Difference between revisions of "Heavy (competitive)"

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(Health: neatened table slightly.)
Line 44: Line 44:
 
| style="background-color:#fffae7;" | '''33%''' (99 u/s)
 
| style="background-color:#fffae7;" | '''33%''' (99 u/s)
 
| style="background-color:#fffae7;" | '''0%''' (0 u/s)
 
| style="background-color:#fffae7;" | '''0%''' (0 u/s)
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Heavy weapons (competitive)#G.R.U|G.R.U. active
 +
| style="background-color:#FFF4CC;" | '''76.67%''' (299 u/s)
 +
| style="background-color:#FFF4CC;" | '''69%''' (269.10 u/s)
 +
| style="background-color:#FFF4CC;" | '''61.33%''' (239.20 u/s)
 +
| style="background-color:#FFF4CC;" | '''25.56%''' (99.67 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.''
 
''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.''
Line 68: Line 74:
 
| style="background-color:#FFF4CC;" | Critical: 20/hit (P-B avg 80) <br>Point-Blank MiniCrit: 14/hit (avg 54) <br>512u+ MiniCrit: 9/hit
 
| style="background-color:#FFF4CC;" | Critical: 20/hit (P-B avg 80) <br>Point-Blank MiniCrit: 14/hit (avg 54) <br>512u+ MiniCrit: 9/hit
 
| style="background-color:#FFF4CC;" | Attack: 0.1s <br>Windup: 0.84s <br>Winddown: 1.13s
 
| style="background-color:#FFF4CC;" | Attack: 0.1s <br>Windup: 0.84s <br>Winddown: 1.13s
| style="background-color:#FFF4CC;" | '''Banned or limited in some leagues.'''<br>Slows on hit. <br>Fires 4 bullets for every use of 1 ammo. <br>If unfired in the past 1.25 seconds, 1 bullet has perfect accuracy.
+
| style="background-color:#FFF4CC;" | '''Banned or restricted in most leagues.'''<br>Slows on hit. <br>Fires 4 bullets for every use of 1 ammo. <br>If unfired in the past 1.25 seconds, 1 bullet has perfect accuracy.
 
|-
 
|-
 
! style="background-color:#fffae7;" rowspan="3" | 2
 
! style="background-color:#fffae7;" rowspan="3" | 2
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| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | Eating Time: 4.3s <br>Health Boost Duration: 30s
 
| style="background-color:#fffae7;" | Eating Time: 4.3s <br>Health Boost Duration: 30s
| style="background-color:#fffae7;" | '''Banned in some leagues for acquisition time.''' <br>Increases non-overhealed max health to 350 (overheal max still 450). <br>Eating heals the heavy in 4 chunks of +15 health. <br>Taking dropped bar heals +50 health (+75 for [[Scout (competitive)|Scout]]). <br>Cannot be shared. Unusable underwater.
+
| style="background-color:#fffae7;" | Increases non-overhealed max health to 350 (overheal max still 450). <br>Eating heals the heavy in 4 chunks of +15 health. <br>Taking dropped bar heals +50 health (+75 for [[Scout (competitive)|Scout]]). <br>Cannot be shared. Unusable underwater.
 
|-
 
|-
! style="background-color:#FFF4CC;" rowspan="2" | 3
+
! style="background-color:#FFF4CC;" rowspan="3" | 3
 
! style="background-color:#FFF4CC;" | [[Heavy weapons (competitive)#Fists|Fists]] <br>[[Image:Fists cropped.png|link=Heavy weapons (competitive)#Fists|70x39px]]
 
! style="background-color:#FFF4CC;" | [[Heavy weapons (competitive)#Fists|Fists]] <br>[[Image:Fists cropped.png|link=Heavy weapons (competitive)#Fists|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 65
 
| style="background-color:#FFF4CC;" | Melee: 65
Line 100: Line 106:
 
| style="background-color:#FFF4CC;" | Critical: 195 <br>MiniCrit: 88
 
| style="background-color:#FFF4CC;" | Critical: 195 <br>MiniCrit: 88
 
| style="background-color:#FFF4CC;" | Attack: 0.92s <br>Crit Effect: 5s
 
| style="background-color:#FFF4CC;" | Attack: 0.92s <br>Crit Effect: 5s
| style="background-color:#FFF4CC;" | Killing blows give heavy Crits for 5 seconds. <br>Crits stay even on weapon switch. <br>
+
| style="background-color:#FFF4CC;" | Killing blows give heavy Crits for 5 seconds. <br>Crits stay even on weapon switch.
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Heavy weapons (competitive)#G.R.U.|G.R.U.]] <br>[[Image:RED Gloves of Running Urgently.png|link=Heavy weapons (competitive)#G.R.U.|70x39px]]
 +
| style="background-color:#FFF4CC;" | Melee: 33 <br>User Damage: 6
 +
| style="background-color:#FFF4CC;" | Critical: 98 <br>MiniCrit: 44
 +
| style="background-color:#FFF4CC;" | Attack: 0.8s <br>User Damage: 1.0s
 +
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>Increases move speed while active [[Heavy (competitive)#Speed|(see above)]]. <br>Damages user while active.
 
|}
 
|}
 
:''"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.
 
:''"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.

Revision as of 02:32, 9 October 2010

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.
Heavy.png

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

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)
[[Heavy weapons (competitive)#G.R.U|G.R.U. active 76.67% (299 u/s) 69% (269.10 u/s) 61.33% (239.20 u/s) 25.56% (99.67 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 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
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: 0.84s
Winddown: 1.13s
Banned or restricted in most leagues.
Slows on hit.
Fires 4 bullets for every use of 1 ammo.
If unfired in the past 1.25 seconds, 1 bullet has perfect accuracy.
2 Shotgun
Shotgun IMG.png
Point-Blank: 90
512u: 6/hit, avg 6 hits
1024u+: 3/hit
Critical: 18/hit (max 180)
Point-Blank MiniCrit: 121
512u+ MiniCrit: 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.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).
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.
3 Fists
70x39px
Melee: 65 Critical: 195
MiniCrit: 88
Attack: 0.8s Completely standard melee weapon.
K.G.B.
RedKGB.png
Melee: 65 Critical: 195
MiniCrit: 88
Attack: 0.92s
Crit Effect: 5s
Killing blows give heavy Crits for 5 seconds.
Crits stay even on weapon switch.
G.R.U.
RED Gloves of Running Urgently.png
Melee: 33
User Damage: 6
Critical: 98
MiniCrit: 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.
"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 that becomes even more slow when firing, 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. 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. Since a team running a Heavy instead of a Scout or Soldier is likely attempting to defend or hold an area, it may be best to have a Heavy keep his Minigun spun up as much as possible.

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. 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.

Capture-the-Flag Strategies

The Heavy can be a great asset when defending the Intelligence room, 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