Difference between revisions of "Heavy match-ups"
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{{Match-Up|forclass=heavy | {{Match-Up|forclass=heavy | ||
| scout-strategy = You are a big target; a Scout will often try to circle-strafe you while avoiding your Minigun fire. He will double jump and change directions often, making it difficult to keep your crosshair on him. If he catches you in an ambush, he can easily take off half of your health before your Minigun is spun up. As long as you keep your aim steady, a Scout poses little threat, especially beyond close range combat. The [[Natascha]] can slow a Scout and render him unable to dodge your bullets. | | scout-strategy = You are a big target; a Scout will often try to circle-strafe you while avoiding your Minigun fire. He will double jump and change directions often, making it difficult to keep your crosshair on him. If he catches you in an ambush, he can easily take off half of your health before your Minigun is spun up. As long as you keep your aim steady, a Scout poses little threat, especially beyond close range combat. The [[Natascha]] can slow a Scout and render him unable to dodge your bullets. | ||
− | | soldier-strategy = You are the only class that both boasts more health than and outguns the Soldier. You’ll have no problem cutting down a Soldier if he comes within medium range. While you have more firepower, you’ll find it difficult to dodge his rockets, especially if he abuses cover or high ground. | + | | soldier-strategy = You are the only class that both boasts more health than and outguns the Soldier. You’ll have no problem cutting down a Soldier if he comes within medium range. While you have more firepower, you’ll find it difficult to dodge his rockets, especially if he abuses cover or high ground. If he's not out in the open, lay down oppressive fire to wear down his health or find a better position to fight from first. |
| pyro-strategy = Your [[Minigun]] can deal more damage at close range than the Pyro’s [[Flamethrower]] or [[Axtinguisher]]. Unless the Pyro is skilled at [[ambush]]ing, you will dominate him at close range. If you are ambushed, wind up your Minigun and keep your aim steady; your large health pool should help tank 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. | | pyro-strategy = Your [[Minigun]] can deal more damage at close range than the Pyro’s [[Flamethrower]] or [[Axtinguisher]]. Unless the Pyro is skilled at [[ambush]]ing, you will dominate him at close range. If you are ambushed, wind up your Minigun and keep your aim steady; your large health pool should help tank 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. | ||
− | | demoman-strategy = The Demoman’s explosives can easily match your large damage output, especially from medium to long | + | | 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 grenades and Stickybombs at you. You’ll want to force him to take cover just so you can hold position. At close range, he will have difficulty aiming while your [[Minigun]] shreds him. 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. If you can get the drop on any [[Sentry Gun]] at close range, 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 from significant spread. 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. If you can get the drop on any [[Sentry Gun]] at close range, 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 from significant spread. If necessary, you can use the [[Fists of Steel]] to tank Sentry Gun fire while your teammates destroy it. | ||
| medic-strategy = A lone Medic should be easy to dispatch with your Minigun. However, a 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 should be easy to dispatch with your Minigun. However, a 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 it difficult to move unpredictably, | + | | sniper-strategy = Your slow speed and large frame make it difficult to move unpredictably, making 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 and deter him from firing as you close in. 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 slow speed, large size, and massive damage output will make you a very important target for an enemy Spy. Do not rely on your teammates to [[Spy-check]] for you, especially if you the one leading a charge. A short spray of Minigun bullets at a nearby teammate should be enough to determine whether or not he is a Spy. If a Spy uses his [[Cloak]] to retreat, use the spread of your primary weapon or [[Shotgun]] to reveal him. The [[Huo-Long Heater]] deploys a ring of [[fire]] around you when revved up; this does not completely deter enemy Spies, as they can still jump over the flames to stab you. | | spy-strategy = Your slow speed, large size, and massive damage output will make you a very important target for an enemy Spy. Do not rely on your teammates to [[Spy-check]] for you, especially if you the one leading a charge. A short spray of Minigun bullets at a nearby teammate should be enough to determine whether or not he is a Spy. If a Spy uses his [[Cloak]] to retreat, use the spread of your primary weapon or [[Shotgun]] to reveal him. The [[Huo-Long Heater]] deploys a ring of [[fire]] around you when revved up; this does not completely deter enemy Spies, as they can still jump over the flames to stab you. | ||
}} | }} |
Revision as of 22:57, 31 January 2016
“ | Entire team is babies!
Click to listen
— The Heavy on his tactical analysis of the opposition
|
” |
Class | Strategy | ||
---|---|---|---|
Heavy |
vs. | Scout |
You are a big target; a Scout will often try to circle-strafe you while avoiding your Minigun fire. He will double jump and change directions often, making it difficult to keep your crosshair on him. If he catches you in an ambush, he can easily take off half of your health before your Minigun is spun up. As long as you keep your aim steady, a Scout poses little threat, especially beyond close range combat. The Natascha can slow a Scout and render him unable to dodge your bullets. |
Heavy |
vs. | Soldier |
You are the only class that both boasts more health than and outguns the Soldier. You’ll have no problem cutting down a Soldier if he comes within medium range. While you have more firepower, you’ll find it difficult to dodge his rockets, especially if he abuses cover or high ground. If he's not out in the open, lay down oppressive fire to wear down his health or find a better position to fight from first. |
Heavy |
vs. | Pyro |
Your Minigun can deal more damage at close range than the Pyro’s Flamethrower or Axtinguisher. Unless the Pyro is skilled at ambushing, you will dominate him at close range. If you are ambushed, wind up your Minigun and keep your aim steady; your large health pool should help tank 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. |
Heavy |
vs. | Demoman |
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 grenades and Stickybombs at you. You’ll want to force him to take cover just so you can hold position. At close range, he will have difficulty aiming while your Minigun shreds him. A Demoman who runs at you with his melee weapon and a shield should be a much easier kill. |
Heavy |
vs. | 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 |
vs. | Engineer |
A lone Engineer is far weaker than you in a straight-up fight. If you can get the drop on any Sentry Gun at close range, 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 from significant spread. If necessary, you can use the Fists of Steel to tank Sentry Gun fire while your teammates destroy it. |
Heavy |
vs. | Medic |
A lone Medic should be easy to dispatch with your Minigun. However, a 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 |
vs. | Sniper |
Your slow speed and large frame make it difficult to move unpredictably, making 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 and deter him from firing as you close in. 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 |
vs. | Spy |
Your slow speed, large size, and massive damage output will make you a very important target for an enemy Spy. Do not rely on your teammates to Spy-check for you, especially if you the one leading a charge. A short spray of Minigun bullets at a nearby teammate should be enough to determine whether or not he is a Spy. If a Spy uses his Cloak to retreat, use the spread of your primary weapon or Shotgun to reveal him. The Huo-Long Heater deploys a ring of fire around you when revved up; this does not completely deter enemy Spies, as they can still jump over the flames to stab you. |
See also
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