Community Heavy strategy/ja
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聴く
— ヘビー
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ヘビーはその名の通り、Team Fortress 2における火力特化型のクラスだ。彼自身が重火器のような存在である-- 大きく、遅く、頑丈、そしてパワフルだ。他のクラスならおじけづいてしまうような戦場にも突撃することが可能だ。ヘビーは前線への奇襲、防御線の突破、広範囲の防衛などさまざまな役割を果たせる、チームになくてはならない存在だ。
概要
- 広いエリアには留まるな。スナイパーの格好の餌食になるぞ。Gloves of Running Urgentlyを使えば撃たれにくくなる(被ダメージが増加するというリスクはあるが)。
- 後ろに注意せよ!スパイが常に狙っているぞ。透明化解除の音を聞き逃すな。
- Sandvichを使って素早く回復し、戦闘を継続しよう。食べるときは物陰に隠れること。
- 周りにスパイやその他の敵がいるときは、サンドヴィッチのタウントを行わないように。サンドヴィッチを食べるタウントアニメーション中は、隙だらけになってしまう。
- 右クリックで食べ物を投げられる。味方メディックなどに使おう。
- 屋外のエリアを突っ切るにはFists of Steelを使うのも良い。また、セントリーガンの的になる戦術もある。
- メディックに回復してもらっているときは、前に立って守ってやろう。
- 小まめに弾薬を拾おう。200発あれば十分に思えるが、ミニガンはあっという間に撃ち尽くしてしまう。
一般的な戦術
- ヘビーは最大のヘルス量を誇るクラスであり、大きなダメージにも耐えられる。このため、他のどのクラスよりも長く前線で戦い続けられる。味方がヘルスを回復したり弾薬を補給しにいっている間、敵にプレッシャーをかけ続けよう。
- しかし、足の遅さと当たり判定の大きさが災いして、ヘビーにとって攻撃をよけるのは非常に難しい。常に物陰に隠れる準備はしておこう。ヘビーは強力なクラスである故に、敵の攻撃が集中するクラスであり、動きの遅さが相まって、やられやすくもあるということを肝に銘じておこう。
- 初心者は、ヘルスがおよそ125 HP(プラス/マイナス 25 HP)になったら、状況を問わずにすぐ撤退するようにしよう。経験を積めば、もっと早くても逃げるべき状況や、死を覚悟で戦うべき状況が分かるようになるだろう。
- ヘビーはもっとも足が遅いので、優先的にテレポーターを使おう。テレポーターが無いときは、なるべく迂回せず近道を通って行こう。
- その大きさ、強さ、火力の高さなどのせいで、ヘビーには衆目が集まりやすい。そのため、ヘビーのいる場所が戦場の中心となりやすい。自分よりやられやすいクラス、スカウトやパイロなどが奇襲や側面攻撃出来るように敵をひきつけておいて、彼らの不在を敵に気づかれないようにしよう。
- ヘビーは攻撃的なクラスだと思われがちだが、実際には防衛向きのクラスだ。防衛で使うと、敵の動きを抑圧し、進軍を打ち破れる。
- 敵チームカラーのレーザードットには注意しろ。ヘビーが体力満タンでも、スナイパーの狙い済ました一撃で倒されてしまう。
- ミニガンでスナイパーを撃っても大したダメージにはならないが、狙撃をブレさせることは出来る。
- ヘビーはスパイにとって絶好のターゲットだ。定期的にスピンアップしながら背後を確認しよう。
- ミニガンの広い拡散性ゆえに、広い場所で発射すると、たまたま透明化したスパイに当たることがある。これによって離れた場所もスパイチェック可能だ。
- どのプライマリ武器でも、弾は銃のバレルではなく、正確にはヘビーの頭から発射されている。これを利用して、ヘビーの首より下までの高さのオブジェクトがあれば、その後ろに隠れつつ、オブジェクトを"貫通して"ダメージを与えることが可能だ。たいていのカジュアルプレイヤーはこの技術を知らないため、反撃できないだろう。
- ペイロードでは仲間に援護してもらいつつ、カートを押していこう。カートを壁にしつつ後ろから攻撃できる。また、カートは動くディスペンサーのごとく、体力と弾薬を補給してくれるため、ヘビーの耐久力がさらに高まる。
- メディックを守れ! ヘビー/メディックのペアは非常に強力だが、それは2人一緒のときだけだ。メディックにヒールされているときも、そうでないときも、常にメディックのことを注意していよう。もしメディックの体力が減っていたら、Sandvichを投げてやろう。必要なときには、メディックめがけて飛んできた投射物を、体を張って防ごう。
- コミュニケーションが鍵だ! メディックとはぐれないために、コミュニケーションをとり続けよう。また、ユーバーチャージを無駄にしないために、使い時をメディックに知らせよう。
- Sandvichなどのランチボックス系のアイテムは、空中や水中では食べられない。しかし、Dalokohs Barとフィッシュケーキ以外なら、投げることは可能だ。
武器の特性
プライマリ武器
ミニガン + リスキン
武器 | キルアイコン | 弾薬 | ダメージ | |||
---|---|---|---|---|---|---|
携行数 | 近距離 | 中距離 | 遠距離 | クリティカル | ||
デフォルト ミニガン |
200 | 50-54 | 5-30 | 5-10 | 27 | |
プロモーション Iron Curtain |
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開梱 Festive Minigun |
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[[Botkiller Minigun/ja|Template:Dictionary/items/botkiller minigun]] |
- セカンダリ攻撃キーを押し続けると、ミニガンをスピンアップさせ、すぐに発射できる状態にしておくことが可能だ。敵への襲撃だけでなく、防衛地点でスピンアップさせた状態で待機しているのも、ヘビーの役割の1つだ。
- スピンアップ中は移動速度が大幅に減少することと、特徴的な音を立てることには注意しよう。そのせいで近くの敵に気づかれてしまうことがある。
- ボタンを離せば元のスピードに戻り、またすぐにスピンアップさセルことも出来る。
- ミニガンのスピンアップ中でも、マウスのトラック速度は減速しない。マウス感度(センシ)は高く設定して、動き回るターゲットを素早く捉えられるようにしよう。
- 良いヘビーになるには、撃つべきではないときを判断するのが鍵だ。遠距離の敵やユーバーチャージ中のペア相手に弾薬を無駄遣いしていると、肝心なときに弾切れを起こしてしまう。
- ミニガンを有効に使うためには、ジャンプと同時にスピンアップするのがコツだ。角を曲がるときに行うと、敵への奇襲が効果的になる。
ナターシャ
武器 | キルアイコン | 弾薬 | ダメージ | |||
---|---|---|---|---|---|---|
携行数 | 近距離 | 中距離 | 遠距離 | クリティカル | ||
実績 ナターシャ |
300 | 32-36 | 5-20 | 3-10 | 20.25 |
- ナターシャは足の速いクラス(スカウトなど)を相手にするときに、素早さによる優位性を抑えることが出来るため、特に有効だ。素早いクラスが物陰に隠れるのを邪魔して、倒してしまおう。
- ナターシャは与ダメージが低いため、チームメイトの援護かメディックの支援がないかぎり、他のプライマリ武器を持った敵ヘビー(特にBrass Beast)やセントリーガンとの戦闘は避けるのが好ましい。
- スパイを相手にするなら、ミニガンよりナターシャの方が向いている。スパイチェックに成功したら、ナターシャのおかげで、スパイが逃げきるのは難しいだろう。
- この武器は50%の追加弾薬があり、合計300発を携行できる。周囲にディスペンサーも弾薬箱も無いときや、何かを遠くから撃ち続けたいときなどには、ナターシャを選ぼう。
- 減速効果は垂直方向にも効果があるため、命中させた敵はジャンプ(ロケットジャンプや粘着爆弾ジャンプも含む)も短くなる。このため、高所を守るときは、登ってこようとするソルジャーやデモマンに対して有利に働く。
- ナターシャは、Chargin' TargeやSplendid Screen装備のデモマンの突進をも減速させられる。
- 減速させると、デモマンは突進の途中で止まってしまう。
- ヘビーは減速効果によって、よりいらだたしいクラスとなり、戦場での存在感が増すだろう。制圧射撃として非常に効果的だ。
- この武器を使うと、ヘビーはチームの先鋒としてではなく、サポート的な役割になる。立ち回り方をそれにふさわしいものにしよう。
Brass Beast
武器 | キルアイコン | 弾薬 | ダメージ | |||
---|---|---|---|---|---|---|
携行数 | 近距離 | 中距離 | 遠距離 | クリティカル | ||
作成 Brass Beast |
200 | 60-65 | 6-36 | 5-12 | 32.4 |
- ブラス・ビーストはスピンアップに時間がかかるので、ショットガンを持つことをお勧めする。これにより、待ち伏せを受けてもすぐに対応できる。
- この武器は、スピンアップ中の移動速度が極端に遅くなるので、あまり動き回らない防衛側で使うのに向いている。
- 狭くて逃げ隠れする場所が無いような、難所や激戦区の防衛において、与ダメージの高さを活かそう。
- ブラス・ビーストを持ったときの立ち回りには、用心深さと経験が必要になる。経験を活かして、敵を狭いスペースに誘い込もう。ブラス・ビーストなら遠距離でも高いダメージを与えられるが、機動力の低さ故、高いリスクをも背負うことになる。
- 防衛時には、ナターシャを持っている味方ヘビーとペアを組もう。ナターシャ持ちヘビーがターゲットを鈍足化させれば、ブラス・ビーストの与ダメージの高さを最大限発揮できる。
- この武器を使うなら、ディスペンサーを上手く活用しよう。スピンアップ中の移動力が遅いため、倒した敵が落とす武器を他のプレイヤーに先に取られてしまい、弾薬を補充するのが難しくなる。また、爆風によるダメージを当てられやすくもなっている。
- ブラス・ビーストを持てば、敵ヘビーも怖くない。待ち伏せされたのでなければ、大抵は勝てるだろう。
- 素早い待ち伏せを成功させるため、角に隠れて気づかないプレイヤーを待とう。
- Brass Beastを使っているときは、味方のメディックがユーバーチャージを発動させる前にBrass Beastのスピンアップを完了させておくと良い。スピンアップには時間がかかるので、貴重なユーバーチャージの時間を浪費して、ダメージ量が少なくなってしまう。
- 敵ヘビーの脅威は低下しているとはいえ、ミニガンを持ったヘビーはこちらより早くスピンアップできるので、倒される危険がある。
Tomislav
武器 | キルアイコン | 弾薬 | ダメージ | |||
---|---|---|---|---|---|---|
携行数 | 近距離 | 中距離 | 遠距離 | クリティカル | ||
作成 Tomislav |
200 | 50-54 | 5-30 | 5-10 | 27 |
- トミスラブを装備したヘビーは、角を曲がってきた敵を驚かすのに長けている。待ち伏せして至近距離から攻撃すれば、素早く確実に仕留められるだろう。高い攻撃力のために相手は逃げ切ることも出来ず、戦ったとしてもヘビーの体力を削りきることは出来ないだろう。
- 待ち伏せするのに向いた場所があっても、同じ場所を何度も繰り返し使うのはよそう。犠牲者たちはすぐにチームメイトに警告し、その場所には攻撃や援護の準備をした状態で近づくようになるだろう。
- トミスラブのスピンアップの速さは、ショットガンの欠点の多くを補ってくれる。効率良く弾薬を使い、防御的な戦術を取れば、セカンダリ武器を使うより効果的だろう。
- スピンアップが速いというだけで、この武器を選ぶべきではない。速いといっても0.087秒の違いにすぎない。
- 通常、Killing Gloves of Boxingでクリッツブーストを得てからミニガンに持ち替えても、ブーストを活かすには非効率である。しかし例外的にトミスラブなら、グローブから持ち替え、構え、発射するまで1秒かからない。ユーバーチャージ中なら、エリア一帯を制圧するのに効果的な手段だ。
- メディガンを持ったメディックと組むなら、ユーバーチャージのかけ始めの段階で、よりいっそう距離を縮めよう。トミスラブなら、それでも攻撃するだけの余裕がある。
- 敵ヘビーには注意しよう。正面からやり合ったのでは、相手の武器がナターシャでない限り負けてしまう(両者が同時にスピンアップして撃ち始めた場合)。相手が構えてないうちに接近して、ダメージレースで競り勝とう。
Huo-Long Heater
武器 | キルアイコン | 弾薬 | ダメージ | 効果 | ||||
---|---|---|---|---|---|---|---|---|
携行数 | 近距離 | 中距離 | 遠距離 | クリティカル | 炎の渦 | 燃焼 | ||
作成 Huo-Long Heater |
200 | 50-54 | 5-30 | 5-10 | 27 | 12-18 | 6秒間で36ダメージ |
フォー・ロン・ヒーターは、ダメージ量では通常のミニガンとほぼ同じだ。しかし、スピンアップ中にヘビーの体の周りに炎の輪を発生させ、近くの敵に着火して少量のダメージを与える。炎の輪は1秒につき弾薬6発を消費するため、他のミニガンより弾切れになるのが早い。弾薬が無いと、炎も発生しない。
- 他のミニガンより弾切れになるのが早いので、セカンダリにショットガンを持っておくのが良い。弾切れになったらショットガンを使うのだが、ヒーターの火力を補えるとは思わないほうが良い。装填数の多いFamily Businessがお勧めだ。
- 遠距離戦よりも、炎による自衛や接近戦に重きをおこう。炎だけでは敵を倒すことは出来ないが、近づいてきた敵から身を守ることは可能だ。
- 敵を倒すのに際して、炎の輪やその燃焼ダメージに頼り過ぎないように。相手の体力が低いときでなければ、バックスタブしに来たスパイですらも、着火こそ出来ても炎だけでは倒しきることは出来ないだろう。
- チームメイトに頼ろう。弾薬が限られているので、敵陣で弾切れになってしまうこともある。このようなときは味方に援護してもらい、火をつけた敵からトドメを刺していってもらおう。
- 近くに弾薬がないかよく探そう。落ちている武器や弾薬箱で素早く補給すれば、長時間戦闘が可能になる。
- 弾薬は大事に使おう。ヒーターをスピンアップさせるのは、待ち伏せする価値があるエリアや、ディスペンサーなどで弾薬補給ができる場所だけにしよう。さもないと、あっという間に弾切れを起こしてしまう。
- 敵に接近しよう。離れてしまうと、弾丸のダメージも低下し、炎の射程からも外れてしまう。Gloves of Running Urgentlyと組み合わせれば素早く接近することが出来る。
- ヘビーの大きさと炎の輪によって、道を塞ぎつつ敵を撃退するなど、より防衛的な役割を果たせるようになる。
- 炎の輪はスパイへの抑止力ともなる。スピンアップ中にバックスタブをしようとすれば、スパイは着火されてしまう。味方に火がついたら、そいつが敵スパイだ。
- 炎の輪を発生させていても、スパイがバックスタブしてこないということではない。武器を使ってスパイチェックを欠かさず行おう。
- この武器は、エンジニアの基地を守るのに向いている。ディスペンサーで弾薬を補給しつつ、炎の輪を発生させていれば、建築物をサップしに来た敵スパイに着火できる。
- 同様に、ペイロードやペイロードレースの攻撃側でも効果的だ。カートからの補給で武器をスピンアップさせ続けられるので、カートを押す味方を炎の輪で守ることが出来る。
- Huo-Long Heaterをスピンアップ中に挑発すると、炎の輪が燃え続け、弾薬も減り続ける。
セカンダリ武器
ショットガン
武器 | キルアイコン | 弾薬 | ダメージ | ||||
---|---|---|---|---|---|---|---|
装填数 | 携行数 | 近距離 | 中距離 | 遠距離 | クリティカル | ||
デフォルト ショットガン |
6 | 32 | 86-90 | 24-67 | 3-26 | 180 |
- ショットガンは、ヘビーが動きながらでも使える武器だ。以下に挙げるような、機動力が低下すると不利になる状況で使おう。
- デモマンやソルジャーとの戦闘で、相手が遮蔽物に隠れつつヘビーを攻撃しているとき。
- 撤退するとき。
- ユーバーチャージを貰って距離を詰めるとき。
- 敵スナイパーの射線の範囲内で戦うとき。
- ヘルスや弾薬を素早く回収する必要があるとき。
- "ブルラッシュ" :射程の長い武器を使うクラス相手に、ショットガンが有効な近距離まで接近するとき。
- ショットガンは、ミニガンが弾切れになったときのバックアップとしての機能も果たす。
- 味方チームに複数のメディックがいるなら、メディック達の体力回復にはあまり心配がいらないので、サンドヴィッチよりショットガンの方がいいかもしれない。
- サンドヴィッチを持たないため、生き残るためにヘルスパックやメディックに頼ることがより多くなる。マップのヘルスパックの位置を覚え、また、すぐに退却できるようにチームメイトから離れすぎないようにしよう。
- 自分の体力が減っているなどして、角を曲がるのが危険なときは、敵をおびき出してショットガンで倒そう。この戦法は、相手が全く気づいていないなら、トミスラブを使うとより効果的だ。
- ショットガンよりもサンドヴィッチの方が、多くの状況で有用だ。しかし、ショットガンの力を甘く見てはいけない!特に防衛時において、味方エンジニアのディスペンサーとメディックの援護さえあれば、自力での回復は必要なくなる。ただし、味方メディックを素早く回復させるためにサンドヴィッチを配ることも出来なくなってしまう。
Sandvich + リスキン
武器 | 弾薬 | 食事 | |||
---|---|---|---|---|---|
装填数 | 携行数 | 回復量 | 発動時間 | リチャージ時間 | |
実績 Sandvich |
1 | ∞ | 300 | 4.3秒 | 30秒 |
プロモーション Robo-Sandvich | |||||
開梱 Festive Sandvich |
食べると、4秒間かけてヘビーの体力が満タンになる。この間、ヘビーは身動きが取れなくなり、大きな咀嚼音を立てる。
- 食事するときは、必ず障害物の陰か、味方のそばで行おう。食事中は身動きが取れなくなるので、敵に好き放題やられてしまう。
- スパイに背後から刺されないよう、壁を背にして食事しよう。また、スパイが登ってこれないような高所で食事するといい。
- サンドヴィッチは、わりあい早くリチャージされるので、出し惜しみせず使うと良い。もし体力が半分を切ったチームメイトがいて、周りにヘルスパックもディスペンサーも無く、メディックもいなければ、すぐ投げてあげよう。味方がヘルスを補充しに戻らず済めば、その分強力に前線を押せる。
- セカンダリ攻撃キーでサンドヴィッチを投げることが出来る。落ちたサンドヴィッチはヘルスパック中と同じ扱いになり、取ったプレイヤーのヘルスを50%回復させ、燃焼や出血のダメージを止めることが出来る。瀕死のチームメイトを助けるのに使おう。特に、自分自身を回復できないメディックを助けて、溜まったユーバーチャージを失わせないために有効だ。
- 落ちたサンドヴィッチは、自分自身の回復には使えない。拾うと、ゲージがリチャージされる。
- 落としたサンドヴィッチは敵も拾えるので、わざと落としておき、拾いに来た敵を待ち伏せするのにも使える。
- 一度食べるか投げるかすると、30秒のクールダウン期間が必要になる。この間、体力満タンの状態でヘルスパックを拾うと、すぐにサンドヴィッチが補充される。
- このことを利用して、チームメイトがヘルスパック小で回復したいときに、先にサンドヴィッチを投げて、その後ヘルスパック小を拾ってリチャージすれば、実質ヘルスパック小を中に変換したことになる。
- ショットガンやFamily Businessといった代替武器を持てないため、開けたエリアでもミニガンを使うしかなくなる。
- サンドヴィッチに持ち替えた瞬間に挑発キーを押すと、武器の切り替え時間が1秒短縮されるので、素早く回復できる。
- 敵が近くにいるとき、特にスカウトがいるときはサンドヴィッチを構えないようにしよう。やられてサンドヴィッチを落とすと、他のクラスは50ヘルスのところを、スカウトには75ヘルスも回復されてしまう。
- 覚えておこう。チームメイトは後ろに目を持たないということ、そして彼らは体力が低いのにも気づかず突撃しがちであるということを。ヘビーはチームメイトより足が遅いが、出来ればサンドヴィッチはチームメイトの前に投げよう。チームメイトがサンドヴィッチに気づいていないなら、Gloves of Running Urgentlyで追いつこう。
- 食べるためには、武器の持ち替えが終わるのを待たなくてはならない。もし待てないのなら、挑発キーを押すとこの時間をスキップできる。特に、武器の持ち替えが遅くなるFists of Steelを装備しているときには有効だ。
Dalokohs Bar + リスキン
武器 | 弾薬 | 食事 | |||
---|---|---|---|---|---|
装填数 | 携行数 | 回復量 | 発動時間 | 有効時間 | |
作成 Dalokohs Bar |
1 | ∞ | 100、体力満タンの場合は最大体力が350に上昇 | 4.3 秒 | 30 秒 |
プロモーション フィッシュケーキ |
Dalokohsバーは、食べると4秒間かけて100HP回復し、さらに30秒間ヘビーの最大体力が350HPになる。サンドヴィッチと同様、食事中のヘビーは動けなくなり、大きな咀嚼音を立てる。
- 30秒経過したとき、300ヘルスを超えている分はオーバーヒールの扱いになり、その後7秒間で無くなる。
- サンドヴィッチやバッファロー・ステーキ・サンドヴィッチと違って、Dalokohsバーにはクールダウン期間が無いので、体力を回復するために連続して複数回使用出来る。しかし、かなりの時間がかかるので、ヘルスパックを探しに行くか、敵がやってきそうならヘルスパックを取りに行った方がいいだろう。
- 追加の50HPを得ることによって、散弾銃やグレネードランチャー、スナイパーライフル(非チャージのヘッドショットまたはボディショット)から1,2発喰らっても耐えられるようになる。また、至近距離からの粘着爆弾やダイレクトヒットも同様だ。これらはどれも使用するプレイヤーが多く、追加の体力の分、ヘビーが先にトドメを刺すチャンスが高まる。しかし、サンドヴィッチのように体力を100%回復することが出来ないため、倒した後で回復手段を探すのに苦労するだろう。All of these weapons are used by the Heavy's most common enemies, a
- Dalokohsバーは、味方メディックやディスペンサーが無い場合に、特に有用だ。
- Dalokohsバーによって最大ヘルスが350HPになっても、メディックのオーバーヒールは最大450HPのままである。そのため、味方に複数メディックがいるときには、バーを使う効果は薄い。
- また、バグのせいで、Dalokohsバーの効果発動中でもディスペンサーは300HPまでしか回復してくれない。
- SandvichやBuffalo Steak Sandvichと違って、Dalokohs Barやフィッシュケーキは投げられない。
Buffalo Steak Sandvich
武器 | 弾薬 | 食事 | ||||
---|---|---|---|---|---|---|
装填数 | 携行数 | 効果 | 食事時間 | 有効時間 | リチャージ時間 | |
作成 Buffalo Steak Sandvich |
1 | ∞ | 移動速度が35%上昇し、与ダメージがミニクリッツになるが、被ダメージが25%上昇する。有効時間中は、近接武器しか使用出来なくなる。 | 4.3秒 | 15秒 | 30秒 |
- サンドヴィッチと同様に、バッファロー・ステーキ・サンドヴィッチもセカンダリ攻撃キーで投げることが出来る。落ちたステーキもサンドヴィッチ同様、自分以外のプレイヤーが拾うとヘルスを50%回復する。
- スピードブーストは、単に攻撃時だけでなく、さまざまな場面で役に立つ。偵察活動や、目標地点への移動を素早く行えるようになる。しかし、食べると被ダメージが25%上昇するため、打たれ弱くなってしまう。
- 特に有効な使い方としては、Arenaモードのセットアップ中に使うと良い。足の遅いヘビーが素早く前線に到達できるようになり、効果は戦闘が始まるころには消えるので、軽量級クラスを待ち伏せして驚かすことが出来る。
- スピードブーストによって、ヘビーでは通常届かない場所にも移動可能になる。ヘビー以外のクラスはジャンプして届く場所に、ヘビーも到達できるようになる。
- 敵が遠くから追ってきたとき、角を曲がったところでバッファロー・ステーキ・サンドヴィッチを使おう。カメラが第三者視点に切り替わるので敵の位置が分かるようになる。良いタイミングで飛び出して、近接武器で不意の一撃を喰らわそう。
- 無理に敵陣へ突撃しないように。被ダメージが25%増加しているため、距離を置いて投射物で攻撃されると、すぐにやられてしまう。
- Fists of Steelと組み合わせて使うと、バッファロー・ステーキ・サンドヴィッチの被ダメージ25%増加ペナルティを打ち消すことが可能だ。
- Killing Gloves of Boxingとも相性が良い。ステーキの効果があるうちに1人倒せば、ステーキのスピードブーストで敵に近づき、グローブのクリティカルブーストで攻撃が可能だ。BootleggerまたはAli Baba's Wee Bootiesを装備したデモマンや、ソルジャー、ヘビー以外は一撃でノックアウト出来る。
Family Business
武器 | キルアイコン | 弾薬 | ダメージ | ||||
---|---|---|---|---|---|---|---|
装填数 | 携行数 | 近距離 | 中距離 | 遠距離 | クリティカル | ||
作成 Family Business |
8 | 32 | 74-76 | 20-52 | 3-22 | 153 |
- ファミリー・ビジネスは、ショットガンと比べて遠距離向きだ。装填数が多く、マガジンあたりの平均ダメージ量でショットガンを上回る。近距離では、やはりマガジンあたりのダメージ量でショットガンを上回るものの、その差は小さくなる。
- 与ダメージが減少しており、待ち伏せや直接戦闘には向かない。その反面、マガジンサイズが多いため、ミニガンでは攻撃しづらいような、距離を置いてチョロチョロ動き回る敵を倒すのに向いている。
- ファミリー・ビジネスは、特に対スナイパー/エンジニアに向いている。前者に対しては、弾を浴びせて狙いを外させることが出来る。後者には、セントリーガンを攻撃するのが難しいときに、後ろに隠れたエンジニア自身を狙おう。エンジニアがWranglerを使っている場合、その狙いを外させることも可能だ。
- ファミリー・ビジネスは装填数が増えているため、ミニセントリーやLv1のセントリーガンを、射程外から打ち続けて壊すことが出来る。ショットガンでも可能だが、それには外すことなく攻撃することが必要になるため、やや難しい。ファミリー・ビジネスは与ダメージこそ低いものの、弾薬の増加によって壊しやすくなっている。
- 装填数の多いファミリー・ビジネスは、"ラン・アンド・ガン" 戦法に向いている。ミニガンのようにスピンアップする必要がないし、走っている時には精確さよりも手数の多さが求められる。この戦法では、障害物の間を走りつつ攻撃するため、ショットガンよりファミリー・ビジネスの方が役に立つ。また、スカウトやスパイなどの足の速いクラスが逃げるのを追うときも、やはり手数を増やしたいため、この武器が役に立つ。
- 体力の高いヘビーがこの武器を使えば、"ブルラッシュ"戦法で、ソルジャーやデモマンなどの中距離向きのクラスとの戦いに役立つ。多くのプレイヤーはヘビーがミニガンに持ち替えると考えるため、このような接近する戦法には驚くだろう(元々の距離が遠すぎない場合に限る)。装填数の多さによって接近しながら大ダメージを与え、高い体力で敵の攻撃を凌ごう。
- 回転音のしないトミスラブのバックアップには、ファミリー・ビジネスが良いだろう。待ち伏せには持ってこいの組み合わせだ。こちらが攻撃するまで、敵は気づかないだろう。ショットガンもこの用途で使えるが、ファミリー・ビジネスは装填数が多いため、敵と交戦中のリロード回数も少なくて済む。
- ショットガンの方がファミリー・ビジネスよりも有用な状況も多く、用途に応じて使い分けることが求められる。ショットガンは与ダメージが高く、待ちぶせや近~中距離での戦闘(ショットガンの方がダメージレースでファミリー・ビジネスを上回る距離)に向いている。そのため、デモマンなどが近接攻撃をするのを思いとどまるだろう。
- ファミリー・ビジネスとKilling Gloves of Boxingのクリッツブーストは相性が良い。装填数が多い分、ショットガンより多くのクリティカル攻撃が可能だ。
近接武器
拳 + リスキン
武器 | キルアイコン | 攻撃間隔 | ダメージ | |
---|---|---|---|---|
近距離 | クリティカル | |||
デフォルト 拳 |
0.8 seconds | 65 | 195 | |
プロモーション Saxxy |
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Craft Conscientious Objector |
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プロモーション Apoco-Fists |
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プロモーション フライパン |
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プロモーション Freedom Staff |
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Drop Bat Outta Hell |
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Drop Ham Shank |
- The Fists are a fallback weapon and are the Heavy's only fallback weapon if a secondary weapon other than the Heavy's Shotguns is equipped. It's also good against any class that is cornered or not expecting a Heavy to engage in melee comBat.
- The Fists are similar to the Medic's 骨用電ノコ; you have a weapon that deals more DPS, but it's better for starting off Battles and you have a higher crit chance. Because the Miniguns make a loud and VERY noticeable noise, it's great for attacking distracted enemies. Even if they notice you before you kill them, you have the Minigun or, against stronger classes where the spin-up time would leave you vulnerable, the Shotgun to back you up.
Killing Gloves of Boxing
武器 | キルアイコン | 攻撃間隔 | ダメージ | Effect | |
---|---|---|---|---|---|
近距離 | クリティカル | クリティカル Boost | |||
実績 Killing Gloves of Boxing |
0.97 seconds | 65 | 195 | 5 seconds |
In exchange for a slower swing speed, the Killing Gloves of Boxing grant the Heavy 5 seconds of guaranteed critical hits if he scores a kill with them.
- The guaranteed critical hits can be transferred to other weapons as well. Therefore, it's possible to kill an enemy, then quickly switch to another weapon to kill enemies beyond melee range. However, switching weapons wastes precious time, and spinning up the Minigun wastes even more; in addition, the Shotgun's Criticals are less powerful than those of the K.G.B. If possible, get multiple kills (2 or more) with the K.G.B. before switching to another weapon.
- The slow swing speed coupled with the Heavy's slow movement speed makes using the K.G.B. a risky prospect. It's best to use them when facing a cornered enemy, or have a Medic to provide constant healing.
- However, if the Crit-boost can be achieved in tight corridors, keep using the K.G.B. while there are still enemies around; a Critical hit with the K.G.B. will kill all non-overhealed classes with a single hit except Soldiers, Demomen (with the Eyelander and with 4 or more heads) and Heavies, who will fall if a second hit is landed.
- Using the Buffalo Steak Sandvich can assist in getting the first melee kill, as players will be able to move faster and deal Mini-Crits. However, beware that all damage taken will be increased by 25% for the duration of the Buffalo Steak Sandvich's buff, so try to time an attack so that the Buffalo Steak Sandvich's effects run out as soon as a melee kill is achieved.
- This strategy is even more effective in Medieval Mode, as most other enemy classes will not be carrying long-range weapons.
- Just because you waste some of the boost with the Minigun's spin-up time, doesn't mean you waste all of it. The Minigun doesn't require a reload and does absolutely MASSIVE damage with Critical Hits, so wasting a few precious seconds with the Minigun CAN be worth it in some scenarios.
- If a friendly Heavy on your team is using the Killing Gloves of Boxing, do not steal their kill. The Heavy will not gain kills on assists, meaning even if you want that free kill, you should leave it for the Heavy.
Gloves of Running Urgently
武器 | キルアイコン | 攻撃間隔 | ダメージ | Effect | |
---|---|---|---|---|---|
近距離 | クリティカル | Speed Boost | |||
Craft Gloves of Running Urgently |
0.8 seconds | 49 | 147 | 299 Hammer units/sec |
The G.R.U. is a weapon that allows the Heavy to move 30% faster while active in exchange for both a 25% damage penalty as well as being marked for death while the weapon is active and for three seconds afterwards, meaning all damage taken is dealt as mini-crits.
- Use the G.R.U. to reach the front lines faster and keep up with teammates, but make sure to know where the frontlines are so as to switch away on approach and be free of the mini-crit penalty upon arriving at the fight.
- The G.R.U. can also be used to escape losing comBat situations. This can allow players to survive and rendezvous with teammates to continue the fight, rather than be killed and forced to respawn.
- Dodging enemy fire is also more effective when using the G.R.U., since players can use the increased maneuverability to actively dodge projectiles as well as make it more difficult to aim Hitscan weapons.
- Remember that the Buffalo Steak Sandvich's speed boost does not stack with that of the G.R.U. A Heavy under the effects of both will still only move at a maximum speed of 311 HU/sec.
- When under the effects of an ユーバーチャージ, use the G.R.U. to push in closer to a Sentry Gun until close enough to nullify its knockback. The extra acceleration allows players go straight up to a Sentry Gun and use the Minigun's full damage potential, rather than at longer ranges where the spread makes a Heavy ineffective.
- Beware of the amount of fire you are taking, and consider only using the G.R.U. in close-range 1-on-1 confrontation to minimize the risk of taking mini-crits from enemy attacks.
- While this weapon has a damage penalty, you can still take most classes in a one-on-one melee fight. You have a large health pool and the speed boost does let you get almost a free kill on fleeing enemies, so feel free to take risks and go out there and punch some people! This weapon does 49 damage, which is still quite a lot, considering they attack every 0.8 seconds.
- Like said earlier, you have a large health pool, so the Mini-Crits you take aren't that significant.
- Remember, if the server you're playing on has random Critical Hits enabled, melee weapons have a VERY high Critical Hit chance compared to guns. A Critical Hit from these gloves do 146 damage, so if you're feeling lucky, pull them out and you have quite a large chance to kill, if not, seriously injure most classes!
- Equip this with the Tomislav and you can be a silent Heavy. Just run right past the enemy lines, stopping against walls to spin up your Tomislav (which, by the way, the enemy can't hear) until the coast is clear, and if the coast ISN'T clear, just pop right off the wall and shred them with the Tomislav. It's a silent killer; the enemy won't know you're behind that wall!
- These are very useful in Capture the Flag. Not only are you powerful, if you grab the Intelligence, you can make a run for it, and even if enemies do attack you, you're stronger than them! (Unless it's an enemy Heavy or a skilled player using a powerhouse class like Demoman or Soldier.) So not only are you mobile (so you aren't nearly useless at capturing the Intelligence), you're strong too!
Warrior's Spirit
武器 | キルアイコン | 攻撃間隔 | ダメージ | |
---|---|---|---|---|
近距離 | クリティカル | |||
Craft Warrior's Spirit |
0.8 seconds | 85 | 254 |
- The Warrior's Spirit can be used to give players an edge in melee fights. As the Heavy already has a significant amount of HP, being able to deal more damage allows players to kill their enemies before they take too much damage.
- Due to the health penalty, the maximum amount of health that a Medic can overheal the Heavy to is 420, rather than 450.
- The Dalokohs Bar can be used to partially negate the health penalty. However, the Dalokohs Bar's buff does not increase the maximum overheal health.
- One thing that should be noted about the Warrior's Spirit is that it blocks a lot of the screen, making it difficult to keep track of your surroundings, something of high priority when using a melee weapon. Use it wisely!
Fists of Steel
武器 | キルアイコン | 攻撃間隔 | ダメージ | |
---|---|---|---|---|
近距離 | クリティカル | |||
Craft Fists of Steel |
0.8 seconds | 65 | 195 |
- The Fists of Steel can significantly reduce the Heavy's vulnerability if ambushed or when attacked while traversing areas. As the Heavy has effectively 500 HP, it's possible to survive fully-charged headshots under certain conditions.
- When retreating, equipping the Fists of Steel can increase the chances of a successful escape. Enemy players trying to finish such a fleeing Heavy will not be able to deal enough damage to get a kill before the Heavy can retreat behind cover or find some health.
- The damage resistance makes the continuous healing given by メディックs, Dispensers, and the Payload more effective by proportion.
- A Heavy with the Fists of Steel equipped can effectively shield a セントリーガン from a barrage of rockets with ease and soak up quite a bit of ミニガン damage, which makes it ideal for protecting friendly Sentry Gun nests against an enemy ÜberCharge.
- The Fists of Steel are extremely valuable for accomplishing objectives such as capturing points, pushing the Payload cart, or capturing the Intelligence. As most players will often try to protect objectives from a distance, using the Fists of Steel can give the Heavy a much greater chance of success at accomplishing such objectives as damage can more or less be soaked up.
- Make sure not to get into a melee Battle, due to the double damage enemies can deal with their melee weapons.
- Because of this, it's generally a bad idea to equip the Fists of Steel in Medieval Mode, unless there's a large amount of Snipers using the Huntsman or Medics using the Crusader's Crossbow on the opposing team.
- A Heavy using the Fists of Steel can be an enticing target for classes that would otherwise use ranged weapons. Baiting an enemy into chasing you with a melee weapon and then switching to your Minigun can be a very effective technique.
- The Tomislav is a good weapon to pair with the Fists of Steel, as you can quickly spin the Tomislav up to take out faster enemies wielding melee weapons trying to take advantage of the double damage melee weapons will inflict on you.
- The slowed weapon switching speed impedes switching between your Shotgun and Minigun, making such tactics much less effective.
- Eating Buffalo Steak Sandvich will make Fists of Steel perfect for crossing wide open spaces or retreating. The incoming non-melee damage will be still less than usual, and you will be able to move faster than majority of classes. The only ones who can reach you and deliver a melee hit are Scout, Medic, and explosive-jumping Soldier and Demoman. All of them have quite low health, so even a single mini-crit punch is enough to discourage or even kill them. However, beware of the shield-using Demomen, as they can easily reach and kill you with a single melee crit.
Eviction Notice
武器 | キルアイコン | 攻撃間隔 | ダメージ | |
---|---|---|---|---|
近距離 | クリティカル | |||
Craft Eviction Notice |
0.4 seconds | 26 | 78 |
- The Eviction Notice's improved attack rate makes the Heavy's melee attack faster than even most of the Scout's melee weapons, while dealing roughly equivalent damage.
- This is only about 80% of the damage the Heavy normally deals, Damage-per-second-wise, meaning other melee weapons are overall more effective. However, the chance of Critical hits paired with the high attack rate means this is considerably more effective for beating down a weakened opponent, especially with the Buffalo Steak Sandvich's Mini-Crits and speed buffs.
- The Eviction Notice is used to great effect when used to corner, panic, or ambush enemies. Because the Eviction Notice will get off 4 punches in the time it takes the K.G.B. to attack twice, it is extremely effective at taking enemies down quickly, provided you get the element of surprise.
- The higher melee speed paired with the Heavy's natural punch means this weapon can also be effective in "Bull Rushing" players off of cliffs and off ledges, for much the same reason the Scout can - the first instinct of many players when melee attacked is to clear some distance, and the Eviction Notice's rapid punch rate means players will be in that much more of a panic when they try to escape.
- This weapon can be effective in a melee fight, as you will land many more hits than your opponent. Simply hold down your mouse button and back away every time he swings, and move forward between swings. This is especially useful against fast, weak, classes like Scouts that could dodge your normal punches.
Holiday Punch
武器 | キルアイコン | 攻撃間隔 | ダメージ | |
---|---|---|---|---|
近距離 | クリティカル | |||
Uncrate/Craft Holiday Punch |
0.8 seconds | 65 | N/A |
- While remaining a last resort like the other versions of the 拳, the Holiday Punch is notable as it provides the advantage of forcing the enemy to laugh upon a hit to the back or a critical hit; as a result, consider surprising or repeatedly punching enemies in order to gain an easy kill.
- Since the ミニガン needs to spin up, the ショットガン is not too powerful, and the Holiday Punch comes with the Showdown taunt, it is recommended you abuse the instant kill ability by taunting upon stunning an enemy.
- The Holiday Punch can be a great ambush weapon if used correctly, and paired with weapons such as the Tomislav, it can be used to immobilize one or more enemies from behind and finish them off with a fast hitting weapon.
- This weapon can crush ユーバーチャージ pushes if you can get the element of surprise. Simply go behind and hit the Medic, breaking the healing beam, and waste up to five seconds of precious time.
Taunt Attacks
Showdown
キルアイコン | ダメージ | Duration | Details | |
---|---|---|---|---|
ショーダウン |
500 | 3 seconds | The Heavy mimics a quick-draw Pistol Showdown, resulting in instant death for any enemy in the way. |
- Keep in mind the attack speed for this taunt. If it can be timed right, it's a perfect revenge tool during humiliation. It also can be used against either distracted Heavies or scoped Snipers, saving ammo for other classes.
- Unlike other taunts, the Showdown taunt must be manually aimed. This allows players to hit targets from above or below, as long as the target is within the player's line of fire when the "lethal" portion of the taunt is executed.
- The Showdown acts as a short-ranged but very wide-hitting Pistol, making it the only kill taunt with range. In melee-only Sudden Death, this can provide a considerable advantage.
- In Attack/Defend and Payload maps, it's possible to achieve a kill at the very start of the round with this. Stand in front of the gates, and taunt when there is a second left on the Setup clock.
- The taunt attacks in a straight line, so it's possible to aim it through tight spaces and surprise unaware targets. It's possible to do a "Pinshot" by aiming the taunt through a thin crack that leads to another part of the map. For example, a crack under a bridge can be exploited to hit someone under or above the bridge.
武器の組み合わせ
Example Combinations | |||
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Combo | Usage | ||
Sandvich' or Dalokohs Bar or ショットガン |
This setup is good for an all-rounded, objective oriented Heavy. As most enemies generally attack with ranged weapons, the Fists of Steel can provide 40% damage reduction from player and Sentry Gun fire, allowing the Heavy to walk right into heavily defended objectives; this increased damage resistance can also allow particularly aggressive players to use melee attacks to successfully kill players or destroy Sentry Guns. The Gloves of Running Urgently will allow the Heavy, on the other hand, to get to objectives faster, but will make him prone to Mini Crits. If neither the Fists of Steel nor the Gloves of Running Urgently will work, the stock Fists can be used in place of them. In a Payload map, the Heavy can even use the bomb cart as an additional shield, as well as health replenishment, allowing players to escort the cart with ease. The Minigun provides a modest amount of damage, but at close range, is incredibly devastating, while the short spin-up time allows Heavy players to switch from the Fists of Steel directly with minimal penalties, as the Minigun does not suffer any spin-up penalties compared to the Heavy's other two unlockable primary weapons. Due to the obstacles a Heavy with this loadout faces, a lunchbox item is preferred over any Shotgun. The Dalokohs Bar is only useful by giving the Heavy extra health in the event that there are no Medics nearby to give a buff, if there are none at all in the current team line up, or to heal 60 HP when injured infinitely. The Sandvich is much more useful for healing supporting Medics, and other teammates to guarantee longer survivability for all, and since you can gather more Sandvichs by running over medkits at full health, there will be times where you will almost have an infinite supply of Sandvichs, depending on the map, the locations, and the frequency of said medkits. The Shotgun is a good backup weapon if the Minigun take a bad choice; movement is very important sometimes, and the Shotgun in close range is very devastating but, you need Medic's or Health urgently. | ||
A good offensive-support setup for when facing non-Heavies in close-quarter comBat, and when paired with a Medic constantly. Natascha's slow effect can be used to help teammates finish off any particularly fast enemies, and a Pocket Medic allows players to sustain fire even in the face of overwhelming force. While replenishing health with the Sandvich will not always be necessary due to having a Medic along, the Sandvich can be dropped both to keep the Medic alive as well as keep other teammates in the fight if the Medic is too busy. The GRU gives players a significant maneuverability advantage, allowing them to quickly respond to enemy movements or to reach objectives more quickly. | |||
This set-up is for a strictly defensive Heavy whose main goal is to mow down enemy offensive pushes and stop them from advancing. The Brass Beast's increased damage allows players to counter Sasha-wielding Heavies, but its increased spin-up time and slow movement speed means that strategic positioning is required, preferably next to a Dispenser. The Family Business can provide vital secondary fire in the event of an ambush where players cannot spin up the Brass Beast in time, and its choice over Shotgun is due to its overall benefit as an escape weapon. Which melee weapon to use will depend on the type of defense needed: The K.G.B. can be used to quickly give players a temporary boost in firepower to deal with offensive pushes decisively. Due to the long spin-up time of the Brass Beast, the Shotgun is incredibly useful for utilising the 5 second Crit boost. Furthermore, the K.G.B can be used to decisively deal with any Heavies on the other team who attempt to use the Fists of Steel's sheer defensive potential to accomplish objectives, due to being able to kill such Heavies quickly with melee attacks without worrying about receiving double melee damage in return. The Fists of Steel can be used to physically prevent enemies from accomplishing an objective by using the high ranged weapon damage reduction, but beware of Scouts or other Fists of Steel-equipped Heavies. | |||
The Hibernating Bear
This "official" set is very controversial, since the Brass Beast is a defensive weapon, but the Buffalo Steak Sandvich with Warrior's Spirit put Heavy as offensive (even so, the steak can throw allies with low health). This set is much occupied in Medieval Mode, because the Steak Sandvich gives mini-critics, they work very well with the Warrior's Spirit to punch enemies with a few punches. Never mind -20 life because you're still the liveliest kind of game. Typically, this set is defensively deals with the Brass Beast, and if you need to eliminate enemies without taking the slowness of the aforementioned weapon, you eat the Steak and hit the enemies with your fists, they do more damage per hit, finishing with problems medium as Pyros or Scouts. | |||
One of the best setups for the offensive lonewolf. The G.R.U. allows the Heavy to quickly arrive to the Battle, while the quick spin-up of the Tomislav eliminates the need of the Shotgun, and allows the Heavy to use cover, shoot a few rounds, and then retreat behind cover to heal with the Sandvich. Do note that the slower firing speed makes it a bad choice against other Heavies, so if Minigun/Brass Beast Heavies are encountered, the Tomislav-wielding Heavy should quickly retreat or attempt to take advantage of their longer spin-up time. | |||
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This setup is for a Heavy who likes to engage with his melee weapons, with the aid of the Buffalo Steak Sandvich for increased speed and damage, allowing him to surprise enemies with a couple Mini-Crit punches and retreat before extra fire can be drawn to him, or attack another distracted enemy. The Fists (and variants) provide supple damage output, without any real drawbacks. The Holiday Punch should be used when you can effectively circle-strafe around the enemy, and cause them to laugh after punching them in the back. Mini-Crits will not cause an enemy to laugh, but do provide Mini-Crit damage, so you must hit them in the back or get a random critical hit to cause them to laugh. The K.G.B. is more of a high risk, high reward weapon when combined with the Buffalo Steak Sandvich, as you have decreased attack speed, but when you do kill someone, you will gain a critical hit boost, which can kill most enemies in 1 hit. The Eviction Notice has a much higher DPS than the regular Fists (and variants), killing enemies much faster, although the hit sound is a dead giveaway to you. The Fists of Steel more than negate the mini-crits for all ranged damage, allowing you to survive much longer. The Minigun provides a reliable weapon when the Buffalo Steak Sandvich is recharging, and a good offensive weapon, while the Tomislav can be quickly fired when the effects run out and is great for switching from melee combat. This setup should not be used for direct combat if you are the only Heavy on your team and lack a Medic, as when the enemy sees a Heavy, they almost always direct their fire to him. | ||
Black Market Business
The Black Market Business set trades some of the Heavy's sheer firepower for the ability to ambush and flank foes more effectively. The faster spin-up time of the Tomislav allows you to quickly engage or disengage from combat, while the silent spin-up bonus allows the player to quietly wait around corners or chokepoints and ambush enemies as they pass by, rather than fighting enemies head-on; a compensation for its 20% reduction in firing speed. The Family Business can be used to finish weakened enemies outside of the Tomislav's range, be used as an escape weapon, or to provide cover fire when crossing open ground. The Eviction Notice can be used to quickly dispatch unsuspecting Scouts and Medics from behind. Beware of Minigun, Natascha, or Brass Beast-wielding Heavies, however, as they will be able to quickly overpower you with their primary weapon. With no Sandvich to heal yourself, always make sure that a Medic or medkit is nearby. | |||
A set for Heavies on an offensive push. The Huo-Long Heater is an excellent weapon for clearing out tunnels or congested areas, as the fire it creates will drive enemies backwards and ignite other Heavies, making it easier for you to finish them off. However, the Heater uses up ammo extremely quickly, so use your Shotgun when engaging a lone enemy instead of wasting precious ammunition, or the Family Business can be used, due to the increased clip size, but won't deal as much damage. The GRU can be used to reach contested areas quickly; however, it can be traded for another melee weapon's benefits if the map is small or an Engineer has constructed a Teleporter. | |||
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A set for Heavies on a defensive push, also mainly used for Spy checking and ambushing purposes. The Huo-Long Heater, while offensive in nature, can be used as a great Spy checking tool while also doing the Heavy's natural thing. However, it can use ammo quickly, so the Family Business or stock Shotgun can be used for backup when you are low on ammo. The Dalokohs Bar can be used as a more suitable alternative if you want to tank more damage; coupled with the Fists of Steel, it can make you even more of a threat to deal with while enemies try to attack. The Eviction Notice or Holiday Punch can make you more of an surprise predator, if you want to go the ambush route. |
クラス別の対策
Template:See also/ja With the greatest firepower and endurance of all the classes in TF2, the Heavy is capable of taking on every other class in the game head-on and emerging victorious.
スカウト
- As Scouts cannot take Heavies on in direct confrontations, most Scout players will rely on flanking and ambushing their targets and retreating before they can counterattack. As such, make sure to be careful of being ambushed whenever pushing forward, and always be aware of possible side paths that Scouts may use to try to perform flanks.
- While the Minigun is capable of killing Scouts almost immediately upon targeting them, good Scout players will only attack moving Heavies and retreat before they can spin up. Using the Shotgun can provide some measure of self-defense against Scouts when on the move.
- Scouts using the Force-A-Nature are particularly deadly, as they can land two shots inside of one second and retreat before the Heavy can react, on top of the knockback preventing players from pursuing. Always be ready for the Scout to follow up with another attack from a different direction.
- Be especially careful when using a lunchbox item. Unlike other classes, Scouts can easily pursue Heavies and attack from unexpected directions.
- Because a spun-up Heavy is an easy target, Scouts using the Sandman can easily stun Heavies over long distances, leaving them vulnerable to subsequent attacks. Try to minimize this by fighting at close ranges, where a Sandman stun will only last for a short duration.
- A Scout using the Fan O'War can mark inattentive Heavies for death, allowing their teammates to deal Mini-Crit damage. If marked for death, it's usually wise to retreat away from enemy fire until the effects disappear.
ソルジャー
- The Soldier's Rocket Launcher is extremely damaging, but so is your Minigun. Because you have more health, a Heavy will usually win the resulting damage race at close range.
- The Soldier is one of the classes that is often best fought with a Shotgun. Using a Shotgun will allow you to move around and avoid his rockets, while still keeping up the damage.
- When shooting your Minigun at the Soldier, remember that you're extremely slow, so the ソルジャー's Rocket Launcher will almost always hit you. If you are part of a Medic-Heavy pair, however, they cannot deal damage to you faster then the Medic can heal you, because of the time it takes to reload the launcher; use this to your advantage.
- With a Shotgun, if the Soldier is attacking and not retreating, fire at the Soldier, duck behind cover to reload, and then pop out again to fire again. It's difficult to time rockets to hit you in the short frame of time, forcing them to move forward more or retreat. Conversely, a Soldier may use the same technique on you, usually with a Rocket Launcher.
- In the event of a Shotgun battle, you will generally win, as you have far more health.
- Of all the Soldier's Rocket Launchers, the Direct Hit is the most dangerous. The Direct Hit deals souped-up damage, but only if it hits directly; you are a large target to the extremely fast-moving rockets, which makes them hitting you almost inevitable. When dealing with a Direct Hit user, you need to either close the distance or get behind cover; it's not a good idea to try and kill them with your Minigun.
- A Soldier wielding the Equalizer at low health can kill you in two or three hits, making him incredibly dangerous if he hits you. If you see one, make him your first priority. As they rely on closing the distance to kill you, it's often effective to switch to your primary, and be ready for any ambushes, since detecting a Equalizer-wielding Soldier with your primary spun up will result in an instant kill.
- One of the most effective ways to fight a Soldier is to use his own rockets against him. Jump towards him as he shoots for your feet, and you will do a rocket jump of your own towards him. Spin up in mid air and you will land at his feet with your Minigun blazing, invariably resulting in a kill.
パイロ
- Regard Pyros with the same kind of caution you would Scouts. Pyros will adopt similar tactics like ambushing, but can do it with the added effects of Afterburn and more health. Unless you have seen the Pyro outside of close range and can spin up your Minigun before closing in, keep your Shotgun handy. This is imperative for Brass Beast users, whose primary of choice takes especially long to spin up.
- The Compression Blast of a Pyro's primary weapon can be an especially great nuisance to a Heavy, particularly a Heavy under the effects of an ÜberCharge. Even if the Pyro is killed while repelling a Heavy on the move in this manner, the Heavy's slow foot speed and reliance on prior positioning make it time-consuming to return to the fore, especially when on the front lines and in the middle of combat. If opposing Pyros are using these tactics, consider countering by advancing with teammates who can engage the Pyros quickly, allowing you to cover ground lost to a Pyro playing keep-away using Compression Blasts.
- If you engage a Pyro one-on-one, keep your opponent at arm's length. You have the advantage of at least one extremely powerful midrange weapon in the form of your primary, and have a 125 Health advantage to outlast damage from Shotguns or ignition from a Flare Gun. Keep the Pyro in sight at all times: Pyros run faster than Heavies, and if the Pyro gets out of your sight that may be all that is needed to get within Flamethrower range.
- Two of the Pyro's weapons, the Flare Gun and the Axtinguisher, are very lethal if you aren't paying attention. The Axtinguisher gets full crits if a Pyro hits you while you are burning; he can kill you in 2 hits if you aren't overhealed, and the Flare Gun does crits to burning targets; you are a very easy target. Most Pyros will ambush you with these, so stay alert.
デモマン
- Demomen rely on their Grenade Launchers for indirect attacks and laying "traps" for enemies. While your greater health will provide some protection against their attacks, a competent Demoman can down a Heavy in many situations.
- When facing an enemy Demoman, try to force them into the open. At close range your Minigun can shred even the most accurate grenade-shooting Demoman, but only if your view of them is unobstructed. In the open and up close you have a distinct advantage over Demomen.
- At medium ranges, the Grenade Launcher is extremely damaging. The Demoman will often shoot shells at you, retreat to cover to reload, and then come back out and empty more shells on you, limiting the time he spends in your firing line without limiting the amount of damage he can do. In these situations it's best, if possible, to close the distance quickly so you can engage him head-on, where you have the advantage.
- Demomen love corners and obstructions. They will often run away, round a corner, and set a Stickybomb trap for you. When pursuing an enemy Demoman, be extremely careful of any doorframes, corners, or other objects that could potentially harbor Stickybombs.
- If you are being hit by grenades that are being angled off of corners you need to retreat. Although Demomen can hit you around corners, they cannot see where their grenades are going, so you can move away and find another way to attack them.
- At long ranges your Minigun can hit enemy Demomen but they will be hard-pressed to do the same. This allows you to pick off damaged enemies, but the Minigun's damage dropoff is too high to kill a healthy Demoman.
- When dealing with enemy Demoknights (Demomen carrying swords and shields), treat them like you would Pyros. Demoknights are very similar in many respects - like Pyros they deal damage primarily at extremely close range, and also like Pyros they can be shredded with the Minigun if you are healthy and aware of them.
- ナターシャ's slowdown can stop a Demoknight charge in its tracks and prevent him from running away, making the gun highly lethal against Demoknights.
- The Tomislav's faster spin-up allows you to set to killing Demoknights more quickly.
- Of all the Miniguns, the Brass Beast is most hampered when fighting Demoknights, as by the time it takes to lower the weapon the enemy Demoknight can whittle down as much as two thirds of your health.
- The Huo-Long Heater's ring of fire makes it somewhat difficult for a Demoknight to attack you. Think about equipping this if a Demoknight is being bothersome.
ヘビー
- Heavy vs Heavy fights usually boils down to a handful of simple factors.
- Who attacks first.
- Whose weapon has a higher damage output. (Brass Beast > Huo-Long Heater including afterburn > Minigun = Huo-Long Heater excluding afterburn > Tomislav > Natascha)
- Who has more health.
- Who has a Medic healing them.
- Whose Medic has a better Übercharge. (Medi Gun > Kritzkrieg > Vaccinator with Bullet resistance > Vaccinator without Bullet resistance > Quick-Fix)
- Whether one begins dealing critical hits.
- If you believe you have the disadvantage, do not engage the enemy Heavy first; whenever possible let your teammates distract or soften him up before you attack.
- However an exception to this general rule is when you have an obstacle between him and you. You can use small obstacles and props to cover up some of your body, thus taking far less damage from the enemy Heavy, while still being able to project all of your damage towards him. Corners are a fairly common place to employ this tactic, though general props such as boxes/crates, discarded wheelbarrows, stalagmites and such will perform the same role admirably. This tactic can afford you semi invulnerability against other Heavies when used properly, depending on the obstacle.
- Every bit of damage counts when fighting a Heavy in direct combat. Make sure to fire as accurately as possible.
エンジニア
- While a lone Engineer is a small threat to a Heavy, even a low-level Sentry Gun can pose a serious threat to an unprepared Heavy. Heavies lack the speed and maneuverability needed to dodge low-level Sentry Guns, and the Heavy's substantial health is rarely enough to withstand the rapid fire and missile capabilities of a level three Sentry Gun. It's best to attack these threats with a partner, where the Heavy can serve to provide suppressing fire or absorb damage while a second party takes out the Sentry nest.
- With a Medic in tow, a skilled duo can make up for the concentrated fire of a powerful Sentry Gun, and the Heavy's wide spread from his Minigun can simultaneously damage both the Engineer and his Sentry Gun.
- Using good communication, a Spy can set a Sapper on an Engineer's buildings moments before a Heavy comes upon the nest. While the Buildings are disabled by the Sapper is a great time to help take them down, and a Heavy's fire is a great opportunity for a Spy to survive should they be discovered in the attempt.
- If you destroy a Sentry Gun, but the Engineer survives, beware if he goes after you with the Frontier Justice. If he has at least 3 crits stored, he can kill you in three shots if you aren't overhealed. Try to kill him before this happens.
メディック
- Although a lone Medic is no problem at all to take out as a Heavy, Medics are usually accompanied by a formidable combat class that could kill you under the healing support of a Medic.
- You have no chance to take out a target that is Übercharged, unless you are being pocketed for the duration of their Übercharge. It would be best to retreat and prepare to attack again if you are alone.
スナイパー
- With his large size, slow speed, and lack of reliable long range weaponry, there is little a Heavy can do against a skilled Sniper in long-range combat. The Heavy would do best to avoid open spaces where Snipers can get clear shots, and to stay in motion at all times. However, a Heavy is a very tempting target and a perfect distraction to keep a Sniper occupied while other classes neutralize the threat or complete objectives.
- When encountered one-on-one at close-mid range, however, a Sniper is easily dispatched, though beware, a good Sniper can still get a headshot in if you're not careful, even at close range.
スパイ
- Spies prey on vulnerable classes, and Heavy is more vulnerable to Spies than any other class. Being a slow and large class, Spies will backstab you fast and will be gone faster. Watch your back, and Spycheck with your Minigun. The Minigun has the strength to almost instantly kill a disguised or cloaked Spy. However, spinning the Minigun will make you even slower, so unless you're Spychecking, the Shotgun or Fists will work just as good.
- In a Heavy-Medic pair, the Medic will most likely be taken out first, as he is the primary source of ÜberCharging and protecting the Heavy. Protect your Medic, and make sure they never leave your sight. If you are backstabbed, leaving a defenseless Medic could mean a lot for your team, although in teamwork, he can switch to pocket another class; in enemy territory, a Medic cannot stop Spies as efficiently as Heavies. Use communication, in voice or text, to secure your Medic if you're dead. Considering Spies disguise fast after killing, you should be able to see who they disguise as in your freezecam. Tell your teammates this, and make sure they are aware of the Spy's presence.
- Listen carefully. Often when your Medic is taken out you will hear the sound. If the Spy is using the default Knife then you will surely hear your Medic die.
- Two of the Spy's knives, Your Eternal Reward and the Spy-cicle, will not cause your Medic to scream upon a backstab. The best way to counter this is to look behind you if your Medic suddenly stops healing you. You just might stop a backstab.
- Although it gives you health, eating a Sandvich or Dalokohs Bar leaves you extremely vulnerable to being backstabbed. Find a wall or corner to push your back up against while eating. The health you gain during eating will usually heal damage done with stabs or shots from the front.
- The Huo-Long Heater can be used to Spy check teammates, and with the area of effect, make Spies think twice of backstabbing you or your Medic. Spies with the Spy-cicle, however will be immune to afterburn but you will be alerted to their presence, and they'll lose their Knife in the process making them vulnerable to your Minigun.
各クラスとの共闘
スカウト
- Heavies are masters of covering fire when on the advance, and this perfectly supplements a Scout's speed. With a Heavy's firepower dealing damage, Scouts can more safely push carts, capture control points, steal intelligence or ambush enemies, and combined with the Scout's, can make an ideal pair up.
- A Heavy with a Sandvich can be invaluable to the fragile Scout. If you're both in a secure place and you do not need to use a Sandvich, handing one out to the more easily-wounded Scout can make all the difference when away from a Medic, Dispenser, or supply cabinet.
- Consider pairing up Natascha with supporting a Scout. Natascha's slowdown effect can more effectively delay or halt enemy pursuit of a Scout on the move, while leaving them more vulnerable to his Scattergun.
- Using the Gloves of Running Urgently can help you keep up with a Scout.
- You have much higher health than a Scout, so if the Scout is inexperienced, you can protect him. This works best if you constantly have your Fists of Steel out, the Scout doing the main damage, while you tank and if you need to, if someone approaches you, punch them to add support to the Scout.
ソルジャー
- Together, a Heavy and Soldier duo make a tough pair, second in combined health only to two Heavies working together.
- The Soldier's Rocket Launcher gives a Heavy-Soldier pair something the Heavy lacks alone: range. Rockets can travel over a long distance, and a Heavy's Minigun tracers can effectively point at enemy positions a Soldier can quickly light up.
- On the offense, being under the effect of a Buff Banner can make a Heavy-Soldier combo devastating. On the defense, a Concheror or Battalion's Backup Soldier can effectively make a Soldier-Heavy pair a very formidable wall of HP and projectiles.
パイロ
- Pyros are one of a few excellent distractions for incoming Heavies. The chaos that a Pyro can cause by setting whole chunks of the enemy team on fire can draw attention away from a spun-up Heavy.
- In direct combat, Pyros can frustrate the efforts of Soldiers and Demomen with well-timed Compression Blasts, leaving them open to a Heavy's sustained fire.
- Pyros have one main weakness when supporting Heavies, and that is the lack of any real long-range attack capability. Rockets or Grenades that a Pyro cannot spot, long-range Revolver or Ambassador attacks, Sentry Guns, other Heavies and, of course, Snipers all pose major threats to both Pyro and Heavy. This makes Pyro support a strictly close-to-midrange affair.
デモマン
- Heavies can be just as good as Demomen at area denial for specific locations. Pinning down enemies with the speed of Minigun fire while a Demoman throws out a Grenade Launcher barrage can easily make up for the latter's relatively slow rate of fire and lengthy reload time.
- Never underestimate the power of cooperation. A Heavy and a Demoman working together can herd enemies into a Stickybomb trap by laying down suppressive fire.
ヘビー
- Covering fellow Heavies is imperative for a pair or group of Heavies on the move. Unless you are certain where your enemies will be coming from, check each others' blind spots often and scan for threats. If a single Heavy is a conspicuous presence, a group of them is near impossible to ignore.
- On the attack, deliberate maneuvering and timing are key. Heavies are slow, and if an attack is mistimed or its angle chosen badly, the defense can pick apart a multi-Heavy assault. Cover areas other Heavies are not attacking and come together as one single blow: if a group of Heavies gets flanked, it's hard to stem off being entirely surrounded due to their sloth.
- Consider remembering what Heavies on your team have Sandviches or similar food items and which don't. When away from Medics or nearby Health Kits, passing out food to other Heavies is vital to extended autonomy.
- With a Heavy-Heavy pair, it is a good idea to have a Fists of Steel plus Shotgun Heavy and a Minigun plus Sandvich Heavy. The Fists of Steel and Shotgun Heavy can be the damage dealer if things get out of hand, and the Minigun plus Sandvich Heavy can be the main damage dealer and can help support the Heavy with the Shotgun. Remember that Miniguns have a long spin up time, so the Shotgun Heavy is the one to deal with battles with no time. Even if he doesn't kill the opponent almost immediately, he will have created enough of a distraction for the Minigun Heavy to finish him off.
- Few things are more dreadful than being caught by a Heavy using Natascha for its slowdown effect. High on that list is being caught by a Heavy wielding Natascha while another Heavy employs one of the other miniguns for maximum firepower. For instance, a Natascha Heavy and a Brass Beast Heavy can be a fearsome defense. Conversely, a Natascha heavy and a Tomislav Heavy can make good on their pushes by targeting priority targets, like a Medic or an Engineer with a toolbox, and keeping them from escaping.
- Two Natascha Heavies will not have the firepower of their more heavily armed comrades, but a double slowdown effect is death to classes who rely on their speed and reflexes at close range to survive, like Scouts, Spies, and Pyros. Often, it will cause Soldiers and Demomen to be reluctant about approaching you at all. Demoknights will be especially discouraged as they usually need to get into melee range to do the most damage, but neither shield provides any resistance against bullet damage and the slowdown effect instantly negates their charges.
- Whether as a pair or group of Heavy's, you would do well to remember this fact: It will be a field day for enemy Snipers. Take cover!
エンジニア
- You are like a moving Sentry Gun if you stand beside an Engineer's Dispenser. Tell the Engineer to put a Dispenser in a key point, and begin firing your Minigun for access denial by the other team.
- If needed, stand beside a Sentry Gun if it's under fire; your presence will force the enemy to choose between shooting you or the Sentry Gun, and your combined firepower will stop everything short of an ユーバーチャージ.
- If the Engineer is trying to deploy an Offensive Level 3 Sentry Gun, hang just in front of him and try to absorb a bit of fire that is directed at that Sentry Gun and also help him Spycheck. Most of the time, this will mean the difference between a Lvl 3 Sentry wiping the other team or you and the Engineer ending up dead.
メディック
- The Heavy is the ideal Medic buddy in almost any circumstance; he has a huge amount of health (especially when overhealed), a large hitbox to hide behind, and is usually very effective when Übercharged. When coupled with a Medic, take advantage of these characteristics to keep him alive to help you wade through your foes.
- In most situations, the default Minigun is the most reliable primary to use when pocketed; it lacks the slower spin-up that Natascha and the Brass Beast have, it fire rate is faster than the Tomislav, and it does more damage than Natascha. Consider this when you are planning to be pocketed.
スナイパー
- Supporting a Sniper as a Heavy can be as easy as using your large amount of HP and presence to draw enemies out into the open. By giving the enemy something very conspicuous to fight against, the Sniper can go unnoticed until the kills start to stack up.
- Snipers at midrange can benefit greatly from the suppressive fire of a Heavy. Anything too far away to be greatly damaged by the Minigun can be dealt with by accurate Sniper fire from a position behind, even if it's not an ideal shooting spot for the Sniper.
- Snipers with the Sydney Sleeper or simply using normal ジャラテ can be an effective combo. Since the Sydney Sleeper charges faster and covers targets in Jarate, this can weaken the opponent from long range and allow the Heavy to deal considerable more damage, especially with weaker Miniguns like ナターシャ or Tomislav, or even Spy check with the Huo-Long Heater's afterburn.
スパイ
- As with supporting Pyros, Heavies make a fantastic distraction to draw enemy attention away from a Spy sneaking behind enemy lines. A Heavy who is good at drawing fire and prolonging combat can help keep the pressure off a fragile Spy until it's too late for the enemy.
- Avoid sticking too close to a Spy. Heavies are prime targets for Pyro ambushes, Soldier rocket attacks and Demoman grenade strikes, and having a Spy damaged as collateral can very rapidly blow their cover.
- As tempting as it may be, try not to throw a Sandvich out if a friendly Spy is in the area. Tossing food items around to someone who should be invisible to the other team is a surefire way to blow a friendly Spy's cover.
- Learn to do cleanup. A Heavy's Minigun barrage can easily rectify a botched backstab on a fleeing enemy.
関連項目
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