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| [[Category:Classes (competitive)]] | | [[Category:Classes (competitive)]] |
| [[Image:Heavy.png|350px|right]] | | [[Image:Heavy.png|350px|right]] |
− | {{Competitive}} | + | {{Competitive|generic=Heavy}} |
− | The '''Heavy''' is a situational [[Standard competitive lineup#Pocket|pocket]] and [[Standard competitive lineup#Utility|utility]] class sometimes used in the [[standard competitive lineup]], valued for his tanking capacity and sustained damage output. | + | {{update}} |
| + | The '''Heavy''' is considered a situational [[Standard competitive lineup#Pocket|pocket]] and [[Standard competitive lineup#Utility|utility]] class sometimes used in the [[standard competitive lineup]]. Heavies are valued for their tanking capacity and sustained damage output. |
| | | |
| == Information == | | == Information == |
| === Health === | | === Health === |
− | {| class="wikitable grid" | + | {{Class health pack and overheal table|overheal|heavy=yes}} |
− | ! class="header" | Health State
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− | ! class="header" | Max Health
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− | ! class="header" | Overheal Max
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− | ! class="header" | Pill Bottle
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− | ! class="header" | First Aid Tin
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− | |-
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− | ! style="background-color:#FFF4CC;" | Normal
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− | | style="background-color:#FFF4CC;" | <center>'''300''' hit points</center>
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− | | rowspan="2" style="background-color:#FFF4CC;" | <center>'''450''' hit points</center>
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− | | style="background-color:#FFF4CC;" | <center>'''+61''' hit points</center>
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− | | style="background-color:#FFF4CC;" | <center>'''+150''' hit points</center>
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− | |-
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− | ! style="background-color:#fffae7;" | [[Heavy weapons (competitive)#Dalokohs bar|Dalokohs]]-Buffed
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− | | style="background-color:#fffae7;" | <center>'''350''' hit points</center>
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− | | style="background-color:#fffae7;" | <center>'''+71''' hit points</center>
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− | | style="background-color:#fffae7;" | <center>'''+175''' hit points</center>
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− | |-
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− | ! style="background-color:#fffae7;" | With the [[Heavy weapons (competitive)#Warrior's Spirit|Warrior's Spirit ]]equipped
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− | | style="background-color:#fffae7;" | <center>'''280''' hit points</center>
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− | | style="background-color:#fffae7;" | <center>'''420''' hit points</center>
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− | | style="background-color:#fffae7;" | <center>'''+57''' hit points</center>
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− | | style="background-color:#fffae7;" | <center>'''+146''' hit points</center>
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− | |}
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− | | |
| === Speed === | | === Speed === |
− | {| class="wikitable grid" | + | {{class speed table|Heavy}} |
− | ! class="header" | Movement State
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− | ! class="header" | Running
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− | ! class="header" | Backpedaling
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− | ! class="header" | Swimming
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− | ! class="header" | Crouching
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− | |-
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− | ! style="background-color:#FFF4CC;" | Normal
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− | | style="background-color:#FFF4CC;" | '''76.67%''' (230 u/s)
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− | | style="background-color:#FFF4CC;" | '''69%''' (207 u/s)
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− | | style="background-color:#FFF4CC;" | '''61.33%''' (184 u/s)
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− | | style="background-color:#FFF4CC;" | '''25.56%''' (76.67 u/s)
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− | |-
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− | ! style="background-color:#fffae7;" | Revved
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− | | style="background-color:#fffae7;" | '''36.67%''' (110 u/s)
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− | | style="background-color:#fffae7;" | '''36.67%''' (110 u/s)
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− | | style="background-color:#fffae7;" | '''33%''' (99 u/s)
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− | | style="background-color:#fffae7;" | '''0%''' (0 u/s)
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Heavy weapons (competitive)#G.R.U|G.R.U.]] active
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− | | style="background-color:#FFF4CC;" | '''99.67%''' (299 u/s)
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− | | style="background-color:#FFF4CC;" | '''90%''' (269.10 u/s)
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− | | style="background-color:#FFF4CC;" | '''79.93%''' (239.20 u/s)
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− | | style="background-color:#FFF4CC;" | '''33.2%''' (99.67 u/s)
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− | |-
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− | ! style="background-color:#fffae7;" | When buffed by the [[Heavy weapons (competitive)#Buffalo Steak Sandvich|Buffalo Steak Sandvich]]
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− | | style="background-color:#fffae7;" | '''103.5%''' (310.4 u/s)
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− | | style="background-color:#fffae7;" | '''94%''' (281.9 u/s)
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− | | style="background-color:#fffae7;" | '''83.8%''' (251.4 u/s)
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− | | style="background-color:#fffae7;" | '''36.97%''' (110.8 u/s)
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− | |}
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− | ''Speeds written in "u/s" refer to in-game units per second. When running in a certain direction causes slowness, rapidly switching between diagonals usually improves speed.''
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− | | |
| === Weapons === | | === Weapons === |
| {{main|Heavy weapons (competitive)}} | | {{main|Heavy weapons (competitive)}} |
− | {| class="wikitable grid"
| + | The Heavy uses his primary weapon to deal large damage at close to medium range. Heavies are slow, and even slower while spun up. Many players counteract this by jump-revving (spinning their minigun in mid-air) which can be useful in [[Ambush#Heavy|ambushing]]; or will use the [[Gloves of Running Urgently]] to get to a destination more quickly. Note however, that the Gloves of Running Urgently are banned in many competitive leagues. |
− | ! class="header" | #
| + | |
− | ! class="header" | Weapon
| + | {{class weapons table heavy primary}} |
− | ! class="header" | Damage
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− | ! class="header" | [[Critical]] Damage
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− | ! class="header" | Function Times
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− | ! class="header" | Special
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− | |-
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− | ! style="background-color:#FFF4CC;" rowspan="3" | 1
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− | ! style="background-color:#FFF4CC;" | [[Heavy weapons (competitive)#Minigun|Minigun]] <br>[[Image:Minigun IMG.png|link=Heavy weapons (competitive)#Minigun|70x39px]]
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− | | style="background-color:#FFF4CC;" | Point-Blank: 13/hit (avg 54) <br>512u: 9/hit <br>1024u+: 5/hit
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− | | style="background-color:#FFF4CC;" | Critical: 27/hit (P-B avg 108) <br>Point-Blank MiniCrit: 18/hit (avg 73) <br>512u+ MiniCrit: 12/hit
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− | | style="background-color:#FFF4CC;" | Attack: 0.1s <br>Windup: 0.84s <br>Winddown: 1.13s
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− | | style="background-color:#FFF4CC;" | Fires 4 bullets for every use of 1 ammo. <br>If unfired in the past 1.25 seconds, 1 bullet has perfect accuracy.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Heavy weapons (competitive)#Natascha|Natascha]] <br>[[Image:Natascha.png|link=Heavy weapons (competitive)#Natascha|70x39px]]
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− | | style="background-color:#FFF4CC;" | Point-Blank: 10/hit (avg 40) <br>512u: 7/hit <br>1024u+: 4/hit
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− | | style="background-color:#FFF4CC;" | Critical: 20/hit (P-B avg 80) <br>Point-Blank MiniCrit: 14/hit (avg 54) <br>512u+ MiniCrit: 9/hit
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− | | style="background-color:#FFF4CC;" | Attack: 0.1s <br>Windup: 1.16s <br>Winddown: 1.13s
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− | | style="background-color:#FFF4CC;" | '''Banned or restricted in most leagues.'''<br>Slows on hit. <br>30% slower spin up time. <br>Fires 4 bullets for every use of 1 ammo. <br>If unfired in the past 1.25 seconds, 1 bullet has perfect accuracy.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Heavy weapons (competitive)#Brass Beast|Brass Beast]] <br>[[Image:Brass Beast.png|link=Heavy weapons (competitive)#Brass Beast|70x39px]]
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− | | style="background-color:#FFF4CC;" | Point-Blank: 16.2/hit (avg 65) <br>512u: 10.8/hit <br>1024u+: 5.4/hit
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− | | style="background-color:#FFF4CC;" | Critical: 32.4/hit (P-B avg 129.6) <br>Point-Blank MiniCrit: 22/hit (avg 87.6) <br>512u+ MiniCrit: 14.6/hit
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− | | style="background-color:#FFF4CC;" | Attack: 0.1s <br>Windup: 1.305s <br>Winddown: 1.13s
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− | | style="background-color:#FFF4CC;" | '''Banned or restricted in most leagues.'''<br>+20% damage done <br>50% slower spin up time <br>-60% slower move speed while deployed
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− | |-
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− | ! style="background-color:#fffae7;" rowspan="4" | 2
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− | ! style="background-color:#fffae7;" | [[Heavy weapons (competitive)#Shotgun|Shotgun]] <br>[[Image:Shotgun IMG.png|link=Heavy weapons (competitive)#Shotgun|70x39px]]
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− | | style="background-color:#fffae7;" | Point-Blank: 90 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
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− | | style="background-color:#fffae7;" | Critical: 18/hit (max 180) <br>Point-Blank MiniCrit: 121 <br>512u+ MiniCrit: 8/hit
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− | | style="background-color:#fffae7;" | Attack: 0.625s <br>Reload Start: 1.0s <br>Reload More: 0.5s
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− | | style="background-color:#fffae7;" | Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
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− | |-
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− | ! style="background-color:#fffae7;" | [[Heavy weapons (competitive)#Sandvich|Sandvich]] <br>[[Image:Sandvich.png|link=Heavy weapons (competitive)#Sandvich|70x39px]]
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− | | style="background-color:#fffae7;" | None. <br>Eating: +300 health <br>Sharing: +50% of max hp
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− | | style="background-color:#fffae7;" | N/A
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− | | style="background-color:#fffae7;" | Eating Time: 4.3s <br>Shared Sandvich Expire: 30s
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− | | style="background-color:#fffae7;" | Eaten with mouse1, shared with mouse2, and dropped on death. <br>Eating Sandvich heals the heavy in 4 chunks of +75 health. <br>Grabbing shared Sandvich heals 50% max health. <br>Taking dropped Sandvich heals +50 health (+75 for [[Scout (competitive)|Scout]]). <br>Restocked by picking up health while already at full (or resupply). <br>Sharing removes your old shared Sandvich on ground. <br>Cannot be eaten underwater (can be shared/grabbed).
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− | |-
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− | ! style="background-color:#fffae7;" | [[Heavy weapons (competitive)#Dalokohs bar|Dalokohs Bar]] <br>[[Image:RED Dalokohs Bar.png|link=Heavy weapons (competitive)#Dalokohs bar|70x39px]]
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− | | style="background-color:#fffae7;" | None. <br>Eating: +60 health
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− | | style="background-color:#fffae7;" | N/A
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− | | style="background-color:#fffae7;" | Eating Time: 4.3s <br>Health Boost Duration: 30s
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− | | style="background-color:#fffae7;" | Increases non-overhealed max health to 350 (overheal max still 450). <br>Eating heals the heavy in 4 chunks of +15 health. <br>Taking dropped bar heals +50 health (+75 for [[Scout (competitive)|Scout]]). <br>Cannot be shared. Unusable underwater.
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− | |-
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− | ! style="background-color:#fffae7;" | [[Heavy weapons (competitive)#Buffalo Steak Sandvich|Buffalo Steak Sandvich]] <br>[[Image:Buffalo Steak Sandvich.png|link=Heavy weapons (competitive)#Buffalo Steak Sandvich|70x39px]]
| |
− | | style="background-color:#fffae7;" | None. <br>Mini-Crit Effect:15s <br>Sharing: +50% of max hp
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− | | style="background-color:#fffae7;" | N/A
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− | | style="background-color:#fffae7;" | Eating Time: 4.3s <br>Shared Sandvich Expire: 30s
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− | | style="background-color:#fffae7;" | '''Banned or restricted in some leagues.''' <br>Eaten with mouse1, shared with mouse2, and dropped on death.<br>While active, causes Heavy to deal and receive Mini-Crits on all attacks, and the player may only use melee weapons. <br>Grabbing shared Buffalo Steak Sandvich heals 50% max health. <br>Taking dropped Sandvich heals +50 health (+75 for [[Scout (competitive)|Scout]]). <br>Restocked by picking up health while already at full (or resupply). <br>Sharing removes your old shared Buffalo Steak Sandvich on ground. <br>Cannot be eaten underwater (can be shared/grabbed).<br>Useless underwater.
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− | |-
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− | ! style="background-color:#FFF4CC;" rowspan="5" | 3
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− | ! style="background-color:#FFF4CC;" | [[Heavy weapons (competitive)#Fists|Fists]] <br>[[Image:Fists cropped.png|link=Heavy weapons (competitive)#Fists|70x39px]]
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− | | style="background-color:#FFF4CC;" | Melee: 65
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− | | style="background-color:#FFF4CC;" | Critical: 195 <br>MiniCrit: 88
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− | | style="background-color:#FFF4CC;" | Attack: 0.8s
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− | | style="background-color:#FFF4CC;" | Completely standard melee weapon.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Heavy weapons (competitive)#K.G.B.|K.G.B.]] <br>[[Image:RedKGB.png|link=Heavy weapons (competitive)#K.G.B.|70x39px]]
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− | | style="background-color:#FFF4CC;" | Melee: 65
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− | | style="background-color:#FFF4CC;" | Critical: 195 <br>MiniCrit: 88
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− | | style="background-color:#FFF4CC;" | Attack: 0.92s <br>Crit Effect: 5s
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− | | style="background-color:#FFF4CC;" | Killing blows give heavy Crits for 5 seconds. <br>Crits stay even on weapon switch.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Heavy weapons (competitive)#G.R.U.|G.R.U.]] <br>[[Image:RED Gloves of Running Urgently.png|link=Heavy weapons (competitive)#G.R.U.|70x39px]]
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− | | style="background-color:#FFF4CC;" | Melee: 33 <br>User Damage: 6
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− | | style="background-color:#FFF4CC;" | Critical: 98 <br>MiniCrit: 44
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− | | style="background-color:#FFF4CC;" | Attack: 0.8s <br>User Damage: 1.0s
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− | | style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>Increases move speed while active [[Heavy (competitive)#Speed|(see above)]]. <br>Damages user while active.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Heavy weapons (competitive)#Warrior's Spirit|Warrior's Spirit]] <br>[[Image:RED Warrior's Spirit.png|link=Heavy weapons (competitive)#Warrior's Spirit|70x39px]]
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− | | style="background-color:#FFF4CC;" | Melee: 85
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− | | style="background-color:#FFF4CC;" | Critical: 250 <br>MiniCrit: 112
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− | | style="background-color:#FFF4CC;" | Attack: 0.8s
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− | | style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>+30% damage done <br>-20 max health on wearer.
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− | |-
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− | ! style="background-color:#FFF4CC;" | [[Heavy weapons (competitive)#Fists of Steel|Fists of Steel]] <br>[[Image:Fists of Steel RED.png|link=Heavy weapons (competitive)#Fists of Steel|70x39px]]
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− | | style="background-color:#FFF4CC;" | Melee: 65
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− | | style="background-color:#FFF4CC;" | Critical: 195 <br>MiniCrit: 88
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− | | style="background-color:#FFF4CC;" | Attack: 0.8s
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− | | style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>While active:-40% damage from ranged sources while active <br>While active:+100% damage from melee sources while active.
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− | |}
| |
− | :''"u" stands for "units of distance." "+" stands for "or more." "s" stands for "seconds." "Reload Start" refers to how long it takes for 1 ammo to be reloaded after beginning to reload, and "Reload More" refers to how long it takes for each additional ammo to reload after the first. Damages and times are approximate and determined by community testing.
| |
| | | |
| == Usage == | | == Usage == |
− | The Heavy, due to his slow speed, is a situational [[utility]]. However, the Heavy's large amount of health and absurd close-range damage output make him ideal for holding crucial Control Points, especially the final Control points of 5-CP maps like [[Badlands (competitive)|Badlands]]. A team will generally switch out a [[Scout (competitive)|Scout]] for a Heavy, though substituting a Soldier for a Heavy is a common tactic as well.
| + | Due to his slow speed, the Heavy is a situational [[utility]] class. However, their large amount of health and high close-range damage output makes Heavies ideal for holding crucial Control Points, especially the final Control Points of 5-CP maps like [[Badlands (competitive)|Badlands]]. In Sixes play, a team will generally switch out a [[Scout (competitive)|Scout]] for a Heavy when trying to hold the last point, though substituting a Soldier for a Heavy is also common. |
| | | |
| === Common Tactics === | | === Common Tactics === |
− | Usually, a team's [[Medic (competitive)|Medic]] will pay great attention to the team's Heavy, as a 450 HP meatshield that shreds Scouts at close range is a great asset in keeping the Medic alive (therefore often replacing the Pocket Soldier, or turning both Soldiers into Roamers). Competitive players playing as Heavies should learn when to spin up and spin down their [[Heavy weapons (competitive)|Minigun]], allowing them to balance mobility with protection for their Medic.
| + | First and foremost, it is recommended to read the player-based Highlander Heavy guide<ref>https://steamcommunity.com/sharedfiles/filedetails/?id=532245038</ref>, in order to reach a larger understanding of the class. |
− | Heavies often get used defending the last Point on 5 CP-maps, or A/D maps such as [[Gravelpit]].
| + | |
− | Since the [[Mann-Conomy Update]], the Heavy has the ability to run with 299 Units per Second when he has the [[Heavy weapons (competitive)|G.R.U.]] equipped, making him faster than a [[Demoman (competitive) |Demoman]] without the [[Demoman weapons (competitive)#Eyelander |Eyelander's]] speed boost, and therefore very valuable even in the Middlepoint of 5 CP-maps. However, it is banned from most Competitions in America and Europe.
| + | In general, the Heavy is often used when defending the last Point on 5 CP-maps, or on A/D maps such as [[Gravel Pit]]. Usually in this case, a team's [[Medic (competitive)|Medic]] will focus on healing the team's Heavy, as the Heavy is able to possess a maximum amount of 450 health. This allows the Heavy to absorb a lot of damage and delay the enemy team more as opposed to a lower health class. The Heavy is also able to output very high damage at close range, which is crucial for keeping the Medic alive. Often the Heavy will replace the Pocket Soldier, or perhaps allow additional Soldiers to act as Roamers. |
| | | |
| === 5-CP Push Strategies === | | === 5-CP Push Strategies === |
− | A team should almost never run a Heavy at the start of a 5-CP map. His slow speed means that a team starting off with one will attack the mid point with one less player than the other team, which may make the difference between capturing and losing the mid fight. If a team uses a Heavy on the final point of a 5-CP map, the Heavy should try to stay on or near the point itself. His high health is what makes him a useful defender, allowing him to take punishment and buy time for his team. Heavies should pay attention to the enemy [[Demoman (competitive)|Demoman]], however, as a slow target standing on a small area dies very quickly to grenades and [[sticky bombs]], even if that target has 450 health.
| + | Teams will very rarely use a Heavy at the start of a 5-CP map. His slow speed means that a team starting off with a Heavy will typically attack the mid point with one less player than the other team, which may make the difference between winning or losing a mid fight. His high health makes him a useful defender in this game-mode, which is why he is often used on last point holds. |
| | | |
− | As with most of the other utilities, a team will generally avoid starting off a round on a 5-CP map with a Heavy. Due to his extreme lack of mobility, a Heavy will force his team to fight the mid fight at a numerical disadvantage until he finally catches up to them, which can easily mean the loss of the middle point early on. The exception to this rule is on [[Gullywash (competitive) |Gullywash]] due to the short distance to the middle point. A Heavy can be run all the time on Gullywash which is unusual seeing as normally a Scout will temporarily switch to a Heavy to defend a point. When a Heavy is going to be used for the entire match, normally a Soldier will switch out, this means that the Medic still have a manageable amount of health that he can heal easily.
| + | If a team needs to defend a relatively open area where there is little cover, a Heavy may be useful in buying time for the rest of the team to organize and repel a push because of his large amount of health. |
| | | |
− | If a team needs to defend a relatively open area where there is little cover, a Heavy may be useful in buying time for the rest of the team to organize and repel a push.
| + | === Attack-Defend Strategies === |
| + | When defending on an Attack/Defend map, the low mobility of the Heavy is mitigated somewhat, as enemies will come to him instead of the other way around. This allows him to keep his Minigun spun up without worrying as much about needing to quickly move around, compared to a Heavy on offense. Even so, Heavies are still very vulnerable to [[Projectiles#Projectiles|spam]] and/or crossfire sent towards the point, as their large frame and slow movement makes them more easily targeted than faster classes such as [[Scout (competitive)|Scouts]]. |
| | | |
− | === Attack-Defend Strategies === | + | == Anti-Heavy Classes == |
− | When defending on an Attack/Defend map, Heavies' pathetic mobility is mitigated somewhat, as enemies will come to him instead of the other way around. This allows him to keep his Minigun spun up more often without worrying as much about needing to move around. As in 5-CP maps, when defending a point, Heavies should try to stay on or very close to the point itself, using their large amount of health to block captures. Heavies are still very vulnerable to [[spam (competitive)|spam]] sent towards the point, as their large frame and inability to dodge makes them more easily killed by stray grenades than Soldiers. A classic example of when the Heavy is useful is on point C of Gravelpit, when a heavy is on the point he can stop the enemy Soldiers from jumping up. The only downside of this is if the enemy team are running a Sniper.
| + | |
| + | === The Sniper === |
| + | |
| + | As the Heavy is slow, it is easier for the Sniper to snipe him than other classes. He is especially vulnerable while eating, as he must stay still to eat. The Sniper can also use Jarate to counter his high health, though it’s mostly effective when using the Sydney Sleeper. |
| + | |
| + | === The Spy === |
| | | |
− | === Capture-the-Flag Strategies ===
| + | As the Heavy is slow, it is not difficult for a Spy to backstab him. The Heavy may counter this by using the Huo-Long Heater, though this counter-strategy can be negated somewhat if the Spy jumps over the ring of flames. Like against the Sniper, he is especially vulnerable when eating. |
− | The Heavy can be a great asset when defending the Intelligence room in [[Turbine]], due to the lack of cover in Turbine's hallways. A heavy buffed to 450 HP can halt an enemy advance and repel attackers, assisting the team's Engineer in a defense of the Intelligence room. While the Heavy's inability to chase down attackers who are escaping with the [[intelligence]] is difficult to overlook, and his slow speed makes him a poor choice for escaping with the enemy intelligence himself, the open hallways of Turbine make the Heavy less vulnerable to Soldiers. If a team that is attacking the enemy intelligence chooses to use a Heavy, a possibly useful strategy may be to have him to let his teammates pick up the enemy intelligence, and cover their backs with Minigun fire as they make their escape. If the Heavy can lay down enough damage and be a big enough distraction, a Heavy can ensure that his team's flag carrier won't be harassed on his way back to his team's Intelligence room.
| |
| | | |
| == See also == | | == See also == |
| * [[Heavy weapons (competitive)]] | | * [[Heavy weapons (competitive)]] |
− | * [[Defense (competitive)]]
| |
| * [[Heavy]] | | * [[Heavy]] |
| * [[:Category:Classes (competitive)|Classes (competitive)]] | | * [[:Category:Classes (competitive)|Classes (competitive)]] |
| * [[Standard competitive lineup]] | | * [[Standard competitive lineup]] |
| | | |
| + | == References == |
| + | <references /> |
| | | |
| {{Class competitive Nav}} | | {{Class competitive Nav}} |
| {{Competitive nav}} | | {{Competitive nav}} |
| “Gotta move that gear up!” This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide. Notes: None added
|
The Heavy is considered a situational pocket and utility class sometimes used in the standard competitive lineup. Heavies are valued for their tanking capacity and sustained damage output.
Information
Health
†Theoretical value. Overheal does not exceed 150% of the classes' maximum health.
Speed
Weapons
The Heavy uses his primary weapon to deal large damage at close to medium range. Heavies are slow, and even slower while spun up. Many players counteract this by jump-revving (spinning their minigun in mid-air) which can be useful in ambushing; or will use the Gloves of Running Urgently to get to a destination more quickly. Note however, that the Gloves of Running Urgently are banned in many competitive leagues.
Primary
Usage
Due to his slow speed, the Heavy is a situational utility class. However, their large amount of health and high close-range damage output makes Heavies ideal for holding crucial Control Points, especially the final Control Points of 5-CP maps like Badlands. In Sixes play, a team will generally switch out a Scout for a Heavy when trying to hold the last point, though substituting a Soldier for a Heavy is also common.
Common Tactics
First and foremost, it is recommended to read the player-based Highlander Heavy guide[1], in order to reach a larger understanding of the class.
In general, the Heavy is often used when defending the last Point on 5 CP-maps, or on A/D maps such as Gravel Pit. Usually in this case, a team's Medic will focus on healing the team's Heavy, as the Heavy is able to possess a maximum amount of 450 health. This allows the Heavy to absorb a lot of damage and delay the enemy team more as opposed to a lower health class. The Heavy is also able to output very high damage at close range, which is crucial for keeping the Medic alive. Often the Heavy will replace the Pocket Soldier, or perhaps allow additional Soldiers to act as Roamers.
5-CP Push Strategies
Teams will very rarely use a Heavy at the start of a 5-CP map. His slow speed means that a team starting off with a Heavy will typically attack the mid point with one less player than the other team, which may make the difference between winning or losing a mid fight. His high health makes him a useful defender in this game-mode, which is why he is often used on last point holds.
If a team needs to defend a relatively open area where there is little cover, a Heavy may be useful in buying time for the rest of the team to organize and repel a push because of his large amount of health.
Attack-Defend Strategies
When defending on an Attack/Defend map, the low mobility of the Heavy is mitigated somewhat, as enemies will come to him instead of the other way around. This allows him to keep his Minigun spun up without worrying as much about needing to quickly move around, compared to a Heavy on offense. Even so, Heavies are still very vulnerable to spam and/or crossfire sent towards the point, as their large frame and slow movement makes them more easily targeted than faster classes such as Scouts.
Anti-Heavy Classes
The Sniper
As the Heavy is slow, it is easier for the Sniper to snipe him than other classes. He is especially vulnerable while eating, as he must stay still to eat. The Sniper can also use Jarate to counter his high health, though it’s mostly effective when using the Sydney Sleeper.
The Spy
As the Heavy is slow, it is not difficult for a Spy to backstab him. The Heavy may counter this by using the Huo-Long Heater, though this counter-strategy can be negated somewhat if the Spy jumps over the ring of flames. Like against the Sniper, he is especially vulnerable when eating.
See also
References