Difference between revisions of "Basic Heavy strategy"

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{{Quotation|'''The Heavy'''|I have plan for you: '''more pain'''!|sound=Heavy_domination08_I_have_plans_for_you._More_pain!.wav}}
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The [[Heavy]] is the largest, toughest, but slowest class in the game. Although his [[Minigun]] takes some time to rev up, it possesses some of the greatest damage output in the game, especially at close range. The Heavy can continue to keep his weapon revved in anticipation for future encounters. His great health pool and firepower makes him a very good [[Medic buddy]]. However, his large size and slow speed makes him a juicy target, especially for enemy [[Sniper]]s or [[Spy|Spies]], and his general loudness makes him subpar at ambushing. A good Heavy will coordinate with his team to tackle mission objectives together. His usefulness as a shock trooper while on offense or defense should not be underestimated by either side.
The [[Heavy]] is the largest, toughest and slowest class in the game. With a [[Medic]], he wades in where others dare not. His usefulness as a shock troop on the front lines, defense breaker, and wide-area defender should not be underestimated by either side.
 
  
==General==
 
*Holding your alternate fire will keep your Minigun revved and ready to shoot at a moment's notice.
 
  
*Although the Heavy has a lot of [[Health]], a well-placed [[Sniper]] shot can take him down in one hit. Be careful in wide-open places.
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==Primary Weapons==
 
 
*As a Heavy you're always a prime target for [[Spies]], so make sure to turn around often and [[Spy check]].
 
 
 
*Standing next to a [[Dispenser]] provides you a constant supply of ammo, allowing you to fire your Minigun without stopping.
 
 
 
*Though you do the most damage up close, you still do damage at range. Good aim is not required, your spread will take care of that.
 
 
 
*If one is available, take a [[Teleporter]]. Even a poorly placed exit will usually save some time.
 
 
 
*Remember to team up with a [[Medic]] if possible. The extra health makes you both difficult targets.
 
 
 
*When teamed with a Medic, stay near cover so that the fragile Medic can avoid attacks.
 
 
 
*Heavies in CTF Mode should only be used to kill enemies carrying or about to take the Intelligence. They should not be used to capture the enemy Intelligence.
 
 
 
==Weapon Specific Tips==
 
 
 
A list of useful tidbits about the Heavy's tools.
 
  
 
===[[Minigun]] / [[Iron Curtain]]===
 
===[[Minigun]] / [[Iron Curtain]]===
 
{{Icon weapon|weapon=Minigun|icon-size=100x100px}} {{Icon weapon|weapon=Iron Curtain|icon-size=100x100px}}
 
{{Icon weapon|weapon=Minigun|icon-size=100x100px}} {{Icon weapon|weapon=Iron Curtain|icon-size=100x100px}}
*The Minigun, or ''Sasha'', is a great ambush weapon; think of it as a Shotgun with a high rate of fire and no reload time. Ambush foes from around corners, high places, and concealed areas.
 
 
*You can rev your Minigun at the start of a jump. This gives you a moment of extra speed, and can be useful when you expect an enemy to be waiting right around the corner.
 
 
*By the same token, few people expect a Heavy to fall from the sky with Minigun spun up and ready. Stages with vertical peaks such as [[Gravel Pit]] and [[Granary]] make great places to use this ambush strategy.
 
  
*If the enemy team has many combat classes, it is a better idea to take this over [[Natascha]].
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Think of the Minigun as a rapid-fire [[Shotgun]]. With it, you are capable of taking nearly any opponent in a one-on-one setting. You can rev it while in midair, allowing you to catch enemies by surprise from around corners. If there is no time to ready your Minigun, consider switching to your [[Shotgun]].
  
*At mid-range or closer, the Minigun has a higher damage output than any other weapon in the game, except for Critical hits, [[Backstab]]s, and the Brass Beast. Keep this in mind and stand your ground when facing opponents one-on-one.
 
  
 
===[[Natascha]]===
 
===[[Natascha]]===
 
{{Icon weapon|weapon=Natascha|icon-size=100x100px}}
 
{{Icon weapon|weapon=Natascha|icon-size=100x100px}}
*Enemies taking damage from Natascha will find themselves moving slower for an instant, sometimes forcing them to face you instead of running away.
 
 
*It inflicts 25% less damage than the normal Minigun, so you'll find that it takes slightly longer to finish off enemies. At medium range, it's best against light, fast classes.
 
 
*Be cautious when engaging other Heavies wielding Sasha or the [[Brass Beast]], because Natascha's reduced damage will be a significant disadvantage.
 
 
*Natascha can interrupt taunts, including taunt attacks. It can also interrupt the consumption of "lunchbox" items such as the [[Sandvich]] and [[Bonk! Atomic Punch]].
 
 
*The slowdown of Natascha also affects vertical momentum, meaning that any opponent trying to jump (including rocket jumps and sticky jumps) will fall like a stone if hit.
 
  
*Natascha can stop a charging Demoman in his tracks. You only need one hit, so this ability can be used to protect teammates from some distance.
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Natascha will slow enemies, forcing them to stop and face you in combat. The effects of [[slowdown]] will interrupt a [[Demoman]] using the [[Chargin' Targe]], any taunts, and the consumption of [[lunchbox]] items. The reduced damage dealt means you will be at a significant disadvantage when facing an enemy Heavy with the normal Minigun.  
  
*Eating the [[Dalokohs Bar]] with Natascha will boost your health by 50 HP and gives you a better chance against Sasha-wielding Heavies. On the same note, any health penalties, like from The Warrior Spirit, will give less of a chance. Keep your eyes on enemies to deal with them appropriately...
 
  
 
===[[Brass Beast]]===
 
===[[Brass Beast]]===
 
{{Icon weapon|weapon=Brass Beast|icon-size=100x100px}}
 
{{Icon weapon|weapon=Brass Beast|icon-size=100x100px}}
*The Brass Beast is arguably the strongest hitscan weapon in the game.  However, it has many harsh restrictions.
 
  
*The Beast's spinup time is extremely long. Unless you are being actively healed, almost any combat class can kill you in an ambush.
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While the Brass Beast is arguably the strongest weapon in the game, you are incredibly immobile while using it. If you haven't already revved it up, you are very vulnerable to ambushes. Use it alongside the [[Shotgun]] in defensive situations where you will move around less.
  
*The Beast's revved movement speed is extremely slow. Unless you are being actively healed, almost any explosive class can successfully corner you while you're firing.
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==Secondary Weapons==
 
 
*Because of the Brass Beast's extremely slow movement speed while revving, it is not recommended to engage in open combat areas, as [[Snipers]] can easily [[headshot]] you from a distance.
 
 
 
*For these reasons, use The Brass Beast from mostly static locations. Ideally, you should be in place and spun up before the fight begins.
 
 
 
*Consider carrying the Shotgun with the Beast.  You'll benefit from the flexibility and fast response times.
 
  
 
===[[Shotgun]]===
 
===[[Shotgun]]===
 
{{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
 
{{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
*The Shotgun is the maneuvering weapon of the Heavy. Use it when moving from point to point.
 
  
*If you believe the speed decrease and spin-up time of the [[Minigun]] will be a hindrance to a successful attack, switch to your Shotgun instead.
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If healing yourself or your allies is not an issue, pick the Shotgun over the [[Sandvich]]. Use it when moving between areas or when there is no time to spin up your Minigun.
 
 
*If your team has lots of able-bodied Medics, then it is a better idea to bring this over the [[Sandvich]], since healing yourself is not an issue and the Medics can heal each other.
 
 
 
*The Shotgun is great if you have low Minigun ammo and don't want to waste it on [[Spies]] or [[Pyros]].
 
 
 
*Use the shotgun over your primary weapon when you get Crits with the KGB, as it takes time for a Minigun to spin up.
 
  
 
===[[Sandvich]]===
 
===[[Sandvich]]===
 
{{Icon weapon|weapon=Sandvich|icon-size=100x100px}}
 
{{Icon weapon|weapon=Sandvich|icon-size=100x100px}}
*If the enemies are coming in waves or your team has few Medics, bring this because you will need all the health you can get.
 
 
*Without your Shotgun, Snipers are much deadlier, and without a fallback weapon it makes the limited ammo supply of the Minigun all the more scarce.
 
 
*The healing powers of the Sandvich work great with the [[Gloves of Running Urgently]]. You can quickly switch to the Sandvich, throw it on the ground, and continue your run through the area in quick succession.
 
 
*You can use alternate fire to throw your Sandvich for a teammate, healing 50% of their max health and stopping burn damage/bleeding. Enemy players can also pick up your thrown Sandvich, so keep an eye on it!
 
 
*You can pick up your own thrown Sandvich from the ground for instant healing.
 
 
*Picking up a health item while at full HP restores the Sandvich instantly.
 
  
*Share the Sandvich with your Medic. As he can't heal himself, but he can heal you, it would be wise to give him your Sandvich to keep you both healthy.
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Use the Sandvich to quickly patch yourself up in between fights. Throw it on the ground to quickly heal yourself or your Medic. The Minigun will be your only ranged weapon, so keep an eye on your ammunition.
  
*By throwing your Sandvich down immediately before a fight, you can increase your survivability by simply fighting until you run low on health, and then eating the dropped Sandvich. Use this in longer fights where you will remain stationary, such as when capturing or defending a point.
 
  
*Be sure to hide from enemy lines before eating the Sandvich. Eating it in the middle of battle can get you killed easily.
 
  
 
===[[Dalokohs Bar]]===
 
===[[Dalokohs Bar]]===
 
{{Icon weapon|weapon=Dalokohs Bar|icon-size=100x100px}}
 
{{Icon weapon|weapon=Dalokohs Bar|icon-size=100x100px}}
*The Dalokohs Bar heals much less HP than the [[Sandvich]] and can not be shared.
 
  
*The Dalokohs Bar can be particularly useful for Heavies that can obtain a constant source of healing but lack a nearby friendly Medic for overhealing, such as near a Dispenser, resupply cabinet, or large health pack. 
 
  
*Even though the Dalokohs Bar allows your maximum health to rise up to 350, Medics can only overheal you to 450, making the bar less effective when there are numerous Medics on your team.
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The Dalokohs Bar is less versatile than the [[Sandvich]] and should only be used if your team lacks a Medic but does have a constant source of healing from a [[Dispenser]] or [[medkit]]s.
  
*Note that since the amount of HP you gain by picking up a health pack is based on your maximum health, health packs will be slightly more effective while under the influence of the Dalokohs Bar. In areas with numerous health packs, such as [[Medieval Mode]], this can be quite useful.
 
  
 
===[[Buffalo Steak Sandvich]]===
 
===[[Buffalo Steak Sandvich]]===
 
{{Icon weapon|weapon=Buffalo Steak Sandvich|icon-size=100x100px}}
 
{{Icon weapon|weapon=Buffalo Steak Sandvich|icon-size=100x100px}}
*The Buffalo Steak Sandvich is a lot like [[Crit-a-Cola]]; it's powerful but extremely risky.
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*The [[Gloves of Running Urgently]] is a poor choice when used in combination with the Steak Sandvich's effect; its speed boost will not be applied and it will inflict 90 points of unavoidable self-damage. Your Mini-Crits will not even compensate for the halved base damage.
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The Buffalo Steak Sandvich is best used to move around the battlefield quickly. Because you are restricted to melee weapons only, avoid engaging enemies while under its effects. It can still be thrown onto the ground to heal yourself or injured teammates.
*The [[Killing Gloves of Boxing]] can be a devastating combination when used with the Steak Sandvich, as the increased damage makes the initial kill easier, and the increased speed allows the Heavy to attack fleeing opponents.
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*The [[Fists of Steel]] are also a good choice for use with the Steak Sandvich; using the two in combination Heavy can quickly pass through a dangerous area while still taking reduced damage.
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==Melee Weapons==
  
 
===[[Fists]]===
 
===[[Fists]]===
 
{{Icon weapon|weapon=Fists|icon-size=100x100px}}
 
{{Icon weapon|weapon=Fists|icon-size=100x100px}}
*Although they are melee weapons, [[Fists]] can be very powerful. Don't be afraid to spin down and switch to them if the going gets tough.
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*Using the [[Fists]] in combination with the [[Sandvich]] can even up the fight if you're attacked by multiple enemies.
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If there is no time to spin up your Minigun against a close foe, switch to your Fists. Your large health pool gives you the advantage in melee fights.
*Using the Showdown taunt will kill any enemy at range while still using Fists
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===[[Killing Gloves of Boxing]]===
 
===[[Killing Gloves of Boxing]]===
 
{{Icon weapon|weapon=Killing Gloves of Boxing|icon-size=100x100px}}
 
{{Icon weapon|weapon=Killing Gloves of Boxing|icon-size=100x100px}}
*The slow swing speed coupled with the [[Heavies]] slow movement speed makes it a risky prospect. It is best to use it when you have an enemy cornered or caught unaware.
 
  
*If you manage a kill and you're in tight quarters with your enemies, feel free to keep swinging. Any Critical hit will instantly kill all but [[Soldiers]], [[Heavies]], and other overhealed foes.
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Use the K.G.B. when you have the enemy in a corner. Once you've obtained the critical hit boost, switch to the [[Shotgun]] or continue swinging to make the best use of it. Switching to the [[Minigun]] will waste a significant portion of the boost.
  
*You can switch to your [[Minigun]] of choice or the [[Shotgun]] immediately after making a K.G.B kill and use the guaranteed Critical hits with those weapons instead.
 
  
*Keep in mind however that spinning up the [[Minigun]] eats up a lot of your Critboost time.
 
  
 
===[[Gloves of Running Urgently]]===
 
===[[Gloves of Running Urgently]]===
 
{{Icon weapon|weapon=Gloves of Running Urgently|icon-size=100x100px}}
 
{{Icon weapon|weapon=Gloves of Running Urgently|icon-size=100x100px}}
*Use the GRU to reach the front lines quickly.
 
 
*Use the GRU to escape from dangerous foes.
 
 
*With the added speed, you can complete some jumps that you couldn't before.
 
 
*With a [[Medic]] healing you, you can negate the -6 damage penalty and help build their ÜberCharge at the same time.
 
  
*Remember that the GRU does much less damage than a standard melee weapon, so it may not be wise to get into a melee fight.
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Use the G.R.U. to reach the front lines quickly or to retreat from dangerous foes. You can use the [[Sandvich]] to negate the self-damage once you've reached your destination. When wearing them, you can help build a Medic's ÜberCharge meter at the maximum rate.  
  
*Use the gloves while ubercharged to reach enemy Sentry nests and other targets that are easiest to destroy at short range.
 
 
*If you are alone, try using this in combination with the [[Dalokohs Bar]]. The buff will get you to front lines, and if you run in to enemies, at least you will have your base health of 300 to take him down.
 
  
 
=== [[Fists of Steel]] ===
 
=== [[Fists of Steel]] ===
 
{{Icon weapon|weapon=Fists of Steel|icon-size=100x100px}}
 
{{Icon weapon|weapon=Fists of Steel|icon-size=100x100px}}
  
*The Fists of Steel make you very difficult to kill at range. You can tank small Sentry Guns and even survive two Sniper headshots in a row, and three if you're overhealed. Use this advantage to cross open areas safely.
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The Fists of Steel make you very difficult to kill with ranged weaponry, so take them out when crossing open areas. If an enemy tries to melee you, switch to your [[Minigun]] and shred them.
  
*These gloves work well with the [[Buffalo Steak Sandvich]], but avoid extended melee fights. You'll take 270% damage from every blow.
 
  
*Soldiers wielding the [[Equalizer]] are extremely dangerous. Even without a [[Critical hit]] or [[Crit boost]]ing effects, a single hit from one can deal as much as 226 damage.
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===[[Warrior's Spirit]]===
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{{Icon weapon|weapon=Warrior's Spirit|icon-size=100x100px}}
  
*With the aid of a nearby Soldier's [[Battalion's Backup]], you can absorb even greater amounts of firepower.
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Unless you actively seek melee combat, use a different melee weapon. Compared to the standard Fists, you can defeat an enemy Heavy in four hits rather than five. If you are being healed by a [[Medic]], the health penalty is negligible.  
  
*If your Minigun runs low on ammo or a fight becomes too much, Fists of Steel can be used to shield your retreat to resupply or regroup.
 
  
*A clever Heavy can weapon-heckle with the Shotgun, shooting players wielding melee weapons, and quickly switching back to the Fists of Steel to combat players with ranged weapons.
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==Item sets==
 
 
*If you have your Fists of Steel out and an enemy comes at you with his melee weapon, quickly switch to your Minigun or Shotgun for minimum damage to yourself.
 
 
 
*The Fists of Steel can be used to bait enemies into taking out their melee weapon and getting in close range to hit you. You can then switch to your Minigun or Shotgun to quickly kill them.
 
 
 
===[[Warrior's Spirit]]===
 
{{Icon weapon|weapon=Warrior's Spirit|icon-size=100x100px}}
 
 
 
*This weapon has the highest [[Critical]] melee damage.
 
*While having 20 less Health points may not sound like much, in a fight with another Heavy it can be fatal.
 
*The [[Dalokohs Bar]] can more than compensate for your reduced health, although a Medic's [[Overheal]] is even better.
 
*Using the Buffalo Steak Sandvich with this will guarantee 112 damage with every hit, meaning you can take out any class in two hits except for other Heavies.
 
  
 
===[[Item sets#Heavy|The Hibernating Bear]]===
 
===[[Item sets#Heavy|The Hibernating Bear]]===
 
[[File:Backpack Heavy Bundle.png|100px|The Hibernating Bear]]
 
[[File:Backpack Heavy Bundle.png|100px|The Hibernating Bear]]
*Having a 5% resistance to [[Crits]] is negligible.
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*Due to the 20 less max health from the [[Warrior's Spirit]], you will still die from a fully charged headshot.
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The resistance to critical hits is negligible. Due to the [[Warrior's Spirit]] lowering your maximum health, you will still die to a fully charged headshot, even when overhealed.
  
 
== See also ==
 
== See also ==

Revision as of 10:45, 11 March 2011

The Heavy is the largest, toughest, but slowest class in the game. Although his Minigun takes some time to rev up, it possesses some of the greatest damage output in the game, especially at close range. The Heavy can continue to keep his weapon revved in anticipation for future encounters. His great health pool and firepower makes him a very good Medic buddy. However, his large size and slow speed makes him a juicy target, especially for enemy Snipers or Spies, and his general loudness makes him subpar at ambushing. A good Heavy will coordinate with his team to tackle mission objectives together. His usefulness as a shock trooper while on offense or defense should not be underestimated by either side.


Primary Weapons

Minigun / Iron Curtain

Item icon Minigun.png Item icon Iron Curtain.png

Think of the Minigun as a rapid-fire Shotgun. With it, you are capable of taking nearly any opponent in a one-on-one setting. You can rev it while in midair, allowing you to catch enemies by surprise from around corners. If there is no time to ready your Minigun, consider switching to your Shotgun.


Natascha

Item icon Natascha.png

Natascha will slow enemies, forcing them to stop and face you in combat. The effects of slowdown will interrupt a Demoman using the Chargin' Targe, any taunts, and the consumption of lunchbox items. The reduced damage dealt means you will be at a significant disadvantage when facing an enemy Heavy with the normal Minigun.


Brass Beast

Item icon Brass Beast.png

While the Brass Beast is arguably the strongest weapon in the game, you are incredibly immobile while using it. If you haven't already revved it up, you are very vulnerable to ambushes. Use it alongside the Shotgun in defensive situations where you will move around less.

Secondary Weapons

Shotgun

Item icon Shotgun.png

If healing yourself or your allies is not an issue, pick the Shotgun over the Sandvich. Use it when moving between areas or when there is no time to spin up your Minigun.

Sandvich

Item icon Sandvich.png

Use the Sandvich to quickly patch yourself up in between fights. Throw it on the ground to quickly heal yourself or your Medic. The Minigun will be your only ranged weapon, so keep an eye on your ammunition.


Dalokohs Bar

Item icon Dalokohs Bar.png


The Dalokohs Bar is less versatile than the Sandvich and should only be used if your team lacks a Medic but does have a constant source of healing from a Dispenser or medkits.


Buffalo Steak Sandvich

Item icon Buffalo Steak Sandvich.png

The Buffalo Steak Sandvich is best used to move around the battlefield quickly. Because you are restricted to melee weapons only, avoid engaging enemies while under its effects. It can still be thrown onto the ground to heal yourself or injured teammates.


Melee Weapons

Fists

Item icon Fists.png

If there is no time to spin up your Minigun against a close foe, switch to your Fists. Your large health pool gives you the advantage in melee fights.


Killing Gloves of Boxing

Item icon Killing Gloves of Boxing.png

Use the K.G.B. when you have the enemy in a corner. Once you've obtained the critical hit boost, switch to the Shotgun or continue swinging to make the best use of it. Switching to the Minigun will waste a significant portion of the boost.


Gloves of Running Urgently

Item icon Gloves of Running Urgently.png

Use the G.R.U. to reach the front lines quickly or to retreat from dangerous foes. You can use the Sandvich to negate the self-damage once you've reached your destination. When wearing them, you can help build a Medic's ÜberCharge meter at the maximum rate.


Fists of Steel

Item icon Fists of Steel.png

The Fists of Steel make you very difficult to kill with ranged weaponry, so take them out when crossing open areas. If an enemy tries to melee you, switch to your Minigun and shred them.


Warrior's Spirit

Item icon Warrior's Spirit.png

Unless you actively seek melee combat, use a different melee weapon. Compared to the standard Fists, you can defeat an enemy Heavy in four hits rather than five. If you are being healed by a Medic, the health penalty is negligible.


Item sets

The Hibernating Bear

The Hibernating Bear

The resistance to critical hits is negligible. Due to the Warrior's Spirit lowering your maximum health, you will still die to a fully charged headshot, even when overhealed.

See also