Difference between revisions of "Heavy (competitive)"

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=== Capture-the-Flag Strategies ===
 
=== 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.
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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 [[Capture the Flag#Intelligence|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 ==
 
== See also ==

Revision as of 23:18, 28 January 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

Health State Max Health Overheal Max Pill Bottle First Aid Tin
Normal
300 hit points
450 hit points
+61 hit points
+150 hit points
Dalokohs-Buffed
350 hit points
+71 hit points
+175 hit points
With the Warrior's Spirit equipped
280 hit points
420 hit points
+57 hit points
+146 hit points

Speed

Movement State Running Backpedaling Swimming Crouching
Normal 76.67% (230 u/s) 69% (207 u/s) 61.33% (184 u/s) 25.56% (76.67 u/s)
Revved 36.67% (110 u/s) 36.67% (110 u/s) 33% (99 u/s) 0% (0 u/s)
G.R.U. active 99.67% (299 u/s) 90% (269.10 u/s) 79.93% (239.20 u/s) 33.2% (99.67 u/s)
When buffed by the Buffalo Steak Sandvich 103.5% (310.4 u/s) 94% (281.9 u/s) 83.8% (251.4 u/s) 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

Main article: Heavy weapons (competitive)
# Weapon Damage Critical Damage Function Times Special
1 Minigun
minigun
Point-blank: 13/hit (avg 54)
512u: 9/hit
1024u+: 5/hit
Critical: 27/hit (P-B avg 108)
Point-blank mini-crit: 18/hit (avg 73)
512u+ Mini-crit: 12/hit
Attack: 0.1s
Windup: 0.84s
Winddown: 1.13s
Fires 4 bullets for every use of 1 ammo.
If unfired in the past 1.25 seconds, 1 bullet has perfect accuracy.
Natascha
Natascha
Point-blank: 10/hit (avg 40)
512u: 7/hit
1024u+: 4/hit
Critical: 20/hit (P-B avg 80)
Point-blank mini-crit: 14/hit (avg 54)
512u+ Mini-crit: 9/hit
Attack: 0.1s
Windup: 1.16s
Winddown: 1.13s
Banned or restricted in most leagues.
Slows on hit.
30% slower spin up time.
Fires 4 bullets for every use of 1 ammo.
If unfired in the past 1.25 seconds, 1 bullet has perfect accuracy.
Brass Beast
Brass Beast
Point-blank: 16.2/hit (avg 65)
512u: 10.8/hit
1024u+: 5.4/hit
Critical: 32.4/hit (P-B avg 129.6)
Point-blank mini-crit: 22/hit (avg 87.6)
512u+ Mini-crit: 14.6/hit
Attack: 0.1s
Windup: 1.305s
Winddown: 1.13s
Banned or restricted in most leagues.
+20% damage done
50% slower spin up time
-60% slower move speed while deployed
Tomislav
Tomislav
Point-blank: 13.5/hit (avg 54)
512u: 9/hit
1024u+: 4.5/hit
Critical: 27/hit (P-B avg 108)
Point-blank mini-crit: 18/hit (avg 73)
512u+ Mini-crit: 12/hit
Attack: 0.12s
Windup: 0.522s
Winddown: 1.13s
Secondary fire spins-up the barrel without firing.
Fires 4 bullets per unit of ammo used.
40% faster, silent spin up time.
20% slower firing speed.
2 Shotgun
Shotgun
Point-Blank: 90
512u: 6/hit, avg 6 hits
1024u+: 3/hit
Critical: 18/hit (max 180)
Point-blank mini-crit: 121
512u+ Mini-crit: 8/hit
Attack: 0.625s
Reload start: 1.0s
Reload more: 0.5s
Affected by fixed weapon spread (1 extra pellet at center).
Sandvich
Sandvich
None.
Eating: +300 health
Sharing: +50% of max hp
N/A Eating time: 4.3s
Shared Sandvich expire: 30s
Eaten with Mouse1, shared with Mouse2, and dropped on death.
Eating Sandvich heals the heavy in 4 chunks of +75 health.
Grabbing shared Sandvich heals 50% max health.
Taking dropped Sandvich heals +50 health (+75 for Scout).
Restocked by picking up health while already at full (or resupply).
Sharing removes your old shared Sandvich on ground.
Cannot be eaten underwater (can be shared/grabbed).
Dalokohs Bar
Dalokohs Bar
None.
Eating: +60 health
N/A Eating time: 4.3s
Health boost duration: 30s
Increases non-overhealed max health to 350 (overheal max still 450).
Eating heals the heavy in 4 chunks of +15 health.
Taking dropped bar heals +50 health (+75 for Scout).
Cannot be shared. Unusable underwater.
Buffalo Steak Sandvich
Buffalo Steak Sandvich
None.
Mini-crit effect:15s
Sharing: +50% of max hp
N/A Eating time: 4.3s
Shared Sandvich expire: 30s
Banned or restricted in some leagues.
Eaten with Mouse1, shared with Mouse2, and dropped on death.
While active, causes Heavy to deal and receive mini-crits on all attacks, and the player may only use melee weapons.
Grabbing shared Buffalo Steak Sandvich heals 50% max health.
Taking dropped Sandvich heals +50 health (+75 for Scout).
Restocked by picking up health while already at full (or resupply).
Sharing removes your old shared Buffalo Steak Sandvich on ground.
Cannot be eaten underwater (can be shared/grabbed).
Useless underwater.
Fishcake
Fishcake
None.
Eating: +60 health
N/A Eating time: 4.3s
Health boost duration: 30s
Restores 60 health points over about 4 seconds.
Raises maximum health by 50 points for 30 seconds.
Family Business
Family Business
Point-Blank: 76
512u: 5/hit, avg 8 hits
1024u+: 2.5/hit
Critical: 15.3/hit (max 153)
Point-blank mini-crit: 103
512u+ Mini-crit: 6.9/hit
Attack: 0.625s
Reload start: 1.0s
Reload more: 0.5s
+40% clip size.
-15% damage done.
3 Fists
Fists
Melee: 65 Critical: 195
Mini-crit: 88
Attack: 0.8s Completely standard melee weapon.
K.G.B.
Killing Gloves of Boxing
Melee: 65 Critical: 195
Mini-crit: 88
Attack: 0.92s
Crit effect: 5s
Killing blows give heavy crits for 5 seconds.
Crits stay even on weapon switch.
G.R.U.
Gloves of Running Urgently
Melee: 33
User damage: 6
Critical: 98
Mini-crit: 44
Attack: 0.8s
User damage: 1.0s
Banned in most leagues for acquisition time.
Increases move speed while active (see above).
Damages user while active.
Warrior's Spirit
Warrior's Spirit
Melee: 85 Critical: 250
Mini-crit: 112
Attack: 0.8s Banned in most leagues for acquisition time.
+30% damage done
-20 max health on wearer.
Fists of Steel
Fists of Steel
Melee: 65 Critical: 195
Mini-crit: 88
Attack: 0.8s Banned in most leagues for acquisition time.
While active:-40% damage from ranged sources while active
While active:+100% damage from melee sources while active.
Saxxy
Saxxy
Melee: 65 Critical: 195
Mini-crit: 88
Attack: 0.8s Limited item from Replay Update.
Statistically identical to fists.
Enemies killed by weapon turn gold on death instead of ragdolling.
Eviction Notice
Eviction Notice
Melee: 26 Critical: 78
Mini-crit: 35
Attack: 0.4s Secondary fire will throw a right-handed punch (no difference from left-handed punch).
+50% faster firing speed.
-60% damage done.
"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

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