Difference between revisions of "Heavy match-ups"

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   | scout-strategy = In a direct fight, the Scout will try to dodge your fire or use hit-and-run tactics to wear you down. The match-up becomes a matter of anticipating which path he will attack you from and reacting quickly enough. 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 he keeps running away before you can retaliate, consider using the faster [[Tomislav]] or switching to the [[Shotgun]]. When fighting other enemies with a spun up Minigun, keep in mind that the Scout can quickly join the action.
 
   | scout-strategy = In a direct fight, the Scout will try to dodge your fire or use hit-and-run tactics to wear you down. The match-up becomes a matter of anticipating which path he will attack you from and reacting quickly enough. 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 he keeps running away before you can retaliate, consider using the faster [[Tomislav]] or switching to the [[Shotgun]]. When fighting other enemies with a spun up Minigun, keep in mind that the Scout can quickly join the action.
 
   | soldier-strategy = You are the only class that both 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. Your slow speed and large size makes avoiding rockets difficult, especially if he uses the [[Direct Hit]]. If he's not out in the open, lay down oppressive fire to wear down his health and stop him from rocket jumping away. Consider fighting a Soldier with the [[Shotgun]] to stay mobile and dodge his rockets.
 
   | soldier-strategy = You are the only class that both 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. Your slow speed and large size makes avoiding rockets difficult, especially if he uses the [[Direct Hit]]. If he's not out in the open, lay down oppressive fire to wear down his health and stop him from rocket jumping away. Consider fighting a Soldier with the [[Shotgun]] to stay mobile and dodge his rockets.
   | pyro-strategy = Your [[Minigun]] can deal more damage at close range than the Pyro’s [[Flamethrower]]. Thus, a good Pyro will resort to ambushing you. Like when dealing with the Scout, keep in mind possible routes you can be flanked from. If you are ambushed, you need to quickly react and wind up your Minigun; if you are fast enough, your large health pool should allow you to survive 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. Watch out for [[Flare Gun]] shots at long range, as they can wear you down if you stay in the open.
+
   | pyro-strategy = At close range, your [[Minigun]] deals more damage at close range than the Pyro’s [[Flamethrower]]. The Pyro should resort to ambushing you, using 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 head-on 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 they can wear you down if you stay in the open.
   | demoman-strategy = The Demoman’s explosives can easily match your large damage output, especially from medium to long range. A smart Demoman will keep his distance while lobbing [[Grenade Launcher|grenades]] at you, possibly in an attempt to lure you into a [[Stickybomb Launcher|Stickybomb]] trap. Your slow speed makes it extremely difficult for you to dodge his grenades, which can kill you at base health with only three direct hits. At the front lines, you want to force him to take cover just so you can hold position, which in turn will allow him to reload and attack you again. Instead of enduring his abuse, try to close the distance while being wary of possible traps he has set. The Demoman can fire around corners, but can't see around them, so consider backing off and taking a different route. A Demoman who runs at you with his melee weapon and a shield should be a much easier kill.
+
   | demoman-strategy = The Demoman’s explosives can easily match your large damage output, especially from medium range and beyond. A smart Demoman will keep his distance while lobbing [[Grenade Launcher|grenades]], which can kill you with only three direct hits. At the front lines, you want to force him 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 he is luring you into. 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
 
   | heavy-strategy = 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]] or the [[Tomislav]], weapons with lower raw firepower, will lose to one wielding any other available primary weapon.
 
   | heavy-strategy = 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]] or the [[Tomislav]], weapons with lower raw firepower, will lose to one wielding any other available primary weapon.
 
   | engineer-strategy = A lone Engineer is far weaker than you in a straight-up fight. 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 come back with teammates, as all of your weapons suffer at longer ranges. In particular, your firepower combined with a Medic's [[Übercharge]] should be enough to defeat any Sentry Gun. If necessary, you can use the [[Fists of Steel]] to tank Sentry Gun fire while your teammates destroy it.
 
   | engineer-strategy = A lone Engineer is far weaker than you in a straight-up fight. 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 come back with teammates, as all of your weapons suffer at longer ranges. In particular, your firepower combined with a Medic's [[Übercharge]] should be enough to defeat any Sentry Gun. If necessary, you can use the [[Fists of Steel]] to tank Sentry Gun fire while your teammates destroy it.
 
   | medic-strategy = A lone Medic in the open should be easy to dispatch with your Minigun, but is more than capable of running away while taking potshots. The Medic is typically accompanied by a [[Medic buddy]] that can steadily wear your health down. Even if you chip away at his patient’s health, the Medic will be there to heal him. Thus, avoid the pair unless you have teammates nearby or can get the drop on them at close range.  
 
   | medic-strategy = A lone Medic in the open should be easy to dispatch with your Minigun, but is more than capable of running away while taking potshots. The Medic is typically accompanied by a [[Medic buddy]] that can steadily wear your health down. Even if you chip away at his patient’s health, the Medic will be there to heal him. Thus, avoid the pair unless you have teammates nearby or can get the drop on them at close range.  
   | sniper-strategy = Your slow speed and large frame make you an easy target. A fully charged headshot will instantly kill you, no matter how overhealed you are, so it’s best not to go out into any open areas that a Sniper is watching. At medium range, you can nick him with enough [[Minigun]] or [[Shotgun]] bullets to severely impede his aim as you close in; occasionally crouch and steer to the sides to add some unpredictability to your movement. Once you're in range, he will stand no chance. Equipping the [[G.R.U.]] or [[Fists of Steel]] can make crossing a Sniper’s field of view a little bit easier.
+
   | sniper-strategy = Your slow speed and large frame make you an easy target. A fully charged headshot will instantly kill you, no matter how overhealed you are, so it’s best not to go out into any open areas that a Sniper is watching. At medium range, you can nick him with enough [[Minigun]] or [[Shotgun]] bullets to severely impede his aim as you close in; occasionally steer to the sides to add some unpredictability to your movement. Once you're in range, he will stand no chance. Equipping the [[G.R.U.]] or [[Fists of Steel]] can make crossing a Sniper’s field of view a little bit easier.
 
   | spy-strategy = Your propensity to lead team charges makes you an important target for the enemy Spy. Don't completely rely on teammates to [[Spy-check]] for you - if a friendly Medic stops healing you or teammates disappear, be suspicious. Use short sprays from the Minigun to Spy-check teammates. If the Spy uses his [[Cloak]] to retreat, fan the Minigun or Shotgun over a wide area to try and reveal him. The [[Huo-Long Heater]] deploys a ring of [[fire]] around you when revved up, which can reveal nearby Spies that you should react to quickly.
 
   | spy-strategy = Your propensity to lead team charges makes you an important target for the enemy Spy. Don't completely rely on teammates to [[Spy-check]] for you - if a friendly Medic stops healing you or teammates disappear, be suspicious. Use short sprays from the Minigun to Spy-check teammates. If the Spy uses his [[Cloak]] to retreat, fan the Minigun or Shotgun over a wide area to try and reveal him. The [[Huo-Long Heater]] deploys a ring of [[fire]] around you when revved up, which can reveal nearby Spies that you should react to quickly.
 
}}
 
}}

Revision as of 02:43, 10 June 2020

Entire team is babies!
The Heavy on his tactical analysis of the opposition
Class Strategy
Heavy.png
Heavy
vs. Scout.png
Scout
In a direct fight, the Scout will try to dodge your fire or use hit-and-run tactics to wear you down. The match-up becomes a matter of anticipating which path he will attack you from and reacting quickly enough. 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 he keeps running away before you can retaliate, consider using the faster Tomislav or switching to the Shotgun. When fighting other enemies with a spun up Minigun, keep in mind that the Scout can quickly join the action.
Heavy.png
Heavy
vs. Soldier.png
Soldier
You are the only class that both 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. Your slow speed and large size makes avoiding rockets difficult, especially if he uses the Direct Hit. If he's not out in the open, lay down oppressive fire to wear down his health and stop him from rocket jumping away. Consider fighting a Soldier with the Shotgun to stay mobile and dodge his rockets.
Heavy.png
Heavy
vs. Pyro.png
Pyro
At close range, your Minigun deals more damage at close range than the Pyro’s Flamethrower. The Pyro should resort to ambushing you, using 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 head-on 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 they can wear you down if you stay in the open.
Heavy.png
Heavy
vs. Demoman.png
Demoman
The Demoman’s explosives can easily match your large damage output, especially from medium range and beyond. A smart Demoman will keep his distance while lobbing grenades, which can kill you with only three direct hits. At the front lines, you want to force him 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 he is luring you into. 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
Heavy.png
Heavy
vs. Heavy.png
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 or the Tomislav, weapons with lower raw firepower, will lose to one wielding any other available primary weapon.
Heavy.png
Heavy
vs. Engineer.png
Engineer
A lone Engineer is far weaker than you in a straight-up fight. 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 come back with teammates, as all of your weapons suffer at longer ranges. In particular, your firepower combined with a Medic's Übercharge should be enough to defeat any Sentry Gun. If necessary, you can use the Fists of Steel to tank Sentry Gun fire while your teammates destroy it.
Heavy.png
Heavy
vs. Medic.png
Medic
A lone Medic in the open should be easy to dispatch with your Minigun, but is more than capable of running away while taking potshots. The Medic is typically accompanied by a Medic buddy that can steadily wear your health down. Even if you chip away at his patient’s health, the Medic will be there to heal him. Thus, avoid the pair unless you have teammates nearby or can get the drop on them at close range.
Heavy.png
Heavy
vs. Sniper.png
Sniper
Your slow speed and large frame make you an easy target. A fully charged headshot will instantly kill you, no matter how overhealed you are, so it’s best not to go out into any open areas that a Sniper is watching. At medium range, you can nick him with enough Minigun or Shotgun bullets to severely impede his aim as you close in; occasionally steer to the sides to add some unpredictability to your movement. Once you're in range, he will stand no chance. Equipping the G.R.U. or Fists of Steel can make crossing a Sniper’s field of view a little bit easier.
Heavy.png
Heavy
vs. Spy.png
Spy
Your propensity to lead team charges makes you an important target for the enemy Spy. Don't completely rely on teammates to Spy-check for you - if a friendly Medic stops healing you or teammates disappear, be suspicious. Use short sprays from the Minigun to Spy-check teammates. If the Spy uses his Cloak to retreat, fan the Minigun or Shotgun over a wide area to try and reveal him. The Huo-Long Heater deploys a ring of fire around you when revved up, which can reveal nearby Spies that you should react to quickly.


See also