Difference between revisions of "Heavy weapons (competitive)"

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=== Melee Weapon Usage ===
 
=== 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 K.G.B. 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, the fists of steel, or the GRU when available. The K.G.B. has situational use, as crits can be highly useful.  
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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 K.G.B. 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. Heavies tend to use the stock fists, the fists of steel, or the GRU when available. The K.G.B. has situational use, as crits can be highly useful.  
  
 
{{Class competitive Nav}}
 
{{Class competitive Nav}}

Revision as of 18:45, 28 February 2015

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 ammo consumed, four shots are fired.

Minigun

The stock Minigun deals immense close range damage, but little at long range. The Iron Curtain has the same stats as the Minigun. The Huo-Long Heater has the same stats as the Minigun, except that it surrounds the Heavy in a ring of fire while deployed. The fire deals normal flamethrower damage and afterburn. It costs an extra 6 ammo per second while spun up.

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.


Natascha

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
  • 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
  • 50% extra ammo.
  • 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

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
  • 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

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
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
  • 10% 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

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
  • 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

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.

The Robo-Sandvich has the same stats as the 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 to 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.


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 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
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.


Buffalo Steak Sandvich

When eaten, the Buffalo Steak Sandvich increases the Heavy's speed, grants him Mini-crits, but limits him to his melee weapon only, and makes him take 25% more damage from all sources. 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.


The Family Business

The Family Business is a Shotgun with an increased clip, 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


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 Dalokohs Bar being useful for faster healing and buffed health, the Buffalo Steak Sandvich having use for strong melee damage, and the Family Business 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. 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 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.

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


Killing Gloves of Boxing

The Killing Gloves of Boxing, commonly abbreviated K.G.B., grant the Heavy a five second critical buff. This is best used with the Shotgun 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.


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 to take mini-crit damage for 3 seconds after switching away from the GRU.

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 after switching away.
  • Deals 25% less damage than the stock fists


Warrior's Spirit

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
Warrior's Spirit
  • Melee: 85
  • Critical: 254
  • Minicrit: 117
  • Attack: 0.8s
  • 30% damage bonus.
  • Health reduced by 20, to 280.
    • Maximum overheal reduced by 30, to 420.


Fists of Steel

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
Fists of Steel
  • 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

The Eviction Notice hits twice as fast, but deals 60% less damage per hit and 20% less damage overall.

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.


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 K.G.B. 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. Heavies tend to use the stock fists, the fists of steel, or the GRU when available. The K.G.B. has situational use, as crits can be highly useful.