Heavy (competitive)/no

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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 Some or all info may be outdated.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 considered a situational pocket and utility class sometimes used in the standard competitive lineup. Heavies are valued for their tanking capacity and sustained damage output.

Information

Health

Klasse Helse Overhelbreding Kvikk-fiks Overhelbreding
Leaderboard class heavy.png Heavy 300 450 376
Dalokohsplate i 30 sekunder 350 500 426
With the Knyttnever av stål equipped 300 390 346
With the Knyttnever av stål equipped and while under the effects of the Dalokohsplate or Fiskekake 350 440 396
Theoretical value. Overheal does not exceed 150% of the classes' maximum health.

Speed

Tilstand Normal Bakover Bøyd Svømming
Leaderboard class heavy.png Heavy
77 %
69 %
26 %
61 %
Minigun, Natacha eller Tomislav spinner
37 %
33 %
0 %
29 %
Messing Beistet spinner
15 %
15 %
0 %
12 %
Bøffelens Stek Sandvich i 15 sekunder
104 %
93 %
35 %
83 %
G.R.U. i bruk
100 %
90 %
33 %
80 %
Wielding the Eviction Notice
88 %
79 %
29 %
71 %

Weapons

Hovedartikkel: Heavy weapons (competitive)

The Heavy uses his primary weapon to deal large damage at close to medium range. Heavies are slow, and even slower while spun up. Many players counteract this by jump-revving (spinning their minigun in mid-air) which can be useful in ambushing; or will use the Gloves of Running Urgently to get to a destination more quickly. Note however, that the Gloves of Running Urgently are banned in many competitive leagues.


Primært

Våpen Drapsikon Ammunisjon
Ladet
Ammunisjon
Holdt
Skadeavstand Noter / Spesial evner
Minigun
Standard
Mitraljøse
Killicon minigun.png 200 Ugyldig Basis: 9

Kritt: 27

[40 runder / sek.]

Pictogram info.png Sekundærfunksjon: løpet begynner å snurre uten å avfyre skudd.

Pictogram info.png Fires 4 bullets per ammo used.

Iron Curtain
Salgsfremmede
Jernteppe
Killicon iron curtain.png
Natascha
Opplåsning
Natascha
Killicon natascha.png 200 Ugyldig Basis: 6.75

Kritt: 20.25

[40 runder / sek.]

Pictogram info.png Andre avfyringskanppen slipper ikke ut kuler under spinning.

Pictogram info.png Fyrer av 4 kuler hvær kule.
Pictogram plus.png +20% Damage gjort.
Pictogram minus.png 50% sakker deg ned.
Pictogram minus.png -60% tregere når man beveger med denne på.

Brass Beast
Konstruering
Messingbeist
Killicon brass beast.png 200 Ugyldig Basis: 10.8

Kritt: 32.4

[40 runder / sek.]

Pictogram info.png Secondary fire spins-up the barrel without firing.

Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png +20% damage bonus.
Pictogram plus.png 20% damage resistance when spun up and health is less than 50% of max.
Pictogram minus.png 50% slower spin up time.
Pictogram minus.png 60% slower move speed when deployed.

Tomislav
Konstruering
Tomislav
Killicon tomislav.png 200 Ugyldig Basis: 9

Kritt: 27

[33 runder / sek.]

Pictogram info.png Secondary fire deploys the barrel without firing.

Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png 20% faster spin up time.
Pictogram plus.png 20% more accurate.
Pictogram plus.png Silent Killer: No spin-up sound.
Pictogram minus.png 20% slower firing speed.

Huo-Long Heater
Salgsfremmede / Konstruering
Ilddrake
Killicon huo-long heater.png 200 Ugyldig Basis: 8.1

Kritt: 24.3

[40 runder / sek.]
Brennskade:

8 / sek. × 7.5 sek.
Pictogram info.png Secondary fire deploys the barrel without firing.

Pictogram info.png Fires 4 bullets per unit of ammo used.
Pictogram plus.png Create a ring of flames while spun up.
Pictogram plus.png 25% more damage against burning players.
Pictogram minus.png Deals 10% less damage.
Pictogram minus.png Consumes an additional 4 ammo per second while spun up.


Usage

Due to his slow speed, the Heavy is a situational utility class. However, their large amount of health and high close-range damage output makes Heavies ideal for holding crucial Control Points, especially the final Control Points of 5-CP maps like Badlands. In Sixes play, a team will generally switch out a Scout for a Heavy when trying to hold the last point, though substituting a Soldier for a Heavy is also common.

Common Tactics

First and foremost, it is recommended to read the player-based Highlander Heavy guide[1], in order to reach a larger understanding of the class.

In general, the Heavy is often used when defending the last Point on 5 CP-maps, or on A/D maps such as Gravel Pit. Usually in this case, a team's Medic will focus on healing the team's Heavy, as the Heavy is able to possess a maximum amount of 450 health. This allows the Heavy to absorb a lot of damage and delay the enemy team more as opposed to a lower health class. The Heavy is also able to output very high damage at close range, which is crucial for keeping the Medic alive. Often the Heavy will replace the Pocket Soldier, or perhaps allow additional Soldiers to act as Roamers.

5-CP Push Strategies

Teams will very rarely use a Heavy at the start of a 5-CP map. His slow speed means that a team starting off with a Heavy will typically attack the mid point with one less player than the other team, which may make the difference between winning or losing a mid fight. His high health makes him a useful defender in this game-mode, which is why he is often used on last point holds.

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 because of his large amount of health.

Attack-Defend Strategies

When defending on an Attack/Defend map, the low mobility of the Heavy is mitigated somewhat, as enemies will come to him instead of the other way around. This allows him to keep his Minigun spun up without worrying as much about needing to quickly move around, compared to a Heavy on offense. Even so, Heavies are still very vulnerable to spam and/or crossfire sent towards the point, as their large frame and slow movement makes them more easily targeted than faster classes such as Scouts.

Anti-Heavy Classes

The Sniper

As the Heavy is slow, it is easier for the Sniper to snipe him than other classes. He is especially vulnerable while eating, as he must stay still to eat. The Sniper can also use Jarate to counter his high health, though it’s mostly effective when using the Sydney Sleeper.

The Spy

As the Heavy is slow, it is not difficult for a Spy to backstab him. The Heavy may counter this by using the Huo-Long Heater, though this counter-strategy can be negated somewhat if the Spy jumps over the ring of flames. Like against the Sniper, he is especially vulnerable when eating.

See also

References