Heavy: Difference between revisions
From TF2 Classified Wiki
More actions
SciF1Qizard (talk | contribs) m Added link to basic Heavy startegy, will write |
|||
| Line 7: | Line 7: | ||
The '''Heavy''' is a [[Classes#Defense|defensive class]], whose role is to act as the main damage dealer and damage sponge in an offensive or defensive attack. With 300 health and 77% speed, he is the tankiest and slowest class. The [[Minigun]] is the most powerful weapon in the game when revved up, able to destroy any class and enemy [[building]] in a close-range scenario, and his huge health makes it difficult for any class to kill in him a fair fight. His ability to deny solo players from approaching acts as a hard stop against roaming enemies, and his unmatched sustained damage acts as crowd control in its own right. He is also the single biggest target for enemy attacks, especially when paired with a [[Medic]], and acts as bait for friendly classes to slip around unnoticed. The presence of a revved-up Heavy is an threat that must be addressed, and these properties make him the prime choice for immediate frontal assault, or a defense that exhausts the enemy. | The '''Heavy''' is a [[Classes#Defense|defensive class]], whose role is to act as the main damage dealer and damage sponge in an offensive or defensive attack. With 300 health and 77% speed, he is the tankiest and slowest class. The [[Minigun]] is the most powerful weapon in the game when revved up, able to destroy any class and enemy [[building]] in a close-range scenario, and his huge health makes it difficult for any class to kill in him a fair fight. His ability to deny solo players from approaching acts as a hard stop against roaming enemies, and his unmatched sustained damage acts as crowd control in its own right. He is also the single biggest target for enemy attacks, especially when paired with a [[Medic]], and acts as bait for friendly classes to slip around unnoticed. The presence of a revved-up Heavy is an threat that must be addressed, and these properties make him the prime choice for immediate frontal assault, or a defense that exhausts the enemy. | ||
The Heavy's biggest downsides are his terrible mobility, total commitment when attacking, predictable play pattern, reliance on allied support, and weakness to map geometry. His speed being the worst in the game is a massive downside when faced with highly mobile classes like [[Scout]] or [[Soldier]], to the point where it's difficult to even keep up with the [[Payload]] or [[VIP]]. Revving up with the Minigun is an all-or-nothing committment, and revving up in the wrong situation can lead to his death before he gets a shot off. | The Heavy's biggest downsides are his terrible mobility, total commitment when attacking, predictable play pattern, reliance on allied support, and weakness to map geometry. His speed being the worst in the game is a massive downside when faced with highly mobile classes like [[Scout]] or [[Soldier]], to the point where it's difficult to even keep up with the [[Payload]] or [[VIP]]. Revving up with the Minigun is an all-or-nothing committment, and revving up in the wrong situation can lead to his death before he gets a shot off. His slow speed also makes him prime bait for a [[Sniper]] or [[Spy]] to get an easy kill. Although the Heavy is a perpetual threat, his linear playstyle and lack of mobility means that he has very limited options besides shooting everything in his sight. This means that he cannot sustain himself for long periods of time, as his large ammo consumption and unavoidable assault from enemies requires friendly support to be effective. And finally, he cannot shoot what he cannot see, so smart enemies will simply hide behind a wall and peek out to shoot, making it difficult to ever return fire. For a class that kills everything, his biggest weakness is corners. | ||
While the Heavy is not effective in wide-open areas where the enemy can run away, or for mobile assaults that rely on a coordinated push, he is extremely powerful in a scenario where he can stay in a small area and kill anything nearby. This makes him an excellent asset when defending an objective or when assaulting a static encampment. On offense, he must be killed immediately, or it will lead to the swift death of their team and the destruction of their buildings. On defense, he must be addressed to successfully capture the point he is guarding, otherwise an assault will simply fail. These attributes make him a powerful, yet situational class that is an ideal pick for players with a focus on teamwork and who take enjoyment out of unsubtly killing everything in sight, making them the main character of any engagement the Heavy is in. | While the Heavy is not effective in wide-open areas where the enemy can run away, or for mobile assaults that rely on a coordinated push, he is extremely powerful in a scenario where he can stay in a small area and kill anything nearby. This makes him an excellent asset when defending an objective or when assaulting a static encampment. On offense, he must be killed immediately, or it will lead to the swift death of their team and the destruction of their buildings. On defense, he must be addressed to successfully capture the point he is guarding, otherwise an assault will simply fail. These attributes make him a powerful, yet situational class that is an ideal pick for players with a focus on teamwork and who take enjoyment out of unsubtly killing everything in sight, making them the main character of any engagement the Heavy is in. | ||
| Line 41: | Line 41: | ||
== Tips == | == Tips == | ||
''Main article: [[Basic Heavy Strategy]]'' | |||
As a Heavy… | As a Heavy… | ||
* …hit {{Callmedic}} to call for a [[Medic]] if you get hurt. Nearby Medics will be notified of your need. | * …hit {{Callmedic}} to call for a [[Medic]] if you get hurt. Nearby Medics will be notified of your need. | ||