Difference between revisions of "Heavy (competitive)"

From Team Fortress Wiki
Jump to: navigation, search
m
Line 7: Line 7:
 
== Information ==
 
== Information ==
 
=== Health ===
 
=== Health ===
{| class="wikitable grid"
+
{{class health table|Heavy}}
! class="header" | Health State
 
! class="header" | Max Health
 
! class="header" | Overheal Max
 
! class="header" | Pill Bottle
 
! class="header" | First Aid Tin
 
|-
 
! style="background-color:#FFF4CC;" | Normal
 
| style="background-color:#FFF4CC;" | <center>'''300''' hit points</center>
 
| rowspan="2" style="background-color:#FFF4CC;" | <center>'''450''' hit points</center>
 
| style="background-color:#FFF4CC;" | <center>'''+61''' hit points</center>
 
| style="background-color:#FFF4CC;" | <center>'''+150''' hit points</center>
 
|-
 
! style="background-color:#fffae7;" | [[Heavy weapons (competitive)#Dalokohs bar|Dalokohs]]-Buffed
 
| style="background-color:#fffae7;" | <center>'''350''' hit points</center>
 
| style="background-color:#fffae7;" | <center>'''+71''' hit points</center>
 
| style="background-color:#fffae7;" | <center>'''+175''' hit points</center>
 
|-
 
! style="background-color:#fffae7;" | With the [[Heavy weapons (competitive)#Warrior's Spirit|Warrior's Spirit ]]equipped
 
| style="background-color:#fffae7;" | <center>'''280''' hit points</center>
 
| style="background-color:#fffae7;" | <center>'''420''' hit points</center>
 
| style="background-color:#fffae7;" | <center>'''+57''' hit points</center>
 
| style="background-color:#fffae7;" | <center>'''+146''' hit points</center>
 
|}
 
 
 
 
=== Speed ===
 
=== Speed ===
{| class="wikitable grid"
+
{{class speed table|Heavy}}
! class="header" | Movement State
 
! class="header" | Running
 
! class="header" | Backpedaling
 
! class="header" | Swimming
 
! class="header" | Crouching
 
|-
 
! style="background-color:#FFF4CC;" | Normal
 
| style="background-color:#FFF4CC;" | '''76.67%''' (230 u/s)
 
| style="background-color:#FFF4CC;" | '''69%''' (207 u/s)
 
| style="background-color:#FFF4CC;" | '''61.33%''' (184 u/s)
 
| style="background-color:#FFF4CC;" | '''25.56%''' (76.67 u/s)
 
|-
 
! style="background-color:#fffae7;" | Revved
 
| style="background-color:#fffae7;" | '''36.67%''' (110 u/s)
 
| style="background-color:#fffae7;" | '''36.67%''' (110 u/s)
 
| style="background-color:#fffae7;" | '''33%''' (99 u/s)
 
| style="background-color:#fffae7;" | '''0%''' (0 u/s)
 
|-
 
! style="background-color:#FFF4CC;" | [[Heavy weapons (competitive)#G.R.U|G.R.U.]] active
 
| style="background-color:#FFF4CC;" | '''99.67%''' (299 u/s)
 
| style="background-color:#FFF4CC;" | '''90%''' (269.10 u/s)
 
| style="background-color:#FFF4CC;" | '''79.93%''' (239.20 u/s)
 
| style="background-color:#FFF4CC;" | '''33.2%''' (99.67 u/s)
 
|-
 
! style="background-color:#fffae7;" | When buffed by the [[Heavy weapons (competitive)#Buffalo Steak Sandvich|Buffalo Steak Sandvich]]
 
| style="background-color:#fffae7;" | '''103.5%''' (310.4 u/s)
 
| style="background-color:#fffae7;" | '''94%''' (281.9 u/s)
 
| style="background-color:#fffae7;" | '''83.8%''' (251.4 u/s)
 
| style="background-color:#fffae7;" | '''36.97%''' (110.8 u/s)
 
|}
 
''Speeds written in "u/s" refer to in-game units per second. When running in a certain direction causes slowness, rapidly switching between diagonals usually improves speed.''
 
 
 
 
=== Weapons ===
 
=== Weapons ===
 
{{main|Heavy weapons (competitive)}}
 
{{main|Heavy weapons (competitive)}}
{| class="wikitable grid"
+
The Heavy relies on his primary weapon to deal large damage at close range. He is slow, and even more so immobile while spun up.
|-
+
{{class weapon table heavy primary}}
! class="header" | #
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Critical Damage
 
! class="header" | Function Times
 
! class="header" | Special
 
|-
 
! style="background:#FFF4CC;" rowspan="4" | 1
 
! style="background:#FFF4CC;" | [[Heavy weapons (competitive)#Minigun|Minigun]]<br />{{item icon|minigun|70px|link=Heavy weapons (competitive)#Minigun}}
 
| style="background:#FFF4CC;" | Point-blank: 13/hit (avg 54) <br>512u: 9/hit <br>1024u+: 5/hit
 
| style="background:#FFF4CC;" | Critical: 27/hit (P-B avg 108) <br>Point-blank mini-crit: 18/hit (avg 73) <br>512u+ Mini-crit: 12/hit
 
| style="background:#FFF4CC;" | Attack: 0.1s <br>Windup: 0.84s <br>Winddown: 1.13s
 
| style="background:#FFF4CC;" | Fires 4 bullets for every use of 1 ammo. <br>If unfired in the past 1.25 seconds, 1 bullet has perfect accuracy.
 
|-
 
! style="background:#FFF4CC;" | [[Heavy weapons (competitive)#Natascha|Natascha]]<br />{{item icon|Natascha|70px|link=Heavy weapons (competitive)#Natascha}}
 
| style="background:#FFF4CC;" | Point-blank: 10/hit (avg 40) <br>512u: 7/hit <br>1024u+: 4/hit
 
| style="background:#FFF4CC;" | Critical: 20/hit (P-B avg 80) <br>Point-blank mini-crit: 14/hit (avg 54) <br>512u+ Mini-crit: 9/hit
 
| style="background:#FFF4CC;" | Attack: 0.1s <br>Windup: 1.16s <br>Winddown: 1.13s
 
| style="background:#FFF4CC;" | '''Banned or restricted in most leagues.'''<br>Slows on hit. <br>30% slower spin up time. <br>Fires 4 bullets for every use of 1 ammo. <br>If unfired in the past 1.25 seconds, 1 bullet has perfect accuracy.
 
|-
 
! style="background:#FFF4CC;" | [[Heavy weapons (competitive)#Brass Beast|Brass Beast]]<br />{{item icon|Brass Beast|70px|link=Heavy weapons (competitive)#Brass Beast}}
 
| style="background:#FFF4CC;" | Point-blank: 16.2/hit (avg 65) <br>512u: 10.8/hit <br>1024u+: 5.4/hit
 
| style="background:#FFF4CC;" | Critical: 32.4/hit (P-B avg 129.6) <br>Point-blank mini-crit: 22/hit (avg 87.6) <br>512u+ Mini-crit: 14.6/hit
 
| style="background:#FFF4CC;" | Attack: 0.1s <br>Windup: 1.305s <br>Winddown: 1.13s
 
| style="background:#FFF4CC;" | '''Banned or restricted in most leagues.'''<br>+20% damage done <br>50% slower spin up time <br>-60% slower move speed while deployed
 
|-
 
! style="background:#FFF4CC;" | [[Heavy weapons (competitive)#Tomislav|Tomislav]]<br />{{item icon|Tomislav|70px|link=Heavy weapons (competitive)#Tomislav}}
 
| style="background:#FFF4CC;" | Point-blank: 13.5/hit (avg 54) <br>512u: 9/hit <br>1024u+: 4.5/hit
 
| style="background:#FFF4CC;" | Critical: 27/hit (P-B avg 108) <br>Point-blank mini-crit: 18/hit (avg 73) <br>512u+ Mini-crit: 12/hit
 
| style="background:#FFF4CC;" | Attack: 0.12s <br>Windup: 0.522s <br>Winddown: 1.13s
 
| style="background:#FFF4CC;" |  Secondary fire spins-up the barrel without firing.<br>Fires 4 bullets per unit of ammo used. <br>40% faster, silent spin up time. <br>20% slower firing speed.
 
|-
 
! style="background:#fffae7;" rowspan="6" | 2
 
! style="background:#fffae7;" | [[Heavy weapons (competitive)#Shotgun|Shotgun]]<br />{{item icon|Shotgun|70px|link=Heavy weapons (competitive)#Shotgun}}
 
| style="background:#fffae7;" | Point-Blank: 90 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
 
| style="background:#fffae7;" | Critical: 18/hit (max 180) <br>Point-blank mini-crit: 121 <br>512u+ Mini-crit: 8/hit
 
| style="background:#fffae7;" | Attack: 0.625s <br>Reload start: 1.0s <br>Reload more: 0.5s
 
| style="background:#fffae7;" | Affected by [[Standard competitive format#Weapon spread|fixed weapon spread]] (1 extra pellet at center).
 
|-
 
! style="background:#fffae7;" | [[Heavy weapons (competitive)#Sandvich|Sandvich]]<br />{{item icon|Sandvich|70px|link=Heavy weapons (competitive)#Sandvich}}
 
| style="background:#fffae7;" | None. <br>Eating: +300 health <br>Sharing: +50% of max hp
 
| style="background:#fffae7;" | N/A
 
| style="background:#fffae7;" | Eating time: 4.3s <br>Shared Sandvich expire: 30s
 
| style="background:#fffae7;" | Eaten with {{Key|Mouse1}}, shared with {{Key|Mouse2}}, and dropped on death. <br>Eating Sandvich heals the heavy in 4 chunks of +75 health. <br>Grabbing shared Sandvich heals 50% max health. <br>Taking dropped Sandvich heals +50 health (+75 for [[Scout (competitive)|Scout]]). <br>Restocked by picking up health while already at full (or resupply). <br>Sharing removes your old shared Sandvich on ground. <br>Cannot be eaten underwater (can be shared/grabbed).
 
|-
 
! style="background:#fffae7;" | [[Heavy weapons (competitive)#Dalokohs bar|Dalokohs Bar]]<br />{{item icon|Dalokohs Bar|70px|link=Heavy weapons (competitive)#Dalokohs Bar}}
 
| style="background:#fffae7;" | None. <br>Eating: +60 health
 
| style="background:#fffae7;" | N/A
 
| style="background:#fffae7;" | Eating time: 4.3s <br>Health boost duration: 30s
 
| style="background:#fffae7;" | Increases non-overhealed max health to 350 (overheal max still 450). <br>Eating heals the heavy in 4 chunks of +15 health. <br>Taking dropped bar heals +50 health (+75 for [[Scout (competitive)|Scout]]). <br>Cannot be shared. Unusable underwater.
 
|-
 
! style="background:#fffae7;" | [[Heavy weapons (competitive)#Buffalo Steak Sandvich|Buffalo Steak Sandvich]]<br />{{item icon|Buffalo Steak Sandvich|70px|link=Heavy weapons (competitive)#Buffalo Steak Sandvich}}
 
| style="background:#fffae7;" | None. <br>Mini-crit effect:15s <br>Sharing: +50% of max hp
 
| style="background:#fffae7;" | N/A
 
| style="background:#fffae7;" | Eating time: 4.3s <br>Shared Sandvich expire: 30s
 
| style="background:#fffae7;" | '''Banned or restricted in some leagues.''' <br>Eaten with {{Key|Mouse1}}, shared with {{Key|Mouse2}}, and dropped on death.<br>While active, causes Heavy to deal and receive mini-crits on all attacks, and the player may only use melee weapons. <br>Grabbing shared Buffalo Steak Sandvich heals 50% max health. <br>Taking dropped Sandvich heals +50 health (+75 for [[Scout (competitive)|Scout]]). <br>Restocked by picking up health while already at full (or resupply). <br>Sharing removes your old shared Buffalo Steak Sandvich on ground. <br>Cannot be eaten underwater (can be shared/grabbed).<br>Useless underwater.
 
|-
 
! style="background:#fffae7;" | [[Heavy weapons (competitive)#Fishcake|Fishcake]]<br />{{item icon|Fishcake|70px|link=Heavy weapons (competitive)#Fishcake}}
 
| style="background:#fffae7;" | None. <br>Eating: +60 health
 
| style="background:#fffae7;" | N/A
 
| style="background:#fffae7;" | Eating time: 4.3s <br>Health boost duration: 30s
 
| style="background:#fffae7;" |  Restores 60 health points over about 4 seconds. <br>Raises maximum health by 50 points for 30 seconds.
 
|-
 
! style="background:#fffae7;" | [[Heavy weapons (competitive)#Family Business|Family Business]]<br />{{item icon|Family Business|70px|link=Heavy weapons (competitive)#Family Business}}
 
| style="background:#fffae7;" | Point-Blank: 76 <br>512u: 5/hit, avg 8 hits <br>1024u+: 2.5/hit
 
| style="background:#fffae7;" | Critical: 15.3/hit (max 153) <br>Point-blank mini-crit: 103 <br>512u+ Mini-crit: 6.9/hit
 
| style="background:#fffae7;" | Attack: 0.625s <br>Reload start: 1.0s <br>Reload more: 0.5s
 
| style="background:#fffae7;" | +40% clip size. <br>-15% damage done.
 
|-
 
! style="background:#FFF4CC;" rowspan="7" | 3
 
! style="background:#FFF4CC;" | [[Heavy weapons (competitive)#Fists|Fists]]<br />{{item icon|Fists|70px|link=Heavy weapons (competitive)#Minigun}}
 
| style="background:#FFF4CC;" | Melee: 65
 
| style="background:#FFF4CC;" | Critical: 195 <br>Mini-crit: 88
 
| style="background:#FFF4CC;" | Attack: 0.8s
 
| style="background:#FFF4CC;" | Completely standard melee weapon.
 
|-
 
! style="background:#FFF4CC;" | [[Heavy weapons (competitive)#Killing Gloves of Boxing|K.G.B.]]<br />{{item icon|Killing Gloves of Boxing|70px|link=Heavy weapons (competitive)#Killing Gloves of Boxing}}
 
| style="background:#FFF4CC;" | Melee: 65
 
| style="background:#FFF4CC;" | Critical: 195 <br>Mini-crit: 88
 
| style="background:#FFF4CC;" | Attack: 0.92s <br>Crit effect: 5s
 
| style="background:#FFF4CC;" | Killing blows give heavy crits for 5 seconds. <br>Crits stay even on weapon switch.
 
|-
 
! style="background:#FFF4CC;" | [[Heavy weapons (competitive)#Gloves of Running Urgently|G.R.U.]]<br />{{item icon|Gloves of Running Urgently|70px|link=Heavy weapons (competitive)#Gloves of Running Urgently}}
 
| style="background:#FFF4CC;" | Melee: 49 <br>User damage: 6
 
| style="background:#FFF4CC;" | Critical: 147 <br>Mini-crit: 76
 
| style="background:#FFF4CC;" | Attack: 0.8s <br>User damage: 1.0s
 
| style="background:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>Increases move speed while active [[Heavy (competitive)#Speed|(see above)]]. <br>Causes the user to take mini-crit damage until 3 seconds after switching away.
 
|-
 
! style="background:#FFF4CC;" | [[Heavy weapons (competitive)#Warrior's Spirit|Warrior's Spirit]]<br />{{item icon|Warrior's Spirit|70px|link=Heavy weapons (competitive)#Warrior's Spirit}}
 
| style="background:#FFF4CC;" | Melee: 85
 
| style="background:#FFF4CC;" | Critical: 250 <br>Mini-crit: 112
 
| style="background:#FFF4CC;" | Attack: 0.8s
 
| style="background:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>+30% damage done <br>-20 max health on wearer.
 
|-
 
! style="background:#FFF4CC;" | [[Heavy weapons (competitive)#Fists of Steel|Fists of Steel]]<br />{{item icon|Fists of Steel|70px|link=Heavy weapons (competitive)#Fists of Steel}}
 
| style="background:#FFF4CC;" | Melee: 65
 
| style="background:#FFF4CC;" | Critical: 195 <br>Mini-crit: 88
 
| style="background:#FFF4CC;" | Attack: 0.8s
 
| style="background:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>While active:-40% damage from ranged sources while active <br>While active:+100% damage from melee sources while active <br> 20% longer weapon switch.
 
|-
 
! style="background:#FFF4CC;" | [[Heavy weapons (competitive)#Saxxy|Saxxy]]<br />{{item icon|Saxxy|70px|link=Heavy weapons (competitive)#Minigun}}
 
| style="background:#FFF4CC;" | Melee: 65
 
| style="background:#FFF4CC;" | Critical: 195 <br>Mini-crit: 88
 
| style="background:#FFF4CC;" | Attack: 0.8s
 
| style="background:#FFF4CC;" | Limited item from [[Replay Update]].<br>Statistically identical to [[Heavy weapons (competitive)#Fists|fists]].<br>Enemies killed by weapon turn gold on death instead of ragdolling.
 
|-
 
! style="background:#FFF4CC;" | [[Heavy weapons (competitive)#Eviction Notice|Eviction Notice]]<br />{{item icon|Eviction Notice|70px|link=Heavy weapons (competitive)#Eviction Notice}}
 
| style="background:#FFF4CC;" | Melee: 26
 
| style="background:#FFF4CC;" | Critical: 78 <br>Mini-crit: 35
 
| style="background:#FFF4CC;" | Attack: 0.4s
 
| style="background:#FFF4CC;" | Secondary fire will throw a right-handed punch (no difference from left-handed punch). <br>+50% faster firing speed. <br>-60% damage done.
 
|-
 
|}
 
{{hatnote|1=''"u" stands for "units of distance." "+" stands for "or more." "s" stands for "seconds." "Reload Start" refers to how long it takes for 1 ammo to be reloaded after beginning to reload, and "Reload More" refers to how long it takes for each additional ammo to reload after the first. Damages and times are approximate and determined by community testing.}}
 
 
 
 
== Usage ==
 
== Usage ==
 
The Heavy, due to his slow speed, is a situational [[utility]]. However, the Heavy's large amount of health and absurd close-range damage output make him ideal for holding crucial Control Points, especially the final Control points of 5-CP maps like [[Badlands (competitive)|Badlands]]. A team will generally switch out a [[Scout (competitive)|Scout]] for a Heavy, though substituting a Soldier for a Heavy is a common tactic as well.
 
The Heavy, due to his slow speed, is a situational [[utility]]. However, the Heavy's large amount of health and absurd close-range damage output make him ideal for holding crucial Control Points, especially the final Control points of 5-CP maps like [[Badlands (competitive)|Badlands]]. A team will generally switch out a [[Scout (competitive)|Scout]] for a Heavy, though substituting a Soldier for a Heavy is a common tactic as well.

Revision as of 20:41, 1 September 2012

Heavy.png
This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Heavy.
The community competitive scene changes frequently. Some or all info may be outdated.

The Heavy is a situational pocket and utility class sometimes used in the standard competitive lineup, valued for his tanking capacity and sustained damage output.

Information

Health

Class Health Overheal Quick-Fix Overheal
Leaderboard class scout.png Scout 125 185 158
With the Sandman equipped 110 165 139
Leaderboard class soldier.png Soldier 200 300 251
With the Battalion's Backup equipped 220 330 276
Leaderboard class pyro.png Pyro 175 260 220
Leaderboard class demoman.png Demoman 175 260 220
With weapon slot boots equipped 200 300 251
With a head-taking melee weapon equipped with 0 heads 150 225 189
With a head-taking melee weapon equipped with 1 head 165 245 208
With a head-taking melee weapon equipped with 2 heads 180 270 226
With a head-taking melee weapon equipped with 3 heads 195 290 245
With a head-taking melee weapon with 4 or more heads 210 315 264
With weapon slot boots and a head-taking melee weapon equipped with 0 heads 175 260 220
With weapon slot boots and a head-taking melee weapon equipped with 1 head 190 285 239
With weapon slot boots and a head-taking melee weapon equipped with 2 heads 205 305 258
With weapon slot boots and a head-taking melee weapon equipped with 3 heads 220 330 276
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads 235 350 295
Leaderboard class heavy.png Heavy 300 450 376
Under the effects of the Dalokohs Bar or Fishcake 350 500 426
With the Fists of Steel equipped 300 390 346
With the Fists of Steel equipped and while under the effects of the Dalokohs Bar or Fishcake 350 440 396
Leaderboard class engineer.png Engineer 125 185 158
With the Gunslinger equipped 150 225 189
Leaderboard class medic.png Medic 150 225 189
With the Vita-Saw equipped 140 210 176
Leaderboard class sniper.png Sniper 125 185 158
Leaderboard class spy.png Spy 125 185 158
With the Big Earner equipped 100 150 126
With Conniver's Kunai equipped 70 105 89
Maximum overheal from Conniver's Kunai backstabs N/A 210 N/A

Theoretical value. Overheal does not exceed 150% of the classes' maximum health.

Speed

Condition Normal Backward Crouched Swimming
Leaderboard class heavy.png Heavy
77 %
69 %
26 %
61 %
Any of the Heavy's Primary weapons spun up, except the Brass Beast
37 %
33 %
0 %
29 %
Brass Beast spun up
15 %
15 %
0 %
12 %
Under the effects of the Buffalo Steak Sandvich
104 %
93 %
35 %
83 %
Wielding the Gloves of Running Urgently
100 %
90 %
33 %
80 %
Wielding the Eviction Notice
88 %
79 %
29 %
71 %

Weapons

Main article: Heavy weapons (competitive)

The Heavy relies on his primary weapon to deal large damage at close range. He is slow, and even more so immobile while spun up. Template:Class weapon table heavy primary

Usage

The Heavy, due to his slow speed, is a situational utility. However, the Heavy's large amount of health and absurd close-range damage output make him ideal for holding crucial Control Points, especially the final Control points of 5-CP maps like Badlands. A team will generally switch out a Scout for a Heavy, though substituting a Soldier for a Heavy is a common tactic as well.

Common Tactics

Usually, a team's Medic will pay great attention to the team's Heavy, as a 450 HP meatshield that shreds Scouts at close range is a great asset in keeping the Medic alive (therefore often replacing the Pocket Soldier, or turning both Soldiers into Roamers). Competitive players playing as Heavies should learn when to spin up and spin down their Minigun, allowing them to balance mobility with protection for their Medic. Heavies often get used defending the last Point on 5 CP-maps, or A/D maps such as Gravelpit. Since the Mann-Conomy Update, the Heavy has the ability to run with 299 Units per Second when he has the G.R.U. equipped, making him faster than a Demoman without the Eyelander's speed boost, and therefore very valuable even in the Middlepoint of 5 CP-maps. However, it is banned from most Competitions in America and Europe.

5-CP Push Strategies

A team should almost never run a Heavy at the start of a 5-CP map. His slow speed means that a team starting off with one will attack the mid point with one less player than the other team, which may make the difference between capturing and losing the mid fight. If a team uses a Heavy on the final point of a 5-CP map, the Heavy should try to stay on or near the point itself. His high health is what makes him a useful defender, allowing him to take punishment and buy time for his team. Heavies should pay attention to the enemy Demoman, however, as a slow target standing on a small area dies very quickly to grenades and sticky bombs, even if that target has 450 health.

As with most of the other utilities, a team will generally avoid starting off a round on a 5-CP map with a Heavy. Due to his extreme lack of mobility, a Heavy will force his team to fight the mid fight at a numerical disadvantage until he finally catches up to them, which can easily mean the loss of the middle point early on. The exception to this rule is on Gullywash due to the short distance to the middle point. A Heavy can be run all the time on Gullywash which is unusual seeing as normally a Scout will temporarily switch to a Heavy to defend a point. When a Heavy is going to be used for the entire match, normally a Soldier will switch out, this means that the Medic still have a manageable amount of health that he can heal easily.

If a team needs to defend a relatively open area where there is little cover, a Heavy may be useful in buying time for the rest of the team to organize and repel a push.

Attack-Defend Strategies

When defending on an Attack/Defend map, Heavies' pathetic mobility is mitigated somewhat, as enemies will come to him instead of the other way around. This allows him to keep his Minigun spun up more often without worrying as much about needing to move around. As in 5-CP maps, when defending a point, Heavies should try to stay on or very close to the point itself, using their large amount of health to block captures. Heavies are still very vulnerable to spam sent towards the point, as their large frame and inability to dodge makes them more easily killed by stray grenades than Soldiers. A classic example of when the Heavy is useful is on point C of Gravelpit, when a heavy is on the point he can stop the enemy Soldiers from jumping up. The only downside of this is if the enemy team are running a Sniper.

Capture-the-Flag Strategies

The Heavy can be a great asset when defending the Intelligence room in Turbine, due to the lack of cover in Turbine's hallways. A heavy buffed to 450 HP can halt an enemy advance and repel attackers, assisting the team's Engineer in a defense of the Intelligence room. While the Heavy's inability to chase down attackers who are escaping with the intelligence is difficult to overlook, and his slow speed makes him a poor choice for escaping with the enemy intelligence himself, the open hallways of Turbine make the Heavy less vulnerable to Soldiers. If a team that is attacking the enemy intelligence chooses to use a Heavy, a possibly useful strategy may be to have him to let his teammates pick up the enemy intelligence, and cover their backs with Minigun fire as they make their escape. If the Heavy can lay down enough damage and be a big enough distraction, a Heavy can ensure that his team's flag carrier won't be harassed on his way back to his team's Intelligence room.

See also