before you die if you are at a distance, and will likely need a Medic of your own before taking them on. Although Medics tend to shoot you from afar with the [[Syringe gun|Syringe Gun]], it shouldn't pose much of a threat to a Heavy, though the [[Blutsauger]] can cause you a lot of trouble, especially with your slow speed. Medics won't be able to run away from you easily if you use [[Natascha]], and with careful application at long range you can slow the enemy Medic to the point where he loses his healing target should they be unaware of your firing.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 
| One of the most dangerous foes you will face at range, the Sniper is a real nightmare for any Heavy. At long range, a [[Sniper]]'s fully-powered [[headshot]] will kill you even if you're overhealed at maximum as the Sniper Rifle can deal up to '''450''' damage. . Your slow speed and large size makes for an extremely easy target, so avoid Snipers at all costs as you will not be able to dodge a good Sniper for long. Their threat, of course, diminishes as you close in on them. You can use sustained fire on their position to keep them in hiding as you approach, however this will not work on a experienced Sniper; you will be dead before you can begin to spin up your [[Minigun]]. This is why it's best to use the [[Shotgun]] as it will allow you to move at full speed, seeking cover, while firing at a distance. As long as one bullet hits the Sniper it's enough to makes his scope jump, making it a whole lot easier to approach a Sniper without being killed. A Sniper at medium to close range is very little threat; simply mow him down with your Minigun. Be aware of Sniper dots; if you see one, avoid walking out in the open. Remember, you have the biggest head in the game. If you spot a Sniper dot or know a Sniper is watching a certain area with no way around it, try to jump. The Sniper may jump the gun too soon and fire at your torso or legs instead of the head. Snipers armed with the [[Huntsman]] are less of a threat at max overheal, even if they manage a headshot as it'll only deal up to 360 damage. Snipers armed with the [[Sydney Sleeper]] are even less of a threat by themselves, dealing only up to 160 damage on fully charged shots. However, this rifle is capable of inflicting the [[Jarate]] effect, so any subsequent shots afterward will hurt, or any damage for that matter, will hurt. If you're equipped with the [[GRU]] or the [[Buffalo Steak Sandvich]], you can pass through some areas more quickly without being subject to a headshot with your increased speed.
 
  
Remember to duck occasionally and unpredictably in addition to other evasive tactics when you have to pass through Sniper-infested areas or while laying down suppressive fire with your shotgun; the more you can keep your head moving, the harder a target it is for any enemy Sniper.
+
'''Tactics:''' No matter where you are, keep in mind that the Scout can quickly join the action and be ready to react! Be most ready when traveling in enclosed spaces, which provide cover or alternate paths that a Scout can ambush you from. On the other hand, open areas let you see the Scout coming and dissuades a direct assault, but leaves you open to harassment from weapons like the [[Flying Guillotine]] and [[Wrap Assassin]]. Where you happen to be will likely be decided by the overall battle, so expect to deal with both scenarios.
  
 +
Your best case is to catch the Scout at medium range with your Minigun already revved. He is the most difficult class to track - keep your aim steady even as he darts and double jumps around.
  
Also consider taking the Fists of Steel in Sniper friendly areas, as it will dramatically reduce the damage of any headshot that lands. You will therefore not be killed by a fully charged shot if you are lucky enough to pull them out in time. If the Sniper decides to try to melee you, simply switch to your Minigun and make quick work of him.
+
'''Useful weapons:'''
|-
+
* If the Scout is too difficult to hit thanks to his double jump or him constantly changing directions, [[Natascha]] can slow him down to a crawl.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy]]
+
* If the Scout keeps running away before you can retaliate, consider using the faster-revving [[Tomislav]].
| class="xsmall" | vs
+
* The [[Shotgun]] can be fired while moving between locations and does not need to be revved.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
+
 
| Another one-hit killer to watch out for when playing a Heavy is the Spy and his dreaded [[backstab]]. One of the tasks of an enemy [[Spy]] is to assassinate key targets, one of them being troublesome Heavy/Medic pairs. They are, however, very easy to kill once you've caught them. You will want to [[Spy check]] very, very often if you can afford to; there is no such thing as Spy-checking too often. Do not rely on your Medic to spot Spies for you, as one of your jobs is to prevent them from backstabbing him. Listen to your Medic's alerts; if you hear or see that your Medic is killed, immediately turn around, as this is often a sign of your impending death. However, a Spy armed with [[Your Eternal Reward]], the threat of a sneak attack is greater as you'll never hear the Medic's death cry. When on your own, you are an even more vulnerable target, so don't forget to stay alert for people behind you at all times. If possible, try to keep your back to a wall when firing to help discourage backstabs. If you've equipped the [[GRU]] or have eaten the Buffalo Steak Sandvich, you'll be tougher to attack from behind as you'll move the same speed/greater speed as the Spy. This does not mean he won't use sneaky ways to catch up and cut corners.  
+
  | soldier-strategy =
If a Spy cloaks and runs away, the spread of your Minigun fire should allow you to find him and mow him down. This is made far easier when using [[Natascha]], as the Spy will be slowed to the point where his Cloak may run out before he reaches cover. Try not to let him escape, because often he will return for a second attempt at a backstab. A cloaked Spy in disguise will remain unaffected by the slowdown effect of Natascha, so keep track of him until he's down for sure. Spies armed with the Dead Ringer will prove to be much more bothersome, as they will [[feign death]] in order to escape a sticky situation, only to come back a second time unexpectedly. In close-quarters combat, avoid letting the Spy get in your rear 180-degree arc where he can use his backstab, as he may well outmaneuver you before you cut him down. You can also team up with a friendly Pyro to cover your back. Be extra aware for a Spy equipped with the [[Saharan Spy]] set, as you'll not hear them uncloak from behind no matter how perceptive you are of their uncloaking sound. Always Spy-check, if you know a Spy wielding this set is lurking about.
+
'''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:'''
 +
* Equipping the [[Shotgun]] lets you stay mobile while being bombarded by rockets.
 +
* The [[Gloves of Running Urgently]] or [[Fists of Steel]] can help you survive a retreat.
 +
* The [[Tomislav]] is more accurate and can be revved up faster, making it easier for you to punish a Soldier who may try to rocket jump away.
 +
 +
  | pyro-strategy =  
 +
'''Relative merits:''' The Pyro should not be able to defeat you without an ambush, as your Minigun deals far more damage than their Flame Thrower. However, they have 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:'''
 +
* Your lunchbox secondaries can be thrown as small health packs to extinguish teammates - of these, the [[Dalokohs Bar]] and [[Second Banana]] recharge the fastest.
 +
 +
  | demoman-strategy =
 +
'''Relative merits:''' The Demoman’s explosives can easily match your large damage output, especially from medium range and beyond. A smart Demoman will keep his distance or stay behind cover while lobbing [[Grenade Launcher|grenades]] or a field of [[Stickybomb]]s.
 +
 
 +
'''Tactics:''' At the front lines, you want to force the Demoman 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 Launcher|Stickybomb]] traps. 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.
 +
 
 +
'''Useful weapons:'''
 +
* Equipping the Shotgun allows you to fight and somewhat dodge the Demoman's projectiles.
 +
* The [[Fists of Steel]] can provide protection against a Grenade or stray Stickybomb. However, it will make you more vulnerable to the Demoman's melee weapon, which is especially dangerous if he has a shield equipped.
 +
 
 +
  | heavy-strategy =
 +
'''Mirror match-up:''' You would meet an enemy Heavy on the front lines. The encounter is decided by who has more health, who fires first, and which primary weapons the two of you are wielding.
 +
 
 +
'''Tactics:'''  Be the Heavy that already has a revved Minigun and taken a favorable position. Even alone, it is possible to take down an enemy Heavy that is paired with a Medic by simply being the first to fire.
 +
 +
'''Useful weapons:'''  
 +
* Mini-guns that offer a balanced amount of revving speed, DPS, and accuracy do a better job at shredding enemy Heavies. Generally, a Heavy wielding [[Natascha]], a weapon with lower damage output, will lose to one wielding any other available primary weapon.
 +
 
 +
  | engineer-strategy =
 +
'''Relative merits:''' You can reliably take on an Engineer's Sentry Gun at levels 1 or 2. A Sentry Gun that is level 3 or controlled by the [[Wrangler]] can match your firepower.
 +
 
 +
'''Tactics:''' A lone Engineer is an easy fight, but you are more concerned about his Sentry Gun. 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 pressure it with Minigun bursts or come back with teammates, as all of your weapons suffer at longer ranges.
 +
 
 +
'''Useful weapons:'''
 +
* Combining your firepower with a Medic's [[ÜberCharge]] is a common tactic for pushing into a Sentry Gun.
 +
* You can switch to the [[Brass Beast]] or [[Fists of Steel]], weapons with damage resistance, to help you or your teammates approach.
 +
 
 +
  | medic-strategy =
 +
'''Relative merits:''' The Medic is typically accompanied by a [[Medic buddy]] that can steadily wear your health down. A lone Medic is 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:'''
 +
* To match an enemy duo, ask a friendly Medic to heal you with his [[Medi Gun]]. The Sandvich should be tossed to your Medic if he is low on health.
 +
* The Second Banana can be eaten between several fights with the same enemy.
 +
 
 +
  | sniper-strategy =
 +
'''Relative merits:''' The Sniper is one of your main counters. Your slow movement speed and massive size make you an easy target for a [[headshot]]. Even when a friendly Medic overheals you, a fully charged headshot will instantly kill you.
 +
 
 +
'''Tactics:''' There is no practical way for you to approach an enemy Sniper. If none of your teammates are occupying him, respect his position, don't go out into the open, and communicate with your teammates on whether it's safe or not to engage in a sightline. At medium range, you can nick the Sniper with enough [[Shotgun]] bullets to severely impede his aim as you close in; occasionally steer to the sides to add some unpredictability to your movement. If you happen the close the distance or find him out of position, your Minigun will shred him.
 +
 
 +
'''Useful weapons:'''  
 +
* Equipping the [[G.R.U.]] or [[Fists of Steel]] can make crossing a Sniper’s field of view a little bit safer.
 +
 
 +
  | 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. As you're typically in the front lines, a competent Spy will take advantage of this and strike when you're distracted. You cannot outrun the Spy, so protect yourself and your teammates.
 +
 
 +
'''Tactics:''' Communication is key when locating and taking down an enemy Spy. If a teammate alerts your team that a Spy is lurking around, be careful of activity that indicates a threat, such as if a friendly Medic stops healing you or teammates disappear. Short bursts from the 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.
 +
 
 +
When not actively in combat, constantly look behind your back and Spy-check any suspicious teammates.
 +
 
 +
'''Useful weapons:'''
 +
* The [[Huo-Long Heater]] deploys a ring of [[fire]] around you when revved up, which could reveal nearby Spies that you should react to quickly. Be wary of teammates who jump around your ring, as it may be a Spy trying to bypass the fire.
 +
 +
}}
  
 
== See also ==
 
== See also ==
 
*[[Team strategy]]
 
*[[Team strategy]]
 
+
* [[Heavy (competitive)]]
 
[[Category:Strategy|Heavy match-ups]]
 
[[Category:Strategy|Heavy match-ups]]
 
<br/>
 
<br/>
 
  
 
{{CommunityStrategyNav}}
 
{{CommunityStrategyNav}}
 
{{Heavy Nav}}
 
{{Heavy Nav}}
 
  
 
[[Category:Heavy]]
 
[[Category:Heavy]]
 
[[Category:Class match-ups]]
 
[[Category:Class match-ups]]

Latest revision as of 01:10, 2 August 2024

Entire team is babies!
The Heavy on his tactical analysis of the opposition
Class Strategy
Heavy.png
Heavy
vs. Scout.png
Scout
Relative merits: The Scout is mobile but fragile. If he catches you off-guard, he has the potential to kill you before you have the time to react and rev up your Minigun. In a direct fight, he will try to wear you down by dodging your fire or via hit-and-run tactics. The Scout can typically choose when and where to fight, so preparation and a proper response are key.

Tactics: No matter where you are, keep in mind that the Scout can quickly join the action and be ready to react! Be most ready when traveling in enclosed spaces, which provide cover or alternate paths that a Scout can ambush you from. On the other hand, open areas let you see the Scout coming and dissuades a direct assault, but leaves you open to harassment from weapons like the Flying Guillotine and Wrap Assassin. Where you happen to be will likely be decided by the overall battle, so expect to deal with both scenarios.

Your best case is to catch the Scout at medium range with your Minigun already revved. He is the most difficult class to track - keep your aim steady even as he darts and double jumps around.

Useful weapons:

  • If the Scout is too difficult to hit thanks to his double jump or him constantly changing directions, Natascha can slow him down to a crawl.
  • If the Scout keeps running away before you can retaliate, consider using the faster-revving Tomislav.
  • The Shotgun can be fired while moving between locations and does not need to be revved.
Heavy.png
Heavy
vs. Soldier.png
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:

  • Equipping the Shotgun lets you stay mobile while being bombarded by rockets.
  • The Gloves of Running Urgently or Fists of Steel can help you survive a retreat.
  • The Tomislav is more accurate and can be revved up faster, making it easier for you to punish a Soldier who may try to rocket jump away.
Heavy.png
Heavy
vs. Pyro.png
Pyro
Relative merits: The Pyro should not be able to defeat you without an ambush, as your Minigun deals far more damage than their Flame Thrower. However, they have 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:

  • Your lunchbox secondaries can be thrown as small health packs to extinguish teammates - of these, the Dalokohs Bar and Second Banana recharge the fastest.
Heavy.png
Heavy
vs. Demoman.png
Demoman
Relative merits: The Demoman’s explosives can easily match your large damage output, especially from medium range and beyond. A smart Demoman will keep his distance or stay behind cover while lobbing grenades or a field of Stickybombs.

Tactics: At the front lines, you want to force the Demoman 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. 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.

Useful weapons:

  • Equipping the Shotgun allows you to fight and somewhat dodge the Demoman's projectiles.
  • The Fists of Steel can provide protection against a Grenade or stray Stickybomb. However, it will make you more vulnerable to the Demoman's melee weapon, which is especially dangerous if he has a shield equipped.
Heavy.png
Heavy
vs. Heavy.png
Heavy
Mirror match-up: You would meet an enemy Heavy on the front lines. The encounter is decided by who has more health, who fires first, and which primary weapons the two of you are wielding.

Tactics: Be the Heavy that already has a revved Minigun and taken a favorable position. Even alone, it is possible to take down an enemy Heavy that is paired with a Medic by simply being the first to fire.

Useful weapons:

  • Mini-guns that offer a balanced amount of revving speed, DPS, and accuracy do a better job at shredding enemy Heavies. Generally, a Heavy wielding Natascha, a weapon with lower damage output, will lose to one wielding any other available primary weapon.
Heavy.png
Heavy
vs. Engineer.png
Engineer
Relative merits: You can reliably take on an Engineer's Sentry Gun at levels 1 or 2. A Sentry Gun that is level 3 or controlled by the Wrangler can match your firepower.

Tactics: A lone Engineer is an easy fight, but you are more concerned about his Sentry Gun. 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 pressure it with Minigun bursts or come back with teammates, as all of your weapons suffer at longer ranges.

Useful weapons:

  • Combining your firepower with a Medic's ÜberCharge is a common tactic for pushing into a Sentry Gun.
  • You can switch to the Brass Beast or Fists of Steel, weapons with damage resistance, to help you or your teammates approach.
Heavy.png
Heavy
vs. Medic.png
Medic
Relative merits: The Medic is typically accompanied by a Medic buddy that can steadily wear your health down. A lone Medic is 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:

  • To match an enemy duo, ask a friendly Medic to heal you with his Medi Gun. The Sandvich should be tossed to your Medic if he is low on health.
  • The Second Banana can be eaten between several fights with the same enemy.
Heavy.png
Heavy
vs. Sniper.png
Sniper
Relative merits: The Sniper is one of your main counters. Your slow movement speed and massive size make you an easy target for a headshot. Even when a friendly Medic overheals you, a fully charged headshot will instantly kill you.

Tactics: There is no practical way for you to approach an enemy Sniper. If none of your teammates are occupying him, respect his position, don't go out into the open, and communicate with your teammates on whether it's safe or not to engage in a sightline. At medium range, you can nick the Sniper with enough Shotgun bullets to severely impede his aim as you close in; occasionally steer to the sides to add some unpredictability to your movement. If you happen the close the distance or find him out of position, your Minigun will shred him.

Useful weapons:

  • Equipping the G.R.U. or Fists of Steel can make crossing a Sniper’s field of view a little bit safer.
Heavy.png
Heavy
vs. Spy.png
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. As you're typically in the front lines, a competent Spy will take advantage of this and strike when you're distracted. You cannot outrun the Spy, so protect yourself and your teammates.

Tactics: Communication is key when locating and taking down an enemy Spy. If a teammate alerts your team that a Spy is lurking around, be careful of activity that indicates a threat, such as if a friendly Medic stops healing you or teammates disappear. Short bursts from the 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.

When not actively in combat, constantly look behind your back and Spy-check any suspicious teammates.

Useful weapons:

  • The Huo-Long Heater deploys a ring of fire around you when revved up, which could reveal nearby Spies that you should react to quickly. Be wary of teammates who jump around your ring, as it may be a Spy trying to bypass the fire.


See also