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| [[File:Heavyhumiliation.png|right|180px|How could this happen?]] | | [[File:Heavyhumiliation.png|right|180px|How could this happen?]] |
− | {{Quotation|'''The Scout'''|Hey lard-fat, those hard arteries don't stop bullets, do they?|sound=Scout_dominationhvy09.wav}} | + | {{Quotation|'''The Pyro'''|Mhhph mh mh mhhp mh mhp mhpph mhhpp!|sound=Pyro_specialcompleted01.wav}} |
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| The '''[[Heavy]]''' is the sturdiest class, but also the least maneuverable. He has a huge amount of health and heavy firepower, but is poor at speed and maneuvering, requiring the swift observation behind himself and ambushing. Generally, going against a Heavy head-on is suicide: his Miniguns can mow down any class within seconds at close range, and Medics tend to hang around Heavies for protection and kill assists. While not having quite as a diverse loadout as other classes, the Heavy can nevertheless change his gameplay in several different ways, including the ability to heal, run substantially faster than normal, and even shrug off a majority of ranged damage. Surprise and distance are often the best ways to overcome a Heavy's massive amount of firepower. | | The '''[[Heavy]]''' is the sturdiest class, but also the least maneuverable. He has a huge amount of health and heavy firepower, but is poor at speed and maneuvering, requiring the swift observation behind himself and ambushing. Generally, going against a Heavy head-on is suicide: his Miniguns can mow down any class within seconds at close range, and Medics tend to hang around Heavies for protection and kill assists. While not having quite as a diverse loadout as other classes, the Heavy can nevertheless change his gameplay in several different ways, including the ability to heal, run substantially faster than normal, and even shrug off a majority of ranged damage. Surprise and distance are often the best ways to overcome a Heavy's massive amount of firepower. |
Revision as of 12:21, 8 July 2012
The Heavy is the sturdiest class, but also the least maneuverable. He has a huge amount of health and heavy firepower, but is poor at speed and maneuvering, requiring the swift observation behind himself and ambushing. Generally, going against a Heavy head-on is suicide: his Miniguns can mow down any class within seconds at close range, and Medics tend to hang around Heavies for protection and kill assists. While not having quite as a diverse loadout as other classes, the Heavy can nevertheless change his gameplay in several different ways, including the ability to heal, run substantially faster than normal, and even shrug off a majority of ranged damage. Surprise and distance are often the best ways to overcome a Heavy's massive amount of firepower.
General
Role
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- The Heavy's large size and weapon makes him a great shield for his allies. Taking him out can make your assault far easier.
- The Heavy is often the focus of many pushes. Taking out the Heavy can often defeat an entire push.
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Health
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- The Heavy can soak up a lot of damage, especially if overhealed. Teams should focus their fire on Heavies in order to take them down quickly.
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Speed
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- The Heavy's slow movement speed makes him an easy target for Snipers and Spies. Try to catch him off guard and take him out quickly, before he can spin his gun up and start firing on you. Effects that depend on hits such as Jarate and The Buff Banner will be very effective due the Heavy's inability to dodge.
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Power
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- The Heavy's Minigun is quite a formidable weapon. It will quickly take care of any unaware class in seconds, so remain far away and wait for the Heavy's Minigun to stop spinning to strike.
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Weapon-specific
A list of useful tidbits about the Heavy's tools, and how to counter them.
Primary weapons
- All of the Heavy's primary weapons all require a moment to spin up before he can start firing. This makes him vulnerable to ambushes.
- When any of the Heavy's weapons are spun up, the Heavy moves much more slowly. A preoccupied Heavy can easily be taken down.
- Keep your distance from Heavies with their miniguns spun up, as at close range, a Minigun can mow down you and your nearby teammates within seconds.
- If a Heavy is careless, he can consume all of his Minigun ammo in under a minute, but this is easily remedied by standing near a Dispenser or by picking up weapons dropped by the dead; your team can counter this by destroying Dispensers, stealing any ammo sources, and taking caution in attacking a Heavy head-on.
Minigun / Iron Curtain / Festive Minigun
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- The Minigun has a shorter spin-up time than most of the Heavy's alternate primary weapons. Be aware of this and retreat if you are facing a Minigun-wielding Heavy at mid-to-close range.
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Natascha
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- Natascha has a longer spin-up than the Minigun. Hit-and-run tactics are more effective on Heavies using this weapon.
- At long distances, this weapon's slow down has little effect, but don't get caught at mid-range or closer, or you'll likely be unable to escape.
- Natascha deals the least amount of damage per second compared to the other Miniguns; if two Heavies started a Minigun duel, the one with Natascha would most likely fall first.
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Brass Beast
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- With the Brass Beast spun up, a Heavy becomes much slower, and thus more vulnerable to weapons fired from afar. Take advantage of this and attack the Heavy outside of his weapon's effective range; a Sniper can easily headshot this Heavy.
- The Brass Beast has an even longer spin-up time than Natascha, so hit-and-run tactics are much more effective here.
- Take caution when venturing into enemy territory; if you are ambushed by Heavies using the Brass Beast, you are even more unlikely to survive.
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Tomislav
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- As the Tomislav sports a 10% faster spin-up time, hit-and-run tactics will be much less effective. Attack from afar.
- The Tomislav's firing rate is 20% slower than usual, but this also slows its ammo consumption; it's hardly noticable, but the difference exists. Trying to make a Heavy waste his ammo while using it becomes a slightly less viable strategy.
- Because the Tomislav has no spin up noise, it becomes more difficult to tell if a Heavy is lying in wait or is just coming around a corner. Be prepared, and attack in numbers; have a Demoman or Soldier fire his explosives to jostle or even kill a hidden Heavy, or make a Pyro go first to burn and push him away.
- The Tomislav's attributes encourage the Heavy wielding it to ambush his opponents; try to force him out in the open.
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Secondary weapons
Shotgun
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- Heavies will switch to their Shotgun when their primary weapon runs out of ammunition. Try to take them down before they find more.
- As with all the other classes that use this, the Shotgun is a point-blank-to-medium range weapon and will be ineffective at long range.
- The Shotgun only has six shots. Keep pressuring a Heavy so that he will be forced to reload, resulting in considerably lowered damage output and giving you the opportunity to move in close and deal damage.
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Family Business
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- The Family Business has a 40% increased ammo clip compared to the Shotgun (for a total of eight shots), at the cost of doing 15% less damage. This makes the tactic of pressuring a Heavy to exhaust his Shotgun's clip and reload moderately less effective, but will also make combat beyond close-range less dangerous.
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Edibles
- A Heavy is relatively defenseless when consuming a Lunchbox item, especially if none of his teammates are nearby; try to attack a Heavy while he is eating.
- A Heavy makes a distinct "Om nom nom" noise while eating. Use this sound to track him down, and attack.
- Watch for Heavies retreating from a fight in order to find cover; they are probably low on health and about to use a lunchbox item. At this point, dealing even a small amount of damage might finish them off before they get the chance to eat.
- Due to the length of time required for a Heavy to eat a Lunchbox item, it may also be practical to use kill taunts on one instead of conventional attacks.
- A Lunchbox item replaces the Heavy's Shotgun, leaving him with one less weapon to attack you with.
Sandvich
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- The Sandvich slowly restores 300 HP to a Heavy over the course of the consumption, so he may be able to soak up the damage dealt by your attacks if they aren't strong enough. If you cannot kill him, you can at least harm him enough so that eating the Sandvich was a pointless endeavor.
- A Heavy can aquire a new Sandvich by picking up a medkit at full health; either take any nearby medkits for yourself, or damage him so that he does not recieve a brand new Sandvich.
- A Heavy can throw his Sandvich or Buffalo Steak Sandvich on the ground for anyone else to pick up in order to regain 50% of their HP instantly. To prevent a successful pick up, you can either steal the Sandvich (provided you are not at full health), or push the enemy away using knockback. A Heavy can no longer eat his Sandvich that he dropped on the ground. It will instead refill his Sandvich bar.
- A Heavy may also throw his Sandvich to a teammate (often a Medic) who is low on health; if you witness this, try to kill the recipient so that the Heavy's charity would be in vain.
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Dalokohs Bar / Fishcake
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- This item only heals the Heavy by 60 HP, yet takes the same amount of time to consume as the Sandvich. As a result, the Heavy is even more vulnerable when eating the Dalakohs Bar/Fishcake.
- The Dalakohs Bar/Fishcake increases a Heavy's maximum Hit Points by 50 for 30 seconds, which, while minimal, can make a differerence between who dies first: you, or him.
- Unlike the Sandvich, the Dalakohs Bar/Fishcake cannot be dropped. However, the item does not have a cooldown timer. Thus, while it cannot be dropped to quickly recover health during combat (for himself or his teammates), the Heavy can eat it constantly to heal minor injuries and stay healthy.
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Buffalo Steak Sandvich
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- Attack from a distance while retreating, as the Heavy can only use his Fists when under this item's effect. He can deal Mini-Crits, but he will also suffer Mini-Crits from all of your weapons.
- Like the regular Sandvich, a Heavy can toss his Buffalo Steak Sandvich for others to pick up in order to regain 50% of their health instantly; the counter-measures for a dropped Sandvich also apply here.
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Melee weapons
Fists / Saxxy / Conscientious Objector / Apoco-Fists / Frying Pan
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- The Heavy's slow speed is a disadvantage that can be exploited by faster classes during a melee fight.
- However, as the Heavy has the most HP out of any class, it will take more hits to take him down, which may give him enough time to strike you with a random critical hit.
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Killing Gloves of Boxing
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- If a Heavy gains the critical hit boost from the K.G.B., stay back until it wears off. If he kills you, your death will just extend the effect.
- The Heavy can also apply his K.G.B. Crit bonus to his other weapons when switched. Take him down as fast as possible to prevent this from happening.
- A Heavy may switch to his Shotgun for the remainder of the bonus, as a Minigun takes too much time to fire.
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Gloves of Running Urgently
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- A Heavy will usually only have these selected whilst running to a contested area on the map; he will then change to his Minigun when he gets closer. Therefore, the Heavy will likely not expect an attack while en route; this is a good time to ambush him.
- Beware that enemy Heavies will try and chase you down with the increased movement speed from these gloves. Try to kill them before they switch to their other weapons.
- A Heavy with the G.R.U. equipped is an easier target than most; not only will he be targeted for death (and after switching to an other weapon, he will remain so for three seconds), but in order to cause any significant damage, he will have to switch to his Minigun and spin it up - this extra time may be all you need to kill him.
- A Heavy wearing the G.R.U. will rarely use them in melee combat, due to its reduced damage penalty; you may gain the upper hand if he is forced to fight with them.
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Warrior's Spirit
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- The Warrior's Spirit inflicts more damage per hit than other melee weapons. Try to retreat from a melee battle with a Heavy wielding them unless you know that you are able to kill him.
- A Heavy with the Warrior's Spirit will have 20 HP less than default. While he still has the highest health in the game, he will be easier to take down - afterburn or bleed effects might finish him off when they ordinarily wouldn't.
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Fists of Steel
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- Heavies take double melee damage with the Fists of Steel equipped. However, they tend to switch to their primary weapon before you can approach them with your own melee weapon out. Try to ambush them.
- If a Heavy with the Fists of Steel is taking any ranged fire from one of your teammates, approach him with your melee weapon to trick him into pulling out his Minigun or Shotgun, allowing your teammate to deal full damage. Otherwise, just hit him with the melee weapon.
- A Heavy with the Fists of Steel out is hard to shoot down, especially when being healed by a Medic. Use teamwork to kill the Heavy from a distance, if close combat proves impractical for the situation.
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Eviction Notice
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- The Eviction Notice attacks 50% faster than the default Fists, at a rate slightly faster than the Scout's default Bat, but deals 60% less damage with each hit, making it slightly weaker than the Scout's Bat, too.
- To deal with the Eviction Notice, attack while moving back; since the Heavy is slow, and the Eviction Notice makes him do significantly less damage, you would take him out before he takes you out.
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Holiday Punch
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- The strategy against the Heavy with this weapon is similar to strategy againt the Heavy with the Fists. However Heavy armed with Holiday Punch will try to hit you at your back so do not allow him to do this.
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Item set effects
See also
Heavy |
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| Weapons |
Primary | | | Secondary | | | Melee |
Fists ( Frying Pan, Saxxy, Conscientious Objector, Apoco-Fists, Freedom Staff, Bat Outta Hell, Memory Maker, Ham Shank, Golden Frying Pan, Necro Smasher, Crossing Guard, Prinny Machete) · Killing Gloves of Boxing · Gloves of Running Urgently ( Bread Bite) · Warrior's Spirit · Fists of Steel · Eviction Notice · Holiday Punch | | | | | | |
| | Abilities | | | Cosmetics | | | Item sets | | | Special taunts | | | Achievements | | | Character | | | Strategy | | | Other | |
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