Difference between revisions of "Heavy (competitive)"
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{{main|Heavy weapons (competitive)}} | {{main|Heavy weapons (competitive)}} | ||
The Heavy relies on his primary weapon to deal large damage at close range. He is slow, and even more so immobile while spun up. | The Heavy relies on his primary weapon to deal large damage at close range. He is slow, and even more so immobile while spun up. | ||
− | {{class | + | {{class weapons table heavy primary}} |
== 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. | 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. |
Revision as of 20:51, 1 September 2012
The community competitive scene changes frequently. Some or all info may be outdated.
“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 This article may contain content that is out of date.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 a situational pocket and utility class sometimes used in the standard competitive lineup, valued for his tanking capacity and sustained damage output.
Contents
Information
Health
Class | Health | Overheal | Quick-Fix Overheal |
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Scout | 125 | 185 | 158 |
With the Sandman equipped | 110 | 165 | 139 |
Soldier | 200 | 300 | 251 |
With the Battalion's Backup equipped | 220 | 330 | 276 |
Pyro | 175 | 260 | 220 |
Demoman | 175 | 260 | 220 |
With weapon slot boots equipped | 200 | 300 | 251 |
With a head-taking melee weapon equipped with 0 heads | 150 | 225 | 189 |
With a head-taking melee weapon equipped with 1 head | 165 | 245 | 208 |
With a head-taking melee weapon equipped with 2 heads | 180 | 270 | 226 |
With a head-taking melee weapon equipped with 3 heads | 195 | 290 | 245 |
With a head-taking melee weapon with 4 or more heads | 210 | 315 | 264 |
With weapon slot boots and a head-taking melee weapon equipped with 0 heads | 175 | 260 | 220 |
With weapon slot boots and a head-taking melee weapon equipped with 1 head | 190 | 285 | 239 |
With weapon slot boots and a head-taking melee weapon equipped with 2 heads | 205 | 305 | 258 |
With weapon slot boots and a head-taking melee weapon equipped with 3 heads | 220 | 330 | 276 |
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads | 235 | 350 | 295 |
Heavy | 300 | 450 | 376 |
Under the effects of the Dalokohs Bar or Fishcake | 350 | 500† | 426 |
With the Fists of Steel equipped | 300 | 390 | 346 |
With the Fists of Steel equipped and while under the effects of the Dalokohs Bar or Fishcake | 350 | 440 | 396 |
Engineer | 125 | 185 | 158 |
With the Gunslinger equipped | 150 | 225 | 189 |
Medic | 150 | 225 | 189 |
With the Vita-Saw equipped | 140 | 210 | 176 |
Sniper | 125 | 185 | 158 |
Spy | 125 | 185 | 158 |
With the Big Earner equipped | 100 | 150 | 126 |
With Conniver's Kunai equipped | 70 | 105 | 89 |
Maximum overheal from Conniver's Kunai backstabs | N/A | 210 | N/A |
†Theoretical value. Overheal does not exceed 150% of the classes' maximum health.
Speed
Condition | Normal | Backward | Crouched | Swimming | ||||||||
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Heavy |
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Any of the Heavy's Primary weapons spun up, except the Brass Beast |
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Brass Beast spun up |
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Under the effects of the Buffalo Steak Sandvich |
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Wielding the Gloves of Running Urgently |
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Wielding the Eviction Notice |
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Weapons
The Heavy relies on his primary weapon to deal large damage at close range. He is slow, and even more so immobile while spun up.
Primary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
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Stock Minigun |
200 | N/A | Base: 9 Crit: 27 [40 rounds / sec.] |
Secondary fire spins-up the barrel without firing. Fires 4 bullets per unit of ammo used. | |
Promotional Iron Curtain |
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Unlock Natascha |
200 | N/A | Base: 6.75 Crit: 20.25 [40 rounds / sec.] |
Secondary fire spins-up the barrel without firing. Fires 4 bullets per unit of ammo used.
+20% damage resistance when spun up and health is less than 50% of max. | |
Craft Brass Beast |
200 | N/A | Base: 10.8 Crit: 32.4 [40 rounds / sec.] |
Secondary fire spins-up the barrel without firing. Fires 4 bullets per unit of ammo used. | |
Craft Tomislav |
200 | N/A | Base: 9 Crit: 27 [33 rounds / sec.] |
Secondary fire deploys the barrel without firing. Fires 4 bullets per unit of ammo used. | |
Promotional / Craft Huo-Long Heater |
200 | N/A | Base: 8.1 Crit: 24.3 [40 rounds / sec.]
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Secondary fire deploys the barrel without firing. Fires 4 bullets per unit of ammo used. |
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. A team will generally switch out a Scout for a Heavy, though substituting a Soldier for a Heavy is a common tactic as well.
Common Tactics
Usually, a team's 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 Minigun, allowing them to balance mobility with protection for their Medic. 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 G.R.U. equipped, making him faster than a Demoman without the 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.
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, 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.
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 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.
Attack-Defend Strategies
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 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.
Capture-the-Flag Strategies
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
- Heavy weapons (competitive)
- Defense (competitive)
- Heavy
- Classes (competitive)
- Standard competitive lineup
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