Difference between revisions of "Heavy match-ups"
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+ | {{Quotation|'''The Heavy''' on his tactical analysis of the opposition|Entire team is babies!}} | ||
{| class="wikitable grid" cellpadding="0" cellspacing="0" | {| class="wikitable grid" cellpadding="0" cellspacing="0" | ||
! class="header" colspan="3" width="200"| Class | ! class="header" colspan="3" width="200"| Class |
Revision as of 12:48, 18 July 2011
“ | Entire team is babies!
— The Heavy on his tactical analysis of the opposition
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” |
Class | Strategy | ||
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![]() 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. 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 isn’t directly facing you, lay down suppressive fire at his hiding location to wear down his health. |
![]() 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 longer ranges. A smart Demoman will keep his distance while lobbing grenades and Stickybombs at you. You’ll want to lay down some suppressive fire to force him to take cover and then close the gap as quickly as possible. At close range, he will have difficulty aiming while your Minigun shreds him. A Demoman who runs at you with the Chargin’ Targe is almost a free 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 will lose to one wielding the standard Minigun or Brass Beast. |
![]() 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 you an easy target, even if you move erratically. 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 enoughMinigun or Shotgun bullets to severely impede his ability to aim as you close in. Once you are 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, even if you are 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. Once the Spy is caught, the fight should be simple. |
See also
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