Difference between revisions of "Heavy weapons (competitive)"

From Team Fortress Wiki
Jump to: navigation, search
(Added 6s Whitelist.)
m
Line 573: Line 573:
 
=== Gloves of Running Urgently ===
 
=== Gloves of Running Urgently ===
  
Commonly abbreviated G.R.U., the [[Gloves of Running Urgently]] allow the Heavy to run at a relatively higher speed. The G.R.U. deal reduced damage, and cause the Heavy to take mini-crit damage while in use, with the effect persisting for 3 seconds after switching away to another weapon.
+
Commonly abbreviated G.R.U., the [[Gloves of Running Urgently]] allow the Heavy to run at a relatively higher speed. The G.R.U. deal reduced damage, and cause the Heavy to take mini-crit damage while in use, with the effect persisting for 3 seconds after switching away to another weapon. This is often used extensively in competitive due to it allowing the Heavy to move up at the same speed as his teammates.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"

Revision as of 18:13, 5 March 2020

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Heavy weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

Primary Weapons

All of the Heavy's Miniguns suffer from damage falloff at long range. For each unit of ammo consumed, four shots are fired.

Minigun

The stock Minigun deals immense close range damage, but comparatively little at long range. The Iron Curtain has the same stats as the Minigun.

Weapon Damage Critical Damage Function Times Special
Minigun
Minigun
  • Point-Blank: 13/hit
  • 512 units: 9/hit
  • Over 1024 units: 5/hit
  • Critical: 27/hit
  • Point-Blank Mini-crit: 18/hit
  • Over 512 units Mini-crit: 12/hit
  • Attack interval: 0.1s
  • Spin-up time: 0.84s
  • Spin-down time: 1.13s
  • If unfired in the past 1.25 seconds, the next bullet has perfect accuracy.


Below is a table displaying the availability of the Minigun in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Minigun
Minigun
Allowed


Natascha

The Natascha has a 30% increased spin-up time, deals 25% deals reduced damage, and slows down targets being hit.

Below 50% health, it provides the Heavy with 20% damage resistance while spun up.

Weapon Damage Critical Damage Function Times Special
Natascha
Natascha
  • Point-Blank: 10/hit
  • 512 units: 7/hit
  • Over 1024 units: 4/hit
  • Critical: 20/hit
  • Point-Blank Mini-crit: 14/hit
  • Over 512 units Mini-crit: 9/hit
  • Attack interval: 0.1s
  • Spin-up time: 1.16s
  • Spin-down time: 1.13s
  • Slows on hit.
  • 30% slower spin up time.
  • -25% damage.
  • -20% Damage Resistance when spun up
  • If unfired in the past 1.25 seconds, the next bullet has perfect accuracy.


Below is a table displaying the availability of the Natascha in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Natascha
Natascha
Banned


The Brass Beast

The Brass Beast deals increased damage at a cost of mobility. It has an increased spin-up time, and a decreased move speed while spun up.

Below 50% health, it provides the Heavy with 20% damage resistance while spun up.

Weapon Damage Critical Damage Function Times Special
Brass Beast
Brass Beast
  • Point-Blank: 16.2/hit
  • 512 units: 10.8/hit
  • Over 1024 units: 5.4/hit
  • Critical: 32.4/hit
  • Point-Blank Mini-crit: 22/hit
  • Over 512 units Mini-crit: 14.6/hit
  • Attack interval: 0.1s
  • Spin-up time: 1.305s
  • Spin-down time: 1.13s
  • +20% damage done.
  • +50% longer spin up time.
  • -60% move speed while spun-up.


Below is a table displaying the availability of the Brass Beast in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Brass Beast
Brass Beast
Allowed


Tomislav

The Tomislav has a 20% decreased spin-up time, 20% increased accuracy, and makes no noise while spun-up.

It fires slower than the stock Minigun, but deals the same damage per bullet.

Weapon Damage Critical Damage Function Times Special
Tomislav
Tomislav
  • Point-Blank: 13/hit
  • 512 units: 9/hit
  • Over 1024 units: 5/hit
  • Critical: 27/hit
  • Point-Blank Mini-crit: 18/hit
  • Over 512 units Mini-crit: 12/hit
  • Attack interval: 0.12s
  • Spin-up time: 0.783s
  • Spin-down time: 1.17s
  • 20% faster spin-up time.
  • 20% increased accuracy.
  • No spin-up sound.
  • 20% slower firing speed


Below is a table displaying the availability of the Tomislav in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Tomislav
Tomislav
Allowed


Huo Long Heater

The Huo-Long Heater surrounds the Heavy in a ring of fire while deployed. It does 10% less damage to non-burning players, and 25% more damage to burning players. The fire deals normal flamethrower damage and afterburn. It consumes an extra 4 ammo per second while spun up.

Weapon Damage Critical Damage Function Times Special
Huo Long Heater
Huo-Long Heater
  • Point-Blank: 12/hit
  • 512 units: 7/hit
  • Over 1024 units: 4/hit
  • Critical: 24/hit
  • Point-Blank Mini-crit: 11/hit
  • Over 512 units Mini-crit: 11/hit
  • Attack interval: 0.12s
  • Spin-up time: 0.783s
  • Spin-down time: 1.17s
  • Creates a ring of flames when spun-up
  • 25% damage vs burning players
  • -10% damage penalty
  • Consumes an additional 4 ammo per second while spun up


Below is a table displaying the availability of the Huo-Long Heater in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Huo-Long Heater
Huo-Long Heater
Allowed


Primary Weapon Usage

The stock Minigun deals consistent damage at short and medium range. The Brass Beast is best used on defense when the Heavy can sit still and not move as much. The Natascha deals best with flanking Scouts, thanks to its slow down ability. The Tomislav allows the Heavy to react more quickly, deal more damage at medium range, and allows for easier ambushing. The Huo-Long Heater can be useful if your team is running a Pyro, or if the opposing team has a Spy.

However, as the stock Minigun is the only available Minigun in most leagues, it is the most commonly used.

Secondary Weapons

The Heavy may either select a Shotgun as his secondary, for increased damage, or a lunchbox item to deal with more specialized situations. Note that Lunchbox items are banned in many competitive leagues.

Shotgun

The stock Shotgun deals consistent short to medium range damage and requires no spin-up time, making it ideal to fend off an enemy if the Heavy isn't spun-up.

Weapon Damage Critical Damage Function Times Special
Shotgun
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


Below is a table displaying the availability of the Shotgun in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Shotgun
Shotgun
Allowed


The Family Business

The Family Business is a Shotgun with an increased magazine, but reduced damage.

Weapon Damage Critical Damage Function Times Special
Family Business
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


Below is a table displaying the availability of the Family Business in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Family Business
Family Business
Allowed


The Panic Attack

Compared to the default Shotgun, the Panic Attack fires 30% faster, reloads 50% faster and deploys 50% faster. In addition, as the user's health decreases, the weapon's firing rate and spread both increase, firing faster shots at lower accuracy when at low health.

Weapon Damage Critical Damage Function Times Special
Panic Attack
Panic Attack
  • 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: 0.5s
  • Reload More: 0.25s


Below is a table displaying the availability of the Panic Attack in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Panic Attack
Panic Attack
Allowed


The Sandvich

The Sandvich is a Heavy secondary which allows the Heavy to provide healing both to the team and for himself. Upon primary fire, the Heavy consumes the Sandvich, allowing him to heal for 300 health. The Heavy is rendered immobile during consumption, leaving him very vulnerable.

On alt-fire, the Sandvich is thrown, allowing teammates (or opposing players!) to be healed for half their health on pick-up. If the Heavy is killed with the Sandvich active, opposing players can pick it up to heal themselves.

The Robo Sandvich and the Festive Sandvich have the same stats as the normal Sandvich.

Weapon Damage Critical Damage Function Times Special
Sandvich
Sandvich
  • Eaten: 300 health
  • Thrown: +50% of max HP.
N/A
  • Consumption time: 4.3s
  • Recharge time: 30s
  • Eating the Sandvich heals the heavy in 4 chunks of 75 health each.
  • If the Sandvich is active while the heavy dies, it will drop, and be available to the other team.
    • This heals the other team 50 health.
    • Enemy Scouts heal 75 health.
  • If a Heavy picks up his own thrown Sandvich, it will recharge his Sandvich ammo.


Below is a table displaying the availability of the Sandvich in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Sandvich
Sandvich
Allowed


The Dalokohs Bar

The Dalokohs Bar is another lunchbox item, which provides slow but steady healing for the Heavy. It can be eaten many times in a row, and provides the heavy with 100 points of health, and increases his maximum health by 50 for 30 seconds. It drops on death akin to the Sandvich.

The Fishcake has the same stats as the Dalokohs Bar.

Weapon Damage Critical Damage Function Times Special
Dalokohs Bar
Dalokohs Bar
  • Eaten: +100 health
N/A
  • Consumption time: 4.3s
  • Overheal duration: 30s
  • Increases the Heavy's non-overhealed max health to 350
    • Maximum overheal is still 450.
  • Eating heals the heavy in 4 chunks of 25 health each.
  • Drops on death similarly to the Sandvich.
  • Unusable underwater.


Below is a table displaying the availability of the Dalokohs Bar in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Dalokohs Bar
Dalokohs Bar
Allowed


Buffalo Steak Sandvich

When eaten, the Buffalo Steak Sandvich increases the Heavy's speed and grants Mini-crits, but limits the Heavy to melee only. The Heavy will take 25% more damage from all sources while the effect is active. It can be thrown, and drops on death akin to the Sandvich.

Weapon Damage Critical Damage Function Times Special
Buffalo Steak Sandvich
Buffalo Steak Sandvich
  • Thrown: +50% of max HP
N/A
  • Consumption time: 4.3s
  • Effect duration: 15s (Includes consumption time)
  • Recharge time: 30s
  • Once consumed, the Heavy deals mini-crits and takes 25% more damage.
    • The Heavy is limited to his melee only.
    • 25% more damage is taken during consumption time.
  • Throwing, resupply, and dropping on death function identically to the Sandvich.


Below is a table displaying the availability of the Buffalo Steak Sandvich in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Buffalo Steak Sandvich
Buffalo Steak Sandvich
Banned


The Second Banana

The Second Banana is a lunchbox item for the Heavy. It functions similiarly to the Sandwich: using primary fire will make the Heavy consume it, healing up to 200 health. It charges faster than the sandwich, taking 11 seconds instead of 30. Additionally, it functions as a small health kit when dropped. When the Heavy is at full health, the Second Banana can be eaten repeatedly without recharging.

Weapon Damage Critical Damage Function Times Special
Second Banana
Second Banana
  • Eaten: +200 health
N/A
  • Consumption time: 4.3s
  • Recharge time: 11s
  • +50% recharge rate.
  • -33% healing effect.
  • Can be dropped, similiarly to the Sandwich.


Below is a table displaying the availability of the Second Banana in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Second Banana
Second Banana
Allowed


Secondary Weapon Usage

The stock Shotgun deals strong damage and is a quick substitute for the Minigun at close range. The Family Business fills a similar role, with the emphasis being on the increased magazine size, allowing the heavy to provide more spread out damage over time. The Panic Attack can be used in a way similar to the Shotgun, with the caveat of having to reload for each burst of fire.

The lunchbox items all have varying uses, with the Sandvich healing the most health, the Dalokohs Bar being useful for faster healing and buffed health, and the Buffalo Steak Sandvich having use for strong melee damage with increased mobility.

Heavies tend to use the Sandvich for its massive healing capability, but with a confident Medic, the Shotgun or Family Business can be more useful.

Melee Weapons

The Heavy rarely uses his melee weapons, but some of them can have an effect on his gameplay. The Heavy's stock Fists, Apoco-Fists, and Holiday Punch perform the Showdown taunt, which can take out an unsuspecting enemy at range.

Fists

The stock Fists are rarely useful, as they provide no special effects for the Heavy. They can be used if the Heavy is low on ammo, but the stock Shotgun deals more consistent damage.

The Apoco-Fists have the same stats as the stock Fists, except that they gib on a kill with a critical punch. The Holiday Punch has the same stats as the stock Fists, except that critical hits deal no damage, and make the opponent laugh. Any punch within a 180º backstab radius will crit.

Weapon Damage Critical Damage Function Times Special
Fists
Fists
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • Stock melee weapon.


Below is a table displaying the availability of the Fists in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Fists
Fists
Allowed


Killing Gloves of Boxing

The Killing Gloves of Boxing, commonly abbreviated K.G.B., grant the Heavy a five second critical buff on kills with the item. This effect is best used with the Shotgun, Family Business, or the K.G.B. themselves, as spin-up time may waste this buff. They have a slower firing rate, but deal identical damage to the stock Fists.

Weapon Damage Critical Damage Function Times Special
Killing Gloves of Boxing
Killing Gloves of Boxing
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 1.0s
  • Grants a five second crit buff on kill.
  • 20% slower firing speed.


Below is a table displaying the availability of the Killing Gloves of Boxing in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Killing Gloves of Boxing
Killing Gloves of Boxing
Allowed


Gloves of Running Urgently

Commonly abbreviated G.R.U., the Gloves of Running Urgently allow the Heavy to run at a relatively higher speed. The G.R.U. deal reduced damage, and cause the Heavy to take mini-crit damage while in use, with the effect persisting for 3 seconds after switching away to another weapon. This is often used extensively in competitive due to it allowing the Heavy to move up at the same speed as his teammates.

Weapon Damage Critical Damage Function Times Special
Gloves of Running Urgently
Gloves of Running Urgently
  • Melee: 49
  • Critical: 146
  • Minicrit: 66
  • Attack: 0.8s
  • When the gloves are active, the Heavy has a 30% faster movement speed.
    • Damage taken as mini-crit for 3 seconds during use and after switching away.
  • Deals 25% less damage than the stock fists


Below is a table displaying the availability of the Gloves of Running Urgently in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Gloves of Running Urgently
Gloves of Running Urgently
Allowed


Warrior's Spirit

The Warrior's Spirit deals 30% more damage than the default Fists, and also returns 50 health to the Heavy upon a successful kill. However, while active, they cause the Heavy to take 30% more damage from all sources.

Weapon Damage Critical Damage Function Times Special
Warrior's Spirit
Warrior's Spirit
  • Melee: 85
  • Critical: 254
  • Minicrit: 117
  • Attack: 0.8s
  • 30% damage bonus.
  • 30% more damage taken from all sources while active
  • +50 Health on kill


Below is a table displaying the availability of the Warrior's Spirit in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Warrior's Spirit
Warrior's Spirit
Allowed


Fists of Steel

The Fists of Steel gives the Heavy 40% ranged damage reduction while active, but double damage from all melee weapons. It also increases his weapon switch time to other weapons by 100%.

Weapon Damage Critical Damage Function Times Special
Fists of Steel
Fists of Steel
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • 100% longer weapon switch
  • While active, the heavy takes 40% less damage from ranged sources, but doubled damage from all melee sources.


Below is a table displaying the availability of the Fists of Steel in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Fists of Steel
Fists of Steel
Banned


Eviction Notice

While the Eviction Notice is the active weapon, the Heavy moves 15% faster, and takes 20% more damage from all damage sources. The weapon also has a 50% shorter attack interval than the Fists and gives a 3-second speed boost on hit. They deal 60% lower damage than the stock Fists.

Weapon Damage Critical Damage Function Times Special
Eviction Notice
Eviction Notice
  • Melee: 26
  • Critical: 78
  • Minicrit: 35
  • Attack: 0.4s
  • 50% faster firing speed.
  • 60% damage penalty.
  • +15% movement speed
  • 20% Damage vulnerability while active


Below is a table displaying the availability of the Eviction Notice in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Eviction Notice
Eviction Notice
Allowed


Melee Weapon Usage

Heavies tend not to use their fists in combat. The G.R.U. are often used when not banned since it can increase the speed of the Heavy greatly. The K.G.B. can pair well with the Tomislav, when available, or the Shotgun. The Warrior's Spirit allows higher melee damage and can provide a health boost on kills. The Eviction Notice can quickly deal chip damage while letting the Heavy move slightly faster. The Fists of Steel can help tank damage, but make the Heavy very weak to any melee attack. The Holiday Punch is more of a gimmick weapon, as it loses the damaging power of critical hits, but gains a stunning effect through the forced taunt on critical hits or attacks from behind; enemies can still be finished off by normal punches, teammates, or other means of damage.

Heavies most often use the Fists of Steel, the Eviction Notice, or the G.R.U., when available. If these items are banned, they will most often use the Fists. The K.G.B. and Holiday Punch have situational uses, as crits or stuns can both be highly beneficial.