Difference between revisions of "Heavy weapons (competitive)"

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(Primary Weapon Usage: Changed most of the Heavy's Primary weapon usage.)
(Cleanup.)
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==Primary Weapons==
 
==Primary Weapons==
 +
 +
All of the Heavy's Miniguns suffer from damage falloff at long range. For each ammo consumed, four shots are fired.
  
 
===Minigun===
 
===Minigun===
Line 8: Line 10:
 
[[File:Minigun IMG.png| 100px|right]]
 
[[File:Minigun IMG.png| 100px|right]]
  
The Minigun is a very powerful weapon that is capable of doing an immense amount of damage at close range. It can also knock back rocket and sticky jumping Soldiers and Demomen. This is a very useful trait for a gun to have and it is very useful as it helps the Heavy to defend the point. A good example of this is on point C of [[Gravelpit (competitive)|Gravelpit]], by standing on the point the heavy can deny the point to jumping Soldiers and Demomen.
+
The stock Minigun deals immense close range damage, but little at long range.
  
The [[Iron Curtain]] is a reskin of the Minigun, and therefore has the same stats as the Minigun.
+
The [[Iron Curtain]] has the same stats as the Minigun.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Minigun]] <br>[[Image:Minigun IMG.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Minigun]] <br>[[Image:Minigun IMG.png|70x39px]]
| style="background-color:#FFF4CC;" | Point-Blank: 13/hit (avg 54) <br>512u: 9/hit <br>1024u+: 5/hit
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 27/hit (P-B avg 108) <br>Point-Blank MiniCrit: 18/hit (avg 73) <br>512u+ MiniCrit: 12/hit
+
* '''Point-Blank:''' 13/hit
| style="background-color:#FFF4CC;" | Attack: 0.1s <br>Windup: 0.84s <br>Winddown: 1.13s
+
* '''512 units:''' 9/hit
| style="background-color:#FFF4CC;" | Fires 4 bullets for every use of 1 ammo. <br>If unfired in the past 1.25 seconds, 1 bullet has perfect accuracy.
+
* '''Over 1024 units:''' 5/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 27/hit
 +
* '''Point-Blank Mini-crit:''' 18/hit
 +
* '''Over 512 units Mini-crit:''' 12/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack interval:''' 0.1s
 +
* '''Spin-up time:''' 0.84s
 +
* '''Spin-down time:''' 1.13s
 +
| style="background-color:#FFF4CC;" |
 +
* If unfired in the past 1.25 seconds, the next bullet has perfect accuracy.
 
|}
 
|}
 
<br>
 
<br>
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[[File:Natascha.png| 100px|right]]
 
[[File:Natascha.png| 100px|right]]
  
Natascha trades damage for the ability to slow down enemies, this makes it easier to kill Scouts as it removes their primary advantage over Heavies, it can also ''''freeze'''' jumping Soldiers and Demomen in midair as the slowdown slows their fall as well. This minigun is banned in all major leagues though.
+
'''Note: This weapon is banned in a majority of leagues.'''
 +
 
 +
The Natascha has an increased spin-up time, but slows down any target which is hit with its bullets. It also deals reduced damage.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Natascha]] <br>[[Image:Natascha.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Natascha]] <br>[[Image:Natascha.png|70x39px]]
| style="background-color:#FFF4CC;" | Point-Blank: 10/hit (avg 40) <br>512u: 7/hit <br>1024u+: 4/hit
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 20/hit (P-B avg 80) <br>Point-Blank MiniCrit: 14/hit (avg 54) <br>512u+ MiniCrit: 9/hit
+
* '''Point-Blank:''' 10/hit
| style="background-color:#FFF4CC;" | Attack: 0.1s <br>Windup: 1.16s <br>Winddown: 1.13s
+
* '''512 units:''' 7/hit
| style="background-color:#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.
+
* '''Over 1024 units:''' 4/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 20/hit
 +
* '''Point-Blank Mini-crit:''' 14/hit
 +
* '''Over 512 units Mini-crit:''' 9/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack interval:''' 0.1s
 +
* '''Spin-up time:''' 1.16s
 +
* '''Spin-down time:''' 1.13s
 +
| style="background-color:#FFF4CC;" |
 +
* Slows on hit.
 +
* 30% slower spin up time.
 +
* -25% damage.
 +
* If unfired in the past 1.25 seconds, the next bullet has perfect accuracy.
 
|}
 
|}
 
<br>
 
<br>
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[[File:Brass Beast.png| 100px|right]]
 
[[File:Brass Beast.png| 100px|right]]
  
The Brass Beast trades mobility and 50% of its spin-up speed for 20% more damage, it is made mostly for defense on a point / intel, because of the damage advantage. But due to the slower movement speed it means that it is even easier for Snipers to headshot you if you're out in the open, and the reduced spin-up speed makes this weapon not recommended if you're on the offense. The Brass Beast is currently banned in the vast majority of leagues.
+
'''Note: This weapon is banned in a majority of leagues.'''
 +
 
 +
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.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Brass Beast]] <br>[[Image:Brass Beast.png|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Brass Beast]] <br>[[Image:Brass Beast.png|70x39px]]
| style="background-color:#FFF4CC;" | Point-Blank: 16.2/hit (avg 65) <br>512u: 10.8/hit <br>1024u+: 5.4/hit
+
| style="background-color:#FFF4CC;" |
| style="background-color:#FFF4CC;" | Critical: 32.4/hit (P-B avg 129.6) <br>Point-Blank MiniCrit: 22/hit (avg 87.6) <br>512u+ MiniCrit: 14.6/hit
+
* '''Point-Blank:''' 16.2/hit
| style="background-color:#FFF4CC;" | Attack: 0.1s <br>Windup: 1.305s <br>Winddown: 1.13s
+
* '''512 units:''' 10.8/hit
| style="background-color:#FFF4CC;" | '''Banned or restricted in most leagues.'''<br>+20% damage done <br>50% slower spin up time <br>-60% slower move speed while deployed
+
* '''Over 1024 units:''' 5.4/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 32.4/hit
 +
* '''Point-Blank Mini-crit:''' 22/hit
 +
* '''Over 512 units Mini-crit:''' 14.6/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack interval:''' 0.1s
 +
* '''Spin-up time:''' 1.305s
 +
* '''Spin-down time:''' 1.13s
 +
| style="background-color:#FFF4CC;" |
 +
* +20% damage done.
 +
* +50% longer spin up time.
 +
* -60% move speed while spun-up.
 
|}
 
|}
 
<br>
 
<br>
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[[File:Backpack Tomislav.png| 150px|right]]
 
[[File:Backpack Tomislav.png| 150px|right]]
  
The Tomislav has a faster spin-up time, perfect for a surprise Scout or Spy flanking you and depending on your slow windup time. It also has
+
'''Note: This weapon is banned in a majority of leagues.'''
no barrel spin sound, perfect for a lethal ambush. However, its reduced firing speed makes this weapon having less firepower than the other miniguns. The Tomislav is currently banned in the vast majority of leagues.  
+
 
 +
The Tomislav has a decreased spin-up time, and makes no noise while spun-up. It fires slower than the stock Minigun, but deals the same damage per bullet.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#FFF4CC;" | [[Tomislav]] <br>[[Image:Backpack Tomislav.png|140x78px]]
 
! style="background-color:#FFF4CC;" | [[Tomislav]] <br>[[Image:Backpack Tomislav.png|140x78px]]
| style="background-color:#FFF4CC;" | Point-Blank: 13/hit (avg 42) <br>512u: 9/hit <br>1024u+: 5/hit
 
| style="background-color:#FFF4CC;" | Critical: 27/hit (P-B avg 82) <br>Point-Blank MiniCrit: 18/hit (avg 59) <br>512u+ MiniCrit: 12/hit
 
| style="background-color:#FFF4CC;" | Attack: 0.12s <br>Windup: 0.53s <br>Winddown: 1.17s
 
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
*+40% faster spin-up time
+
* '''Point-Blank:''' 13/hit
*No barrel spin sound
+
* '''512 units:''' 9/hit
*20% slower firing speed
+
* '''Over 1024 units:''' 5/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical: 27/hit
 +
* '''Point-Blank Mini-crit:''' 18/hit
 +
* '''Over 512 units Mini-crit:''' 12/hit
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack interval:''' 0.12s
 +
* '''Spin-up time:''' 0.53s
 +
* '''Spin-down time:''' 1.17s
 +
| style="background-color:#FFF4CC;" |
 +
* 40% faster spin-up time.
 +
* No spin-up sound.
 +
* 20% slower firing speed
 
|}
 
|}
 
<br>
 
<br>
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===Primary Weapon Usage===
 
===Primary Weapon Usage===
  
Seeing as the Minigun / Iron Curtain is the only weapon that is allowed in all leagues, it is the best and only option. Heavies mostly use this on most occasions. But every minigun excels only in short - medium range. Therefore, you have to know when to shoot it, and fire the weapon conservatively to avoid your minigun's ammo from running out.
+
The stock Minigun deals consistant damage at short and medium range. The Brass Beast is best used on defense, when the Heavy can sit still and mow down. The Natascha deals best with flanking Scouts, as reduced damage will still kill them. The Tomislav allows the heavy to quickly push forward and spin up to deal damage. However, as the stock Minigun is the only available minigun in most leagues, it is commonly used.
  
 
==Secondary Weapons==
 
==Secondary Weapons==
  
===The Shotgun===
+
The Heavy may either select a shotgun as his secondary, for increased damage, or a lunchbox item to deal with more specialized situations.
 +
 
 +
===Shotgun===
  
 
[[File:Shotgun IMG.png| 100px|right]]
 
[[File:Shotgun IMG.png| 100px|right]]
  
The Shotgun is the vanilla secondary weapon for the Heavy, it is a useful weapon to use when you are moving from place to place as it doesn't have a spin up time. The only problem with the Shotgun is that most of the time the Heavy will be using his Minigun and won't really need to use it. It is overshadowed by the other secondary unlocks such as the Sandvich.
+
The stock Shotgun deals consistant short and medium range damage, and requires no spin-up time, making it ideal to finish off an enemy if you aren't spun-up.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#fffae7;" | [[Shotgun]] <br>[[Image:Shotgun IMG.png|70x39px]]
 
! style="background-color:#fffae7;" | [[Shotgun]] <br>[[Image:Shotgun IMG.png|70x39px]]
| style="background-color:#fffae7;" | '''Point-Blank:''' 90 <br>'''512 units:''' 6/hit, avg 6 hits <br>'''Over 1024 units:''' 3/hit
+
| style="background-color:#fffae7;" |
| style="background-color:#fffae7;" | '''Critical:''' 18/hit (max 180) <br>'''Point-Blank Mini-Crit:''' 121 <br>'''Over 512 units Mini-Crit''' 8/hit
+
* '''Point-Blank:''' 90
| style="background-color:#fffae7;" | '''Attack:''' 0.625s <br>'''Reload Start:''' 1.0s <br>'''Reload More:''' 0.5s
+
* '''512 units:''' 6/hit, avg 6 hits
| style="background-color:#fffae7;" | Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
+
* '''Over 1024 units:''' 3/hit
 +
| style="background-color:#fffae7;" |
 +
* '''Critical:''' 18/hit (max 180)
 +
* '''Point-Blank Mini-Crit:''' 121
 +
* '''Over 512 units Mini-Crit''' 8/hit
 +
| style="background-color:#fffae7;" |
 +
* '''Attack:''' 0.625s
 +
* '''Reload Start:''' 1.0s
 +
* '''Reload More:''' 0.5s
 +
| style="background-color:#fffae7;" |
 +
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
|}
 
|}
 
<br>
 
<br>
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[[File:Sandvich.png| 100px|right]]
 
[[File:Sandvich.png| 100px|right]]
  
The Sandvich is an incredibly useful secondary weapon unlock for the Heavy, it's basically like a medium sized health kit that the Heavy can carry round and use when he needs to. It can help the Heavy survive in situations where he shouldn't. It's particularly useful if the Heavy is pocketing a Medic as it allows the Heavy to heal the Medic should he take too much damage.
+
The Sandvich is a Heavy secondary which, as opposed to dealing damage, provides healing to the team and to himself. Upon primary fire, the Heavy consumes the Sandvich himself, allowing him to heal for 300 health. However, he is rendered immobile during consumption. On alt-fire, the Sandvich is thrown, allowing another teammate to be healed for half their health by it. If a heavy is killed with his Sandvich active, it will drop to be able to heal enemies.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#fffae7;" | [[Sandvich]] <br>[[Image:Sandvich.png|70x39px]]
 
! style="background-color:#fffae7;" | [[Sandvich]] <br>[[Image:Sandvich.png|70x39px]]
| style="background-color:#fffae7;" | None. <br>Eating: +300 health <br>Sharing: +50% of max HP.
+
| style="background-color:#fffae7;" |
 +
* '''Eaten:''' 300 health
 +
* '''Thrown:''' +50% of max HP.
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
| style="background-color:#fffae7;" | Eating Time: 4.3s <br>Shared Sandvich Expire: 30s
+
| style="background-color:#fffae7;" |
| style="background-color:#fffae7;" | Eaten with mouse1, shared with 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).
+
* '''Consumption time:''' 4.3s
 +
* '''Recharge time:''' 30s
 +
| style="background-color:#fffae7;" |
 +
* 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 to be available to the other team.
 +
** This heals the other team 50 health.
 +
** Enemy scouts heal 75 health.
 +
* If the Heavy is at full health and grabs a health pack, it will recharge his Sandvich ammo.
 +
* If a Heavy picks up his own thrown Sandvich, it will recharge his Sandvich ammo.
 
|}
 
|}
 
<br>
 
<br>
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[[File:RED Dalokohs Bar.png| 100px|right]]
 
[[File:RED Dalokohs Bar.png| 100px|right]]
  
This is a possible rival to the Sandvich, instead of fully restoring your health, it gives you an overheal. By it's very nature the Sandvich is the better unlock because it can be thrown and it acts as a medium size health kit for anyone, the same can't be said about the Dalokohs Bar. It is also banned in all major leagues.
+
The 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 60 points of health, and increasing his maximum health by 50 for 30 seconds. It drops on death akin to the Sandvich.
  
The [[Fishcake]] is a reskin of the Dalokohs Bar, and therefore has the same stats as the Dalokohs Bar.
+
The [[Fishcake]] has the same stats as the Dalokohs Bar.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#fffae7;" | [[Dalokohs Bar]] <br>[[Image:RED Dalokohs Bar.png|70x39px]]
 
! style="background-color:#fffae7;" | [[Dalokohs Bar]] <br>[[Image:RED Dalokohs Bar.png|70x39px]]
| style="background-color:#fffae7;" | None. <br>Eating: +60 health
+
| style="background-color:#fffae7;" |
 +
* '''Eaten:''' +60 health
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
| style="background-color:#fffae7;" | Eating Time: 4.3s <br>Health Boost Duration: 30s
+
| style="background-color:#fffae7;" |
| style="background-color:#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.
+
* '''Consumption time:''' 4.3s
 +
* '''Overheal duration:''' 30s
 +
| style="background-color:#fffae7;" |
 +
* Increases the Heavy's non-overhealed max health to 350
 +
** Maximum overheal is still 450.
 +
* Eating heals the heavy in 4 chunks of 15 health each.
 +
* Drops on death similarly to the Sandvich.
 +
* Unusable underwater.
 
|}
 
|}
 
<br>
 
<br>
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[[File:Buffalo Steak Sandvich.png| 100px|right]]
 
[[File:Buffalo Steak Sandvich.png| 100px|right]]
  
The Buffalo Steak Sandvich is the last of the Heavy's secondary weapons, it increases his speed at the expense of only being able to use his melee weapon. This isn't very useful in the competitive scene as it's banned in all major leagues.
+
'''Note: This weapon is banned in a majority of leagues.'''
 +
 
 +
When eaten, the Buffalo Steak Sandvich increases the Heavy's speed, grants him mini-crits, but limits him to his melee weapon only, and ensures that he takes mini-crits from other players too. It can be thrown and drops on death akin to the Sandvich.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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|-
 
|-
 
! style="background-color:#fffae7;" | [[Buffalo Steak Sandvich]] <br>[[Image:Buffalo Steak Sandvich.png|70x39px]]
 
! style="background-color:#fffae7;" | [[Buffalo Steak Sandvich]] <br>[[Image:Buffalo Steak Sandvich.png|70x39px]]
| style="background-color:#fffae7;" | None. <br>Mini-Crit Effect:15s <br>Sharing: +50% of max HP
+
| style="background-color:#fffae7;" |
 +
* '''Thrown:'' +50% of max HP
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
| style="background-color:#fffae7;" | Eating Time: 4.3s <br>Shared Sandvich Expire: 30s
+
| style="background-color:#fffae7;" |
| style="background-color:#fffae7;" | '''Banned or restricted in some leagues.''' <br>Eaten with mouse1, shared with 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.
+
* '''Consumption time:''' 4.3s
 +
* '''Effect duration:''' 15s (Includes consumption time)
 +
* '''Recharge time:''' 30s
 +
| style="background-color:#fffae7;" |
 +
* Once consumed, the Heavy takes and deals mini-crits on all attacks.
 +
** The Heavy is limited to his melee only.
 +
** Minicrits are taken during consumption time.
 +
* Throwing, resupply, and dropping on death function identically to the Sandvich.
 
|}
 
|}
 
<br>
 
<br>
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[[File:Backpack Family Business.png| 150px|right]]
 
[[File:Backpack Family Business.png| 150px|right]]
  
The Family Business has 8 shells in its clip, which compared to the 6 of the Shotgun, is useful for close combat when it runs out of ammo. However, the damage dealt is reduced, leaving missing your target a bad idea.  
+
The Family Business is a shotgun with an increased clip, but reduced damage.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Family Business]] <br>[[Image:Backpack Family Business.png|140x78px]]
+
! style="background-color:#fffae7;" | [[Family Business]]
| style="background-color:#fffae7;" | '''Point-Blank:''' 74 <br>'''512 units:''' 5/hit, avg 6 hits <br>'''Over 1024 units:''' 3/hit
+
* [[Image:Backpack Family Business.png|140x78px]]
| style="background-color:#fffae7;" | '''Critical:''' 15/hit (max 155) <br>'''Point-Blank Mini-Crit:''' 107 <br>'''Over 512 units Mini-Crit''' 7/hit
+
| style="background-color:#fffae7;" |
| style="background-color:#fffae7;" | '''Attack:''' 0.625s <br>'''Reload Start:''' 1.0s <br>'''Reload More:''' 0.5s
+
* '''Point-Blank:''' 74
 +
* '''512 units:''' 5/hit, avg 6 hits
 +
* '''Over 1024 units:''' 3/hit
 +
| style="background-color:#fffae7;" |
 +
* '''Critical:''' 15/hit (max 155)
 +
* '''Point-Blank Mini-crit:''' 107
 +
* '''Over 512 units Mini-crit:''' 7/hit
 +
| style="background-color:#fffae7;" |
 +
* '''Attack:''' 0.625s
 +
* '''Reload Start:''' 1.0s
 +
* '''Reload More:''' 0.5s
 
| style="background-color:#fffae7;" |
 
| style="background-color:#fffae7;" |
*Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
+
* Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
*+40% clip size
+
* +40% clip size
*-15% damage penalty
+
* 15% damage penalty
 
|}
 
|}
 
<br>
 
<br>
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===Secondary Weapon Usage===
 
===Secondary Weapon Usage===
  
The only two contenders here are the Shotgun and the Sandvich. Most competitive players prefer to use the Sandvich because being able to hand out a medium sized health kit (If using secondary fire) or fully recover his health (If using primary fire / Taunt) is an extremely valuable ability to have. It can make the Heavy survive longer, or giving health to his Medic. The Shotgun / Family Business isn't really useful, but it's mostly used if the Heavy runs out of Minigun ammo in the midst of a firefight.
+
The stock Shotgun deals strong damage, and is a quick substitute for the Minigun at close range. The lunchbox items have varying use, with the Sandvich healing all players, the Dolokohs Bar being useful for faster healing and buffed health, the Buffalo Steak Sandvich having use for strong melee damage, and the Family Buisness using an increased clip size for overall more damage, but more spread out. Heavies tend to use the Sandvich for its massive healing capability, but with a confident Medic, the shotgun can be put to greater use.
  
 
==Melee Weapons==
 
==Melee Weapons==
 +
 +
The Heavy rarely uses his melee weapons, but some of them can have an effect on his gameplay. All of The Heavy's stock Fists, Apoco-Fists, and Holiday Punch perform the [[Showdown]] taunt, which can take out an unsuspecting enemy at range.
  
 
===Fists===
 
===Fists===
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[[File:Backpack Fists.png|150px|right]]
 
[[File:Backpack Fists.png|150px|right]]
  
The Fists are the default melee weapon for the Heavy. Like other standard melee weapons, they deal moderate damage. It is a last resort, just in case the Minigun runs out of ammo, or if an enemy takes advantage of the Minigun's slow windup time.
+
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 consistant 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 [[Schadenfreude|laugh]]. Any punch within a 180º backstab radius will crit. They are banned in most leagues for acquisition time.
 +
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 234: Line 341:
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 195
 
* '''Critical:''' 195
* '''Minicrit:''' 88
+
* '''Mini-crit:''' 88
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Completely standard melee weapon.
+
* Stock melee weapon.
 
|}
 
|}
 
<br>
 
<br>
Line 246: Line 353:
 
[[File:Backpack Killing Gloves of Boxing.png|150px|right]]
 
[[File:Backpack Killing Gloves of Boxing.png|150px|right]]
  
The KGB's 5 second crit bonus is useful for clearing a small group of enemies, but should not be used with the Minigun, as the windup wastes a second of valuable crit time. Instead, use the shotgun. Beware, however, as the KGB is slower at punching than other melees.
+
The Killing Gloves of Boxing, commonly abbreviated KGB, grant the Heavy a five second critical buff. This is best used with the Shotgun or the KGB themselves, as spin-up time may waste this buff. They have a slower firing rate, but deal identical damage to the stock Fists.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 260: Line 367:
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Critical:''' 195
 
* '''Critical:''' 195
* '''Minicrit:''' 88
+
* '''Mini-crit:''' 88
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 1.0s
 
* '''Attack:''' 1.0s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* 5 seconds of guaranteed crits upon kill
+
* Grants a five second crit buff on kill.
* 20% slower firing speed
+
* 20% slower firing speed.
 
|}
 
|}
 
<br>
 
<br>
Line 273: Line 380:
 
[[File:Backpack Gloves of Running Urgently.png|150px|right]]
 
[[File:Backpack Gloves of Running Urgently.png|150px|right]]
  
The GRU's speed bonus is useful to get to the destination faster, and are especially useful if paired with the Brass Beast. However, the health drain and damage penalty are risky for actual combat, so this should be used sparingly, unless the Heavy is outside of a firefight and healed by a Medic.
+
'''Note: This weapon is banned in a majority of leagues.'''
 +
 
 +
The Gloves of Running Urgently, commonly abbreviated GRU, allow the heavy to run at the speed of most other classes. The GRU deal reduced damage, and cause the heavy damage while active. However, if the heavy maintains momentum via jumping, he can reduce the damage taken.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 290: Line 399:
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
| style="background-color:#FFF4CC;" | When weapon is active: <br>
+
| style="background-color:#FFF4CC;" |
* 30% faster move speed on wearer
+
* When the gloves are active, the Heavy has a 30% faster movement speed.
* -50% damage penalty
+
** He also takes 6 health per second.
* -6 health drained per second on wearer
+
* Deals halved damage.
 
|}
 
|}
 
<br>
 
<br>
Line 301: Line 410:
 
[[File:Backpack Warrior's Spirit.png|150px|right]]
 
[[File:Backpack Warrior's Spirit.png|150px|right]]
  
The Warrior's Spirit is useful for offensive Heavies, because of the damage bonus. However, it is important that Heavy has a Medic buddy, because of the health reduction, reducing his health to 280 HP.
+
The Warrior's Spirit allows the Heavy to deal increased damage at the cost of reduced maximum health and reduced maximum overheal.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 319: Line 428:
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
*+30% damage bonus
+
* 30% damage bonus.
*-20 max health on wearer
+
* 280 maximum health.
 +
** 420 maximum overheal.
 
|}
 
|}
 
<br>
 
<br>
Line 328: Line 438:
 
[[File:Backpack Fists of Steel.png|150px|right]]
 
[[File:Backpack Fists of Steel.png|150px|right]]
  
The FOS's damage reduction from guns means it's good for sucking in damage while under attack. However, it doubles damage done to you by melee weapons, making close combat a last resort, and has a slower weapon switch time, making enemy ambushes fatal.
+
'''Note: This weapon is banned in a majority of leagues.'''
 +
 
 +
The Fists of Steel makes the Heavy take 40% ranged damage reduction while active, but double damage from all melee weapons. It also increases his weapon switch time by 20%.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 345: Line 457:
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
| style="background-color:#FFF4CC;" | 20% longer weapon switch <br> When weapon is active:
+
| style="background-color:#FFF4CC;" |
* -40% damage from ranged sources
+
* 20% longer weapon switch
* +100% damage from melee sources
+
* While active, the heavy takes 40% less damage from ranged sources, but doubled damage from all melee sources.
 
|}
 
|}
 
<br>
 
<br>
Line 355: Line 467:
 
[[File:Backpack Eviction Notice.png|150px|right]]
 
[[File:Backpack Eviction Notice.png|150px|right]]
  
The Eviction Notice has faster punching speed, but deals dramatically reduced damage, making it perfect for just finishing off enemies low on health and cocky enough to get close.
+
The Eviction Notice hits faster, but deals less damage per hit and overall.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 373: Line 485:
 
* '''Attack:''' 0.4s
 
* '''Attack:''' 0.4s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
*+50% faster firing speed
+
* 50% faster firing speed.
*-60% damage penalty
+
* 60% damage penalty.
 
|}
 
|}
 
<br>
 
<br>
  
 
===Melee Weapon Usage===
 
===Melee Weapon Usage===
A Heavy pulling out his melee weapon to fight enemies (In this case, his fists), is a rare sight to be seen. Heavies only use this on dire situation (Example: Minigun ammo out and having Sandvich instead of Shotgun / Family Business), or to get to the destination faster (With GRU equipped). Overall however, The GRU is the most popular choice, as it combats the Heavy's slow moving speed. However, the Warrior's Spirit is also useful, because of its damage bonus, as are the Fists of Steel, because of their 'shielding' effect to damage.
+
 
 +
Heavies tend not to use their fists in combat. They can use some of them for the [[Showdown]] taunt, which is good as a quick damage shot, but has extreme recovery. The GRU is used when not banned, since it can increase the speed of the heavy greatly. The KGB can pair well with the Tomislav, when available, or the Shotgun. The Warrior's Spirit lowers the health of the Heavy, so he needs to take advantage of their increased damage, else he will not take a health drop in vain. The Eviction notice can quickly deal damage, allowing a Heavy to taunt back and forth with other melee fighters. The Fists of Steel can help tank critical explosions, but make the heavy very weak to any melee attack. The Holiday Punch is more of a gimmick weapon, as it loses the power of a critical hit, although enemies can still be finished off by teammates or other means of damage. Heavys tend to use the stock fists, or the GRU when available. The KGB has situational use, as crits can be highly useful.
  
 
== See also ==
 
== See also ==

Revision as of 15:46, 21 February 2012

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.

Primary Weapons

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

Minigun

Minigun IMG.png

The stock Minigun deals immense close range damage, but little at long range.

The Iron Curtain has the same stats as the Minigun.

Weapon Damage Critical Damage Function Times Special
Minigun
Minigun IMG.png
  • 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.


Natascha

Natascha.png

Note: This weapon is banned in a majority of leagues.

The Natascha has an increased spin-up time, but slows down any target which is hit with its bullets. It also deals reduced damage.

Weapon Damage Critical Damage Function Times Special
Natascha
Natascha.png
  • 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.
  • If unfired in the past 1.25 seconds, the next bullet has perfect accuracy.


The Brass Beast

Brass Beast.png

Note: This weapon is banned in a majority of leagues.

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.

Weapon Damage Critical Damage Function Times Special
Brass Beast
Brass Beast.png
  • 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.


Tomislav

Backpack Tomislav.png

Note: This weapon is banned in a majority of leagues.

The Tomislav has a decreased spin-up time, 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
Backpack Tomislav.png
  • 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: 0.53s
  • Spin-down time: 1.17s
  • 40% faster spin-up time.
  • No spin-up sound.
  • 20% slower firing speed


Primary Weapon Usage

The stock Minigun deals consistant damage at short and medium range. The Brass Beast is best used on defense, when the Heavy can sit still and mow down. The Natascha deals best with flanking Scouts, as reduced damage will still kill them. The Tomislav allows the heavy to quickly push forward and spin up to deal damage. However, as the stock Minigun is the only available minigun in most leagues, it is 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.

Shotgun

Shotgun IMG.png

The stock Shotgun deals consistant short and medium range damage, and requires no spin-up time, making it ideal to finish off an enemy if you aren't spun-up.

Weapon Damage Critical Damage Function Times Special
Shotgun
Shotgun IMG.png
  • 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


The Sandvich

Sandvich.png

The Sandvich is a Heavy secondary which, as opposed to dealing damage, provides healing to the team and to himself. Upon primary fire, the Heavy consumes the Sandvich himself, allowing him to heal for 300 health. However, he is rendered immobile during consumption. On alt-fire, the Sandvich is thrown, allowing another teammate to be healed for half their health by it. If a heavy is killed with his Sandvich active, it will drop to be able to heal enemies.

Weapon Damage Critical Damage Function Times Special
Sandvich
Sandvich.png
  • 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 to be available to the other team.
    • This heals the other team 50 health.
    • Enemy scouts heal 75 health.
  • If the Heavy is at full health and grabs a health pack, it will recharge his Sandvich ammo.
  • If a Heavy picks up his own thrown Sandvich, it will recharge his Sandvich ammo.


The Dalokohs Bar

RED Dalokohs Bar.png

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 60 points of health, and increasing 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
RED Dalokohs Bar.png
  • Eaten: +60 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 15 health each.
  • Drops on death similarly to the Sandvich.
  • Unusable underwater.


Buffalo Steak Sandvich

Buffalo Steak Sandvich.png

Note: This weapon is banned in a majority of leagues.

When eaten, the Buffalo Steak Sandvich increases the Heavy's speed, grants him mini-crits, but limits him to his melee weapon only, and ensures that he takes mini-crits from other players too. 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.png
  • 'Thrown: +50% of max HP
N/A
  • Consumption time: 4.3s
  • Effect duration: 15s (Includes consumption time)
  • Recharge time: 30s
  • Once consumed, the Heavy takes and deals mini-crits on all attacks.
    • The Heavy is limited to his melee only.
    • Minicrits are taken during consumption time.
  • Throwing, resupply, and dropping on death function identically to the Sandvich.


The Family Business

Backpack Family Business.png

The Family Business is a shotgun with an increased clip, but reduced damage.

Weapon Damage Critical Damage Function Times Special
Family Business
  • Backpack Family Business.png
  • 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


Secondary Weapon Usage

The stock Shotgun deals strong damage, and is a quick substitute for the Minigun at close range. The lunchbox items have varying use, with the Sandvich healing all players, the Dolokohs Bar being useful for faster healing and buffed health, the Buffalo Steak Sandvich having use for strong melee damage, and the Family Buisness using an increased clip size for overall more damage, but more spread out. Heavies tend to use the Sandvich for its massive healing capability, but with a confident Medic, the shotgun can be put to greater use.

Melee Weapons

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

Fists

Backpack Fists.png

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 consistant 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. They are banned in most leagues for acquisition time.


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


Killing Gloves of Boxing

Backpack Killing Gloves of Boxing.png

The Killing Gloves of Boxing, commonly abbreviated KGB, grant the Heavy a five second critical buff. This is best used with the Shotgun or the KGB 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
Backpack Killing Gloves of Boxing.png
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 1.0s
  • Grants a five second crit buff on kill.
  • 20% slower firing speed.


Gloves of Running Urgently

Backpack Gloves of Running Urgently.png

Note: This weapon is banned in a majority of leagues.

The Gloves of Running Urgently, commonly abbreviated GRU, allow the heavy to run at the speed of most other classes. The GRU deal reduced damage, and cause the heavy damage while active. However, if the heavy maintains momentum via jumping, he can reduce the damage taken.

Weapon Damage Critical Damage Function Times Special
Gloves of Running Urgently
Backpack Gloves of Running Urgently.png
  • Melee: 33
  • Critical: 98
  • Minicrit: 45
  • Attack: 0.8s
  • When the gloves are active, the Heavy has a 30% faster movement speed.
    • He also takes 6 health per second.
  • Deals halved damage.


Warrior's Spirit

Backpack Warrior's Spirit.png

The Warrior's Spirit allows the Heavy to deal increased damage at the cost of reduced maximum health and reduced maximum overheal.

Weapon Damage Critical Damage Function Times Special
Warrior's Spirit
Backpack Warrior's Spirit.png
  • Melee: 85
  • Critical: 254
  • Minicrit: 117
  • Attack: 0.8s
  • 30% damage bonus.
  • 280 maximum health.
    • 420 maximum overheal.


Fists of Steel

Backpack Fists of Steel.png

Note: This weapon is banned in a majority of leagues.

The Fists of Steel makes the Heavy take 40% ranged damage reduction while active, but double damage from all melee weapons. It also increases his weapon switch time by 20%.

Weapon Damage Critical Damage Function Times Special
Fists of Steel
Backpack Fists of Steel.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • 20% longer weapon switch
  • While active, the heavy takes 40% less damage from ranged sources, but doubled damage from all melee sources.


Eviction Notice

Backpack Eviction Notice.png

The Eviction Notice hits faster, but deals less damage per hit and overall.

Weapon Damage Critical Damage Function Times Special
Eviction Notice
Backpack Eviction Notice.png
  • Melee: 26
  • Critical: 78
  • Minicrit: 35
  • Attack: 0.4s
  • 50% faster firing speed.
  • 60% damage penalty.


Melee Weapon Usage

Heavies tend not to use their fists in combat. They can use some of them for the Showdown taunt, which is good as a quick damage shot, but has extreme recovery. The GRU is used when not banned, since it can increase the speed of the heavy greatly. The KGB can pair well with the Tomislav, when available, or the Shotgun. The Warrior's Spirit lowers the health of the Heavy, so he needs to take advantage of their increased damage, else he will not take a health drop in vain. The Eviction notice can quickly deal damage, allowing a Heavy to taunt back and forth with other melee fighters. The Fists of Steel can help tank critical explosions, but make the heavy very weak to any melee attack. The Holiday Punch is more of a gimmick weapon, as it loses the power of a critical hit, although enemies can still be finished off by teammates or other means of damage. Heavys tend to use the stock fists, or the GRU when available. The KGB has situational use, as crits can be highly useful.

See also