Difference between revisions of "Anti-Heavy strategy"
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Minigun}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Minigun}} + '''reskins''' | ||
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− | * The Minigun rapidly fires rounds that deal immense damage at close range, but is inaccurate at long range. Use cover and don't charge directly at him. | + | * The Minigun rapidly fires rounds that deal immense damage at close range, but is inaccurate at long range. Use cover, attack from longer ranges, and don't charge directly at him. |
− | * The Minigun must be spun for one second before firing. Additionally, it takes one more second to ramp up to full damage | + | * The Minigun must be spun for one second before firing. Additionally, it takes one more second to ramp up to full damage & accuracy. If the Heavy does not already have the weapon spun up, you have the opportunity to retreat or take him out quickly. |
− | * Firing the Minigun slows the Heavy's movement speed to a crawl, making him vulnerable to flanking and coordinated attacks from different directions. | + | * Firing the Minigun slows the Heavy's movement speed to a crawl, making him vulnerable to flanking and coordinated attacks from different directions, as well as making the Heavy substantially easier to hit. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Natascha}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Natascha}} | ||
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* Due to Natascha's significantly reduced damage, more bulky classes, such as the Soldier or Demoman, can face its user head-on with proper positioning. | * Due to Natascha's significantly reduced damage, more bulky classes, such as the Soldier or Demoman, can face its user head-on with proper positioning. | ||
* At long distances, this weapon's [[Slowdown|slow down]] has little effect. | * At long distances, this weapon's [[Slowdown|slow down]] has little effect. | ||
+ | *The Natascha is powerful at dealing with mobile targets, but less so with immobile. Use Sentries or Snipers, who rely very little on mobility, to easily deal with the heavy. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Brass Beast}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Brass Beast}} | ||
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− | * The Brass Beast deals increased damage, making it near impossible to face | + | * The Brass Beast deals increased damage, making it near impossible to face in close quarters. |
* The Brass Beast takes even longer to spin up than Natascha and brings the Heavy's speed to a crawl. It becomes nearly impossible for him to avoid oncoming fire, especially from the Demoman or Sniper. | * The Brass Beast takes even longer to spin up than Natascha and brings the Heavy's speed to a crawl. It becomes nearly impossible for him to avoid oncoming fire, especially from the Demoman or Sniper. | ||
* The Brass Beast grants 20% damage resistance to the Heavy when he's below 50% health. The Heavy will need to be focused by your team if he is suppressing an important area. | * The Brass Beast grants 20% damage resistance to the Heavy when he's below 50% health. The Heavy will need to be focused by your team if he is suppressing an important area. | ||
− | * The Heavy's decreased movement speed encourages him to linger in defensive locations longer. When fighting in enemy territory, take care to not run straight into a Heavy, no matter what weapon he wields. | + | * The Heavy's decreased movement speed encourages him to linger in defensive locations longer. When fighting in enemy territory, take care to not run straight into a Heavy, no matter what weapon he wields, but even more so with the Brass Beast. |
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tomislav}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Tomislav}} | ||
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− | * The Tomislav spins up quickly and quietly, making it | + | * The Tomislav spins up quickly and quietly, making it excellent at ambushing. |
* Listen for a rattling noise when approaching corners, which may indicate that a Heavy with the Tomislav lies in wait. | * Listen for a rattling noise when approaching corners, which may indicate that a Heavy with the Tomislav lies in wait. | ||
* Forcing the Heavy to fight in the open will lower his effectiveness, as the Tomislav fires 20% slower than the Minigun. | * Forcing the Heavy to fight in the open will lower his effectiveness, as the Tomislav fires 20% slower than the Minigun. | ||
+ | * The Tomislav has higher accuracy than the other primaries, allowing for the Heavy to increase his effective range. Take note to effectively move/space yourself away from the Heavy. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Huo-Long Heater}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Huo-Long Heater}} | ||
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− | * When the Huo-Long Heater is spun up, it consumes 4 ammo per second to deploy a ring of flames. | + | * When the Huo-Long Heater is spun up, it consumes 4 ammo per second to deploy a ring of flames. By getting the Heavy's attention and staying behind coverm, you force him to either keep his gun spun up and waste ammunition, or for the Heavy to un-spin the gun, allowing you to attack him somewhat-safely. |
* Spies can jump over the ring of flames deployed by the Huo-Long Heater, making it possible for them to backstab the Heavy without being set on fire or losing their [[Spy-cicle]]. | * Spies can jump over the ring of flames deployed by the Huo-Long Heater, making it possible for them to backstab the Heavy without being set on fire or losing their [[Spy-cicle]]. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins''' | ||
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− | * A Heavy | + | * A Heavy will most likely switch to the Shotgun when he is moving between areas or his Minigun runs out of ammunition. Take him down before he can prepare his other weapon. |
* The Shotgun is a close-to-medium range weapon and ineffective at long range. | * The Shotgun is a close-to-medium range weapon and ineffective at long range. | ||
* The Shotgun only has six shots. If he is pressured enough to switch back to the Minigun, you should easily be able to finish him off. | * The Shotgun only has six shots. If he is pressured enough to switch back to the Minigun, you should easily be able to finish him off. | ||
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|align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack}} | |align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack}} | ||
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− | * The Panic Attack deploys quickly but suffers from massive bullet spread with consecutive shots. Survive the first shot, and the following ones are easier to dodge. | + | * The Panic Attack deploys quickly and does slightly more damage than the Shotgun due to more pellets, but suffers from massive bullet spread with consecutive shots. Survive the first shot, and the following ones are easier to dodge. Like the other shotguns, if the Heavy is pressured enough to switch back to the Minigun, you should easily be able to finish him off. |
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==== Edibles ==== | ==== Edibles ==== | ||
− | * A Lunchbox item replaces the Heavy's Shotgun, leaving him with only one ranged weapon. | + | * A "Lunchbox" item replaces the Heavy's Shotgun, leaving him with only one ranged weapon. |
− | * If a Heavy retreats from a fight, listen for | + | * If a Heavy retreats from a fight, listen for the telltale [[Media:SandwichEat09.wav|eating lines]] and check if he is trying to heal. |
− | * A Heavy is defenseless while eating. If no other enemies are nearby, interrupt his meal and kill him. Many [[kill taunts|taunt kills]] are faster than the eating animation and are guaranteed to outdamage the maximum healing of 300. | + | * A Heavy is completely defenseless while eating. If no other enemies are nearby, interrupt his meal and kill him. Many [[kill taunts|taunt kills]] are faster than the eating animation and are guaranteed to outdamage the maximum healing of 300. |
{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
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* The Sandvich quickly restores the Heavy to full health as he eats it, so he may be able to soak up the damage dealt by your attacks. At the very least, harm him enough so that eating the Sandvich was a pointless endeavor. | * The Sandvich quickly restores the Heavy to full health as he eats it, so he may be able to soak up the damage dealt by your attacks. At the very least, harm him enough so that eating the Sandvich was a pointless endeavor. | ||
− | * A Heavy can acquire a new Sandvich by picking up a medkit while at full health | + | * A Heavy can acquire a new Sandvich by picking up a medkit while at full health. Take any nearby medkits for yourself or damage him so that he does not receive a new Sandvich. |
* A Heavy can throw his Sandvich on the ground for anyone else to pick up in order to regain 50% of their HP instantly. This is commonly done to heal a friendly [[Medic]]. Steal the Sandvich yourself or knock his allies away using [[knock back]]. | * A Heavy can throw his Sandvich on the ground for anyone else to pick up in order to regain 50% of their HP instantly. This is commonly done to heal a friendly [[Medic]]. Steal the Sandvich yourself or knock his allies away using [[knock back]]. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Dalokohs Bar}} + '''reskins''' | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Dalokohs Bar}} + '''reskins''' | ||
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− | * The Dalokohs Bar only heals the Heavy for 100 HP but increases his maximum Health by 50 for 30 seconds, which can determine the winner of a duel. | + | * The Dalokohs Bar only heals the Heavy for 100 HP, but increases his maximum Health by 50 for 30 seconds, which can determine the winner of a duel. |
* Compared to the Sandvich, the Dalokohs Bar can be used more often but restores less health. It has a cooldown timer of only 10 seconds, compared to the Sandvich’s 30 seconds. | * Compared to the Sandvich, the Dalokohs Bar can be used more often but restores less health. It has a cooldown timer of only 10 seconds, compared to the Sandvich’s 30 seconds. | ||
* Most significantly, while a thrown Dalokohs Bar heals for less than the Sandvich, it can be thrown more often to dispense more total health. | * Most significantly, while a thrown Dalokohs Bar heals for less than the Sandvich, it can be thrown more often to dispense more total health. | ||
+ | * If you know that a Heavy has eaten a Dalokohs Bar, let your team know (especially classes like Sniper & Demoman) that the Heavy will have more health. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Buffalo Steak Sandvich}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Buffalo Steak Sandvich}} | ||
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* The Second Banana recharges twice as fast the Sandvich, but only heals 200 health at a time. Aggressively prevent the Heavy from having any meals alone by constantly following and attacking him. | * The Second Banana recharges twice as fast the Sandvich, but only heals 200 health at a time. Aggressively prevent the Heavy from having any meals alone by constantly following and attacking him. | ||
− | * Similar to the Dalokohs Bar, a thrown Second Banana heals for less than the Sandvich, but can be thrown more often to dispense more total health. Expect the Heavy to eat the Second Banana more often, | + | * Similar to the Dalokohs Bar, a thrown Second Banana heals for less than the Sandvich, but can be thrown more often to dispense more total health. Deny allies the quicker health, by stealing the health or knocking them away. |
+ | *Expect the Heavy to eat the Second Banana more often, and take advantage of the vulnerability during eating. The lower healing from the Second Banana means that it will be easier to out-damage the health gained by the Heavy. | ||
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* The G.R.U. take a significant amount of time to holster. Catching the Heavy as he travels should let you significantly damage him. | * The G.R.U. take a significant amount of time to holster. Catching the Heavy as he travels should let you significantly damage him. | ||
* The Heavy could take out the G.R.U. to pursue you or retreat. If you realize this, turn around and fight before he switches to another weapon. | * The Heavy could take out the G.R.U. to pursue you or retreat. If you realize this, turn around and fight before he switches to another weapon. | ||
+ | * If you spot a Heavy with the G.R.U, engage them before they can reach maximum health, and they should be easier to deal with. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Warrior's Spirit}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Warrior's Spirit}} | ||
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* A Heavy using the Warrior's Spirit inflicts and receives 30% more damage, leaving less room for mistakes for both of you. | * A Heavy using the Warrior's Spirit inflicts and receives 30% more damage, leaving less room for mistakes for both of you. | ||
− | * If a Heavy recently obtained a kill using the Warrior's Spirit, remember that he will have recovered some health and won't be an easy kill even with his damage vulnerability. | + | * Be cautious of the increased damage of the Warrior's Spirit. The Warrior's Spirit deals 20 more base damage than the Fists, and can two-shot full-health Medics, as well as three-shot full-health Soldiers. |
+ | * If a Heavy recently obtained a kill using the Warrior's Spirit, remember that he will have recovered some health and won't be an easy kill, even with his damage vulnerability. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fists of Steel}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Fists of Steel}} | ||
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* The Fists of Steel reduce ranged damage, allowing the Heavy to approach the battlefield a bit more safely. It increases the time it takes for him to switch to another weapon, so catching him by surprise is always a good option. | * The Fists of Steel reduce ranged damage, allowing the Heavy to approach the battlefield a bit more safely. It increases the time it takes for him to switch to another weapon, so catching him by surprise is always a good option. | ||
− | * The Heavy takes doubled melee damage while the Fists of Steel are active. Consider charging at him with your melee weapon. | + | * The Heavy takes doubled melee damage while the Fists of Steel are active. Consider charging at him with your melee weapon, but be wary of the Heavy catching on and switching to another weapon. |
** If you don't think you can reach him before he switches to his Minigun, you can fake an approach to weapon heckle him or attack with both ranged and melee alongside teammates. | ** If you don't think you can reach him before he switches to his Minigun, you can fake an approach to weapon heckle him or attack with both ranged and melee alongside teammates. | ||
+ | * The Fists of Steel causes the Heavy to be healed less, as well as have a smaller maximum Overheal. Use the lowered health-gain to your advantage. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eviction Notice}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Eviction Notice}} | ||
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− | * Outside of combat, the Eviction Notice acts as a | + | * Outside of combat, the Eviction Notice acts as a watered-down version of the Gloves of Running Urgently; the speed boost is smaller, but the health drain is lower. |
* In combat, treat the Eviction Notice as if dealing with the default Fists; it attacks almost twice as fast but deals 60% less damage, making it inflict 20% less damage than the Fists overall. | * In combat, treat the Eviction Notice as if dealing with the default Fists; it attacks almost twice as fast but deals 60% less damage, making it inflict 20% less damage than the Fists overall. | ||
* The Eviction Notice gives the Heavy a speed boost on-hit. Slower classes might have trouble avoiding him if he manages to land the first hit. | * The Eviction Notice gives the Heavy a speed boost on-hit. Slower classes might have trouble avoiding him if he manages to land the first hit. | ||
+ | * Like the G.R.U, take advantage of the health drain caused by the Eviction Notice. Use the drain to your advantage in melee combat, and take the weakened Heavy out before he can fully regain his Health. | ||
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Holiday Punch}} | | align="center" valign="center" style="padding:0.5em" | {{Table icon|Holiday Punch}} | ||
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* Don't leave your back exposed; if the Heavy manages to hit your back with the Holiday Punch, you will be stuck [[Schadenfreude|laughing in place]] and will [[Showdown|probably suffer a humiliating death]]. | * Don't leave your back exposed; if the Heavy manages to hit your back with the Holiday Punch, you will be stuck [[Schadenfreude|laughing in place]] and will [[Showdown|probably suffer a humiliating death]]. | ||
− | * You cannot be forced into an animation while airborne. If you're fighting a Heavy with the Holiday Punch, jump whenever he punches. | + | * You cannot be forced into an animation while airborne. If you're fighting a Heavy with the Holiday Punch, try to jump whenever he punches to avoid [[Critical Hits|Random Critical Hits]]. |
* This weapon's forced-laughter effect can pierce through an ÜberCharge, wasting the invulnerability. Again, try to jump while the Heavy punches to avoid this. | * This weapon's forced-laughter effect can pierce through an ÜberCharge, wasting the invulnerability. Again, try to jump while the Heavy punches to avoid this. | ||
* It's important to remember that all critical hits will result in a Schadenfreude, giving the Heavy even more opportunities to attack. | * It's important to remember that all critical hits will result in a Schadenfreude, giving the Heavy even more opportunities to attack. |
Revision as of 23:11, 25 April 2021
“Sun Tzu's got nothing on us!” This article is a Community strategy stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: Needs a class specific section just like the Anti-Scout strategy has it. |
“ | This American boot just kicked your ass back to Russia.
Click to listen
— The Soldier
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” |
The Heavy is the sturdiest but least maneuverable class. He easily soaks up damage and still poses a threat thanks to his Minigun, which can mow down anyone who dares face him head-on. The Heavy will almost always be found at the frontlines, often supported by a Medic. Because his direct combat is so powerful, taking him down will require smart play or additional firepower from teammates. The Heavy's weakness lies in his size and lack of speed, which makes him an easy target for sneak attacks or long-range weapons. Additionally, he has less diverse loadout options than other classes, limiting his unpredictability; any weapon that provides utility usually comes with heavy combat drawbacks.
Contents
General
Attributes | Anti-Heavy strategy |
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Role |
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Health |
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Speed |
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Power |
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Weapon-specific
Main article: Heavy weapons
Primary weapons
Weapon | Anti-Heavy strategy |
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Minigun + reskins |
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Natascha |
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Brass Beast |
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Tomislav |
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Huo-Long Heater |
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Secondary weapons
Armaments
Weapon | Anti-Heavy strategy |
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Shotgun + reskins |
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Family Business |
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Panic Attack |
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Edibles
- A "Lunchbox" item replaces the Heavy's Shotgun, leaving him with only one ranged weapon.
- If a Heavy retreats from a fight, listen for the telltale eating lines and check if he is trying to heal.
- A Heavy is completely defenseless while eating. If no other enemies are nearby, interrupt his meal and kill him. Many taunt kills are faster than the eating animation and are guaranteed to outdamage the maximum healing of 300.
Weapon | Anti-Heavy strategy |
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Sandvich + reskins |
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Dalokohs Bar + reskins |
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Buffalo Steak Sandvich |
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Second Banana |
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Melee weapons
Weapon | Anti-Heavy strategy |
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Fists + reskins |
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Killing Gloves of Boxing |
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Gloves of Running Urgently + reskins |
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Warrior's Spirit |
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Fists of Steel |
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Eviction Notice |
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Holiday Punch |
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See also
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