Difference between revisions of "Heavy (competitive)"
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==Anti-Heavy Classes== | ==Anti-Heavy Classes== | ||
− | ==The Sniper== | + | ===The Sniper=== |
As the Heavy is slow, it is easier for the Sniper to snipe him than other classes. He is especially vulnerable while eating a Sandvich, as he must stay still to eat it. | As the Heavy is slow, it is easier for the Sniper to snipe him than other classes. He is especially vulnerable while eating a Sandvich, as he must stay still to eat it. | ||
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+ | ===The Spy=== | ||
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+ | As the Heavy is slow, it is not difficult for a Spy to backstab him. The Heavy may counter this by using the Hua-Long Heater. | ||
== Нужно посмотреть == | == Нужно посмотреть == |
Revision as of 20:06, 18 August 2020
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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 Some or all info may be outdated.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 This article may contain content that is out of date.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 works best for defense and is great for defending intelligence or preventing enemies from pushing a bomb cart. However, his low speed makes him less useful for offense.
Contents
Информация
Здоровье
Class | Health | Overheal | Quick-Fix Overheal |
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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 |
†Theoretical value. Overheal does not exceed 150% of the classes' maximum health.
Скорость
Condition | Normal | Backward | Crouched | Swimming | ||||||||
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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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Оружие
Пулемётчик использует основное оружие для нанесение большого количество урона на средней и маленькой дистанции. Пулемётчик медленный класс, и ещё более медленный когда его пулемёт раскручен. Множество Игроков counteract this by jump-revving (spinning their minigun in mid-air) which can be useful in ambushing; or will use the Gloves of Running Urgently to get to a destination more quickly. Note however, that the Gloves of Running Urgently are banned in many competitive leagues.
Primary
Weapon | Kill icon | Ammo Loaded |
Ammo Carried |
Damage Range | Notes / Special Abilities |
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![]() Stock Minigun |
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200 | N/A | Base: 9 Crit: 27 [40 rounds / sec.] |
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![]() Promotional Iron Curtain |
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![]() Unlock Natascha |
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200 | N/A | Base: 6.75 Crit: 20.25 [40 rounds / sec.] |
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![]() Craft Brass Beast |
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200 | N/A | Base: 10.8 Crit: 32.4 [40 rounds / sec.] |
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![]() Craft Tomislav |
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200 | N/A | Base: 9 Crit: 27 [33 rounds / sec.] |
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![]() Promotional / Craft Huo-Long Heater |
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200 | N/A | Base: 8.1 Crit: 24.3 [40 rounds / sec.]
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Usage
Due to his slow speed, the Heavy is a situational utility class. However, their large amount of health and high close-range damage output makes Heavies ideal for holding crucial Control Points, especially the final Control Points of 5-CP maps like Badlands. In Sixes play, a team will generally switch out a Scout for a Heavy when trying to hold the last point, though substituting a Soldier for a Heavy is also common.
Common Tactics
First and foremost, it is recommended to read the player-based Highlander Heavy guide, in order to reach a larger understanding of the class.
The link: http://steamcommunity.com/sharedfiles/filedetails/?id=532245038
In general, the Heavy is often used when defending the last Point on 5 CP-maps, or on A/D maps such as Gravel Pit. Usually in this case, a team's Medic will focus on healing the team's Heavy, as the Heavy is able to possess a maximum amount of 450 health. This allows the Heavy to absorb a lot of damage and delay the enemy team more as opposed to a lower health class. The Heavy is also able to output very high damage at close range, which is crucial for keeping the Medic alive. Often the Heavy will replace the Pocket Soldier, or perhaps allow additional Soldiers to act as Roamers.
Стратегии Захвата контрольных точек
Teams will very rarely use a Heavy at the start of a 5-CP map. His slow speed means that a team starting off with a Heavy will typically attack the mid point with one less player than the other team, which may make the difference between winning or losing a mid fight. His high health makes him a useful defender in this game-mode, which is why he is often used on last point holds.
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 because of his large amount of health.
Mobility
When defending on an Attack/Defend map, the low mobility of the Heavy is mitigated somewhat, as enemies will come to him instead of the other way around. This allows him to keep his Minigun spun up without worrying as much about needing to quickly move around, compared to a Heavy on offense. Even so, Heavies are still very vulnerable to spam and/or crossfire sent towards the point, as their large frame and slow movement makes them more easily targeted than faster classes such as Scouts.
Сoperative Play
Пулемётчик может хорошо защищать Разведданные на картах как Turbine, где мало прикрытия. A fully buffed Heavy can halt an enemy advance and repel attackers, assisting the team's Engineer in the defense of the Intelligence room. If a team that is attacking the enemy intelligence chooses to use a Heavy, a useful strategy may be to let his teammates pick up the enemy intelligence, then provide cover to them with Minigun fire as they make their escape.
Anti-Heavy Classes
The Sniper
As the Heavy is slow, it is easier for the Sniper to snipe him than other classes. He is especially vulnerable while eating a Sandvich, as he must stay still to eat it.
The Spy
As the Heavy is slow, it is not difficult for a Spy to backstab him. The Heavy may counter this by using the Hua-Long Heater.
Нужно посмотреть
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