Difference between revisions of "Heavy weapons (competitive)"

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(Added Fists of Steel and Eviction Notice, and edited some of my previous edits.)
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The GRU is a 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.
 
The GRU is a 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.
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== See also ==
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* [[Heavy (competitive)]]
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{{Class competitive Nav}}
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[[Category:Competitive]]

Revision as of 23:04, 19 November 2011

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 Some or all info may be outdated.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

Minigun

Minigun IMG.png

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, by standing on the point the heavy can deny the point to jumping Soldiers and Demomen.

The Iron Curtain is a reskin of the Minigun, and therefore has the same stats as the Minigun.

Weapon Damage Critical Damage Function Times Special
Minigun
Minigun IMG.png
Point-Blank: 13/hit (avg 54)
512u: 9/hit
1024u+: 5/hit
Critical: 27/hit (P-B avg 108)
Point-Blank MiniCrit: 18/hit (avg 73)
512u+ MiniCrit: 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.png

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.

Weapon Damage Critical Damage Function Times Special
Natascha
Natascha.png
Point-Blank: 10/hit (avg 40)
512u: 7/hit
1024u+: 4/hit
Critical: 20/hit (P-B avg 80)
Point-Blank MiniCrit: 14/hit (avg 54)
512u+ MiniCrit: 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.


The Brass Beast

Brass Beast.png

The Brass Beast trades mobility for 20% more damage, due to the slower movement speed it means that it is even easier for Snipers to headshot you. The Brass Beast is currently banned in the vast majority of leagues.

Weapon Damage Critical Damage Function Times Special
Brass Beast
Brass Beast.png
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 MiniCrit: 22/hit (avg 87.6)
512u+ MiniCrit: 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

Backpack Tomislav.png

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 no barrel spin sound, perfect for a lethal ambush. However, its reduced firing speed produces problems. The Tomislav is currently banned in the vast majority of leagues.

Weapon Damage Critical Damage Function Times Special
Tomislav
Backpack Tomislav.png
Point-Blank: 13/hit (avg 42)
512u: 9/hit
1024u+: 5/hit
Critical: 27/hit (P-B avg 82)
Point-Blank MiniCrit: 18/hit (avg 59)
512u+ MiniCrit: 12/hit
Attack: 0.12s
Windup: 0.53s
Winddown: 1.17s
  • +40% faster spin-up time
  • No barrel spin sound
  • 20% slower firing speed


Primary Weapon Usage

Seeing as the Minigun is the only weapon that is allowed in all leagues it is the best option. Also, whilst the Natascha might sound good because it makes it easier to aim, if you are going to play as a Heavy you should have decent aim with him.

Secondary Weapons

The Shotgun

Shotgun IMG.png

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.

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
Affected by fixed weapon spread (1 extra pellet at center).


The Sandvich

Sandvich.png

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.

Weapon Damage Critical Damage Function Times Special
Sandvich
Sandvich.png
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).


The Dalokohs Bar

RED Dalokohs Bar.png

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 Fishcake is a reskin of the Dalokohs Bar, and therefore has the same stats as the Dalokohs Bar.

Weapon Damage Critical Damage Function Times Special
Dalokohs Bar
RED Dalokohs Bar.png
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.png

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.

Weapon Damage Critical Damage Function Times Special
Buffalo Steak Sandvich
Buffalo Steak Sandvich.png
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.


The Family Business

Backpack Family Business.png

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.

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 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 is an extremely valuable ability to have. It can help the Heavy to last longer and take more spam. The Shotgun doesn't see much use, but it's useful to have when you run out of Minigun ammunition.

Melee Weapons

Fists

Backpack Fists.png

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.

Weapon Damage Critical Damage Function Times Special
Fists
Backpack Fists.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Completely standard melee weapon.


Killing Gloves of Boxing

Backpack Killing Gloves of Boxing.png

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.

Weapon Damage Critical Damage Function Times Special
Killing Gloves of Boxing
Backpack Killing Gloves of Boxing.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 1.0s
  • 5 seconds of guaranteed crits upon kill
  • 20% slower firing speed


Gloves of Running Urgently

Backpack Gloves of Running Urgently.png

The GRU's speed bonus is useful for making a quick getaway, and are especially useful if paired with the Brass Beast. However, the health drain and the damage penalty are risky for actual combat, so this should be used sparingly.

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 weapon is active:
  • 30% faster move speed on wearer
  • -50% damage penalty
  • -6 health drained per second on wearer


Warrior's Spirit

Backpack Warrior's Spirit.png

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.

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
  • -20 max health on wearer


Fists of Steel

Backpack Fists of Steel.png

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.

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
When weapon is active:
  • -40% damage from ranged sources
  • +100% damage from melee sources


Eviction Notice

Backpack Eviction Notice.png

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.

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

The GRU is a 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.

See also