Difference between revisions of "Heavy weapons (competitive)"
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− | The KGB's 5 second crit bonus is useful for clearing a small group of enemies, but should not be used with the Minigun, as the windup time wastes time. Instead, use | + | The KGB's 5 second crit bonus is useful for clearing a small group of enemies, but should not be used with the Minigun, as the windup time wastes time. Instead, you should use the shotgun. Beware, however, as the KGB reduces firing speed, making it a weapon for Heavies that use shotguns. |
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Revision as of 21:24, 10 November 2011
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 Some or all info may be outdated.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 This article may contain content that is out of date.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 |
Primary Weapons
Minigun
The Minigun is a very powerful weapon that is capable of doing an immense amount of damage at close range. It can also knock back rocket and sticky jumping Soldiers and Demomen. This is a very useful trait for a gun to have and it is very useful as it helps the Heavy to defend the point. A good example of this is on point C of Gravelpit, by standing on the point the heavy can deny the point to jumping Soldiers and Demomen.
The Iron Curtain is a reskin of the Minigun, and therefore has the same stats as the Minigun.
Weapon | Damage | Critical Damage | Function Times | Special |
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Minigun |
Point-Blank: 13/hit (avg 54) 512u: 9/hit 1024u+: 5/hit |
Critical: 27/hit (P-B avg 108) Point-Blank MiniCrit: 18/hit (avg 73) 512u+ MiniCrit: 12/hit |
Attack: 0.1s Windup: 0.84s Winddown: 1.13s |
Fires 4 bullets for every use of 1 ammo. If unfired in the past 1.25 seconds, 1 bullet has perfect accuracy. |
Natascha
Natascha trades damage for the ability to slow down enemies, this makes it easier to kill Scouts as it removes their primary advantage over Heavies, it can also 'freeze' jumping Soldiers and Demomen in midair as the slowdown slows their fall as well. This minigun is banned in all major leagues though.
Weapon | Damage | Critical Damage | Function Times | Special |
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Natascha |
Point-Blank: 10/hit (avg 40) 512u: 7/hit 1024u+: 4/hit |
Critical: 20/hit (P-B avg 80) Point-Blank MiniCrit: 14/hit (avg 54) 512u+ MiniCrit: 9/hit |
Attack: 0.1s Windup: 1.16s Winddown: 1.13s |
Banned or restricted in most leagues. Slows on hit. 30% slower spin up time. Fires 4 bullets for every use of 1 ammo. If unfired in the past 1.25 seconds, 1 bullet has perfect accuracy. |
The Brass Beast
The Brass Beast trades mobility for 20% more damage, due to the slower movement speed it means that it is even easier for Snipers to headshot you. The Brass Beast is currently banned in the vast majority of leagues.
Weapon | Damage | Critical Damage | Function Times | Special |
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Brass Beast |
Point-Blank: 16.2/hit (avg 65) 512u: 10.8/hit 1024u+: 5.4/hit |
Critical: 32.4/hit (P-B avg 129.6) Point-Blank MiniCrit: 22/hit (avg 87.6) 512u+ MiniCrit: 14.6/hit |
Attack: 0.1s Windup: 1.305s Winddown: 1.13s |
Banned or restricted in most leagues. +20% damage done 50% slower spin up time -60% slower move speed while deployed |
Tomislav
The Tomislav has a faster spin-up time, perfect for a surprise Scout or Spy flanking you and depending on your slow windup time. It also has no barrel spin sound, perfect for a lethal ambush. However, its reduced firing speed produces problems.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Tomislav |
Point-Blank: 13/hit (avg 42) 512u: 9/hit 1024u+: 5/hit |
Critical: 27/hit (P-B avg 82) Point-Blank MiniCrit: 18/hit (avg 59) 512u+ MiniCrit: 12/hit |
Attack: 0.12s Windup: 0.53s Winddown: 1.17s |
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Primary Weapon Usage
Seeing as the Minigun is the only weapon that is allowed in all leagues it is the best option. Also, whilst the Natascha might sound good because it makes it easier to aim, if you are going to play as a Heavy you should have decent aim with him.
Secondary Weapons
The Shotgun
The Shotgun is the vanilla secondary weapon for the Heavy, it is a useful weapon to use when you are moving from place to place as it doesn't have a spin up time. The only problem with the Shotgun is that most of the time the Heavy will be using his Minigun and won't really need to use it. It is overshadowed by the other secondary unlocks such as the Sandvich.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Shotgun |
Point-Blank: 90 512 units: 6/hit, avg 6 hits Over 1024 units: 3/hit |
Critical: 18/hit (max 180) Point-Blank Mini-Crit: 121 Over 512 units Mini-Crit 8/hit |
Attack: 0.625s Reload Start: 1.0s Reload More: 0.5s |
Affected by fixed weapon spread (1 extra pellet at center). |
The Sandvich
The Sandvich is an incredibly useful secondary weapon unlock for the Heavy, it's basically like a medium sized health kit that the Heavy can carry round and use when he needs to. It can help the Heavy survive in situations where he shouldn't. It's particularly useful if the Heavy is pocketing a Medic as it allows the Heavy to heal the Medic should he take too much damage.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Sandvich |
None. Eating: +300 health Sharing: +50% of max HP. |
N/A | Eating Time: 4.3s Shared Sandvich Expire: 30s |
Eaten with mouse1, shared with mouse2, and dropped on death. Eating Sandvich heals the heavy in 4 chunks of +75 health. Grabbing shared Sandvich heals 50% max health. Taking dropped Sandvich heals +50 health (+75 for Scout). Restocked by picking up health while already at full (or resupply). Sharing removes your old shared Sandvich on ground. Cannot be eaten underwater (can be shared/grabbed). |
The Dalokohs Bar
This is a possible rival to the Sandvich, instead of fully restoring your health, it gives you an overheal. By it's very nature the Sandvich is the better unlock because it can be thrown and it acts as a medium size health kit for anyone, the same can't be said about the Dalokohs Bar. It is also banned in all major leagues.
The Fishcake is a reskin of the Dalokohs Bar, and therefore has the same stats as the Dalokohs Bar.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Dalokohs Bar |
None. Eating: +60 health |
N/A | Eating Time: 4.3s Health Boost Duration: 30s |
Increases non-overhealed max health to 350 (overheal max still 450). Eating heals the heavy in 4 chunks of +15 health. Taking dropped bar heals +50 health (+75 for Scout). Cannot be shared. Unusable underwater. |
Buffalo Steak Sandvich
The Buffalo Steak Sandvich is the last of the Heavy's secondary weapons, it increases his speed at the expense of only being able to use his melee weapon. This isn't very useful in the competitive scene as it's banned in all major leagues.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Buffalo Steak Sandvich |
None. Mini-Crit Effect:15s Sharing: +50% of max HP |
N/A | Eating Time: 4.3s Shared Sandvich Expire: 30s |
Banned or restricted in some leagues. Eaten with mouse1, shared with mouse2, and dropped on death. While active, causes Heavy to deal and receive Mini-Crits on all attacks, and the player may only use melee weapons. Grabbing shared Buffalo Steak Sandvich heals 50% max health. Taking dropped Sandvich heals +50 health (+75 for Scout). Restocked by picking up health while already at full (or resupply). Sharing removes your old shared Buffalo Steak Sandvich on ground. Cannot be eaten underwater (can be shared/grabbed). Useless underwater. |
The Family Business
The Family Business has 8 shells in its clip, which compared to the 6 of the Shotgun, is useful for close combat when it runs out of ammo. However, the damage dealt is reduced, leaving missing your target a bad idea.
Weapon | Damage | Critical Damage | Function Times | Special |
---|---|---|---|---|
Family Business |
Point-Blank: 74 512 units: 5/hit, avg 6 hits Over 1024 units: 3/hit |
Critical: 15/hit (max 155) Point-Blank Mini-Crit: 107 Over 512 units Mini-Crit 7/hit |
Attack: 0.625s Reload Start: 1.0s Reload More: 0.5s |
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Secondary Weapon Usage
The only two contenders here are the Shotgun and the Sandvich, most competitive players prefer to use the Sandvich because being able to hand out a medium sized health kit is an extremely valuable ability to have. It can help the Heavy to last longer and take more spam. The Shotgun doesn't see much use, but it's useful to have when you run out of Minigun ammunition.
Melee Weapons
Fists
The Fists are the default melee weapon for the Heavy. Like other standard melee weapons, they deal moderate damage. It is a last resort, just in case the Minigun runs out of ammo, or if an enemy takes advantage of the Minigun's slow windup time.
Weapon | Damage | Critical Damage | Function Times | Special |
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Fists |
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Killing Gloves of Boxing
The KGB's 5 second crit bonus is useful for clearing a small group of enemies, but should not be used with the Minigun, as the windup time wastes time. Instead, you should use the shotgun. Beware, however, as the KGB reduces firing speed, making it a weapon for Heavies that use shotguns.
Weapon | Damage | Critical Damage | Function Times | Special |
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Killing Gloves of Boxing |
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