Community Heavy strategy

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Revision as of 17:57, 25 April 2011 by The Ultimate Medic (talk | contribs) (Weapon Specific)
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I have plan for you: more pain!
The Heavy

The Heavy, as the class name suggests, is the full frontal attack force of Team Fortress 2. The class itself is a heavy weapon - big, slow, tough, and powerful - players can wade into battles where other classes dare not. The Heavy's usefulness as a shock troop on the front lines, defense breaker, and wide-area defender should not be underestimated or ignored by either side.

General

  • As the class with the most HP, the Heavy is capable of absorbing a large amount of damage before going down. This endurance can allow players to stay on the front lines for longer durations than other classes. Use this to keep the pressure on the enemy if teammates need to replenish their health or ammo.
    • However, remember that due to the Heavy's slow speed and large hitbox, it is far easier for players to cause damage to the Heavy, so always be ready to retreat behind cover. As powerful as the Heavy is, players should keep in mind that they are still vulnerable to concentrated attacks, and that the Heavy's slow movement can increase this vulnerability.
    • With 300 HP, the Heavy is capable of being overhealed up to 450 HP, which can allow players to absorb even more punishment than ever. A Heavy with a Medic in tow is easily one of the most powerful combinations in the game.
  • As the slowest class in the game, Heavy players should get used to planning their moves ahead of time. Knowing what path to take, the best places to spin up the Minigun, and the shortest path to cover and support can mitigate the Heavy's slow speed.
    • Similarly, Heavies are among the highest priority classes for Teleporters. While other classes like Scouts can quickly reach the front lines from their spawn point, doing so as a Heavy wastes precious time during which could be spent attacking the enemy team.
    • Conversely, due to the Heavy's slow speed, successfully setting up an ambush can have devastating effects, if only for the reason that the other team will not expect a Heavy to be there. A Heavy that can surprise a group of enemies can easily kill 2-3 of the other team's members and force the rest to retreat.
    • As it is relatively uncommon for players to look up, setting up an ambush from above lets players mow down unaware enemies from close range before they can react. This can negate the Heavy's slow speed as players will not have to race to chase down their targets.
  • Thanks to the class's size, strength, firepower, and general obviousness, Heavy players draw a lot of attention in a fight. This allows Heavies to dictate the focus and pace of a battle merely by their presence and positioning. Heavies can be used to distract enemies while more maneuverable classes such as Scouts and Pyros can ambush and flank the enemy, and their absence can be used to lead the foe into a false sense of security.
  • Remember that in spite of the class's considerable offensive power, the Heavy is a Defensive type class. Heavies used in defensive situations can suppress enemy movements and break up pushes, and only needing to wait for the enemy to approach negates the Heavy's movement speed disadvantage.
    • A Heavy standing next to a Dispenser can get a constant supply of ammo, letting players fire their Minigun without worrying about running out of ammo.
File:Headshot heavy.jpg
Snipers can take out a Heavy with one fully charged Headshot, so keep out of their sights!
  • Although the Heavy has a lot of Health, a well-placed Sniper shot can take players down in one hit, and the Heavy's slow movement and large size makes things easy for the Sniper. Glowing Sniper sight dots are a warning sign to watch for. Heavies should never stand still or spin up their Minigun in open areas, and should seek safer, more closed-off spaces when possible.
    • Snipers can be made to lose their aim by firing on them. Remember that while a Minigun round at long range will do negligible damage, being hit will cause the Sniper's scope to jump, making it much harder to hit any targets.
  • Heavies are always prime targets for Spies, especially due to their slow movement speed, so make sure to turn around every now and then to prevent a successful backstab. When spinning up the Minigun, always be sure to have a teammate watching behind, as Spies can rarely resist backstabbing a spun-up Heavy.
    • Because of the Minigun's wide spread, firing occasionally out in the open can hit and reveal a Cloaked Spy. This allows players to Spy-check over longer distances.
  • Pushing the cart in Payload games can be quite effective if there are teammates to support the push. Use the cart as cover and aim over the top if the angle permits (bullets won't pass through it). Furthermore, as the cart acts as a moving Dispenser, health and ammo will be replenished automatically, increasing the Heavy's already impressive endurance.
  • Take care of Medics! A Heavy-Medic pair can be a devastating force, but only if the two of them work together. Remember that a Medic usually has other teammates to worry about besides a Heavy, so be observant of when the Medic is and isn't alongside. Pay attention to the type of ÜberCharge the Medic deploys. If carrying a Sandvich, throw it to the Medic to keep him or her healthy if an enemy manages to cause significant damage. Listen and watch for enemies attempting to attack the Medic, and keep them at bay when feasible. Medics will often help watch for Spies, but do not depend on them to be constantly aware. Always be ready to body-block any incoming explosives to protect the Medic, especially if nearly fully overhealed. Finally, always try to keep the Minigun full on ammo in order to make the most use of ÜberCharges.

Weapon Specific