Heavy/fi
From TF2 Wiki
Template:Featured article tag/fi
Contents |
Information
As the class name implies, Heavies are the heaviest class in Team Fortress 2, boasting the highest health max, the biggest gun, and the slowest footspeed. Their firepower is very impressive, able to quickly mow down just about anything but an opponent Heavy in seconds, and able to take on large numbers of enemies at once up to a reasonably long range and wide cone of fire. However, revving up and shooting the Minigun brings their already-unimpressive speed to a snail's pace, making them an open (and large) target for any enemy outside their range of fire - especially enemy Snipers.
Making an excellent teammate for a Medic, and being far more effective with allies of any class going alongside them to draw fire, Heavies may seem all-imposing even alone but as the name of the game suggests, they truly shine in a well coordinated team. They may not be the most complicated class, but no good team would be complete without one.
Heavies are an opposite to the quick scout, him being very fast but with low health and not very damaging weapons, while you are very slow, but can soak up huge amounts of bullets and can send a volley of your own.
The Heavy is also arguably the face of Team Fortress 2, appearing the most prominently in the box art, concept images and promotional materials as well as starring in the very first Meet the Team video.
Bio
Ääninäyttelijä: Gary Schwartz
AKA: 'Heavy Weapons Guy' and 'Giant Man' (to himself), 'Hambone' (to the enemy Soldier), 'A Big Shaved Bear that Hates People', 'Fatty', 'Pancakes', 'Fatcakes', 'Tons-A-Fun', 'Lardfat', 'You Fat, Bald Bastard' and 'You Fat, Bald, Fatty, Fat... Fat-Fat' (to the enemy Scout. They really don't get along.)
Synnyinmaa: Russia, Soviet Union
Työ: Niittäminen.
Motto: "Ampuminen kivaa"
Aivan kuten talviyötä nukkuvat karhut, Heavy vaikuttaa lempeältä jätiltä. Mutta aivan kuin karhujen kanssa, hänen harkitun, unisen käytöksensä sekoittaminen lempeyteen aiheuttaa raajojen menetystä. Vaikka hän puhuu yksinkertaisesti ja liikkuu samalla energiaekonomialla kuin nokosten ottaminen, Heavy ei ole tyhmä, hän ei ole sinun iso ystäväsi ja hän yleisesti ottaen toivoo että pidät pääsi kiinni ettei hänen pidä itse laittaa sitä kiinni.
Basic Strategy
- Main article: Heavy strategy
- Remember that holding your alternate fire will keep your Minigun revved up and ready to shoot at a moment's notice; stationing yourself in strategic defensive positions and staying revved is a great alternative to attempting assault as a Heavy.
- Although the Minigun fires bullets over a long range, the general inaccuracy of the weapon makes it best in close-to-mid range situations; think of it as a Shotgun with no rate of fire or reloading drawbacks. This makes it ideal for ambushes, similar to the Pyro, either in a defensive or offensive role.
- Knowing when not to fire is key to good Heavy play. Wasting ammo whittling away long-range targets or on ÜberCharged pairs will leave you without bullets when you need them most, and suddenly ceasing fire to gain a speed boost to get out of sight can allow even a lumbering Heavy to out-maneuver the other team, rather than relying on firepower in a dangerous situation.
- Don't forget that you have a Shotgun and Fists as well. Shotgun is a weapon to use when you have to maneuver, it makes you a much harder target then using the Minigun (especially for snipers). Fists are a good alternative for conserving ammo, especially if you traded your shotgun for the sandvich, it's also good for any class trying to fight you close range (such as Spies). Though you have to be careful not to let them run out of your range and change to a long range weapon.
- Although the Heavy has a lot of Health, a well-placed Sniper shot can take him down in one hit. One should be wary when standing in wide-open places, sniper dots is a good warning to watch out for.
- As a Heavy you're always a prime target for Spies, make sure to turn around often and Spy check. Because of your Minigun's wide spread, firing occasionally out in the open can hit and reveal a Cloaked Spy. Keeping your back against a corner while spinning the Minigun can ensure no spy can touch you.
- A Heavy standing next to a Dispenser can get a constant supply of ammo, letting him fire his Minigun without stopping.
- If one is available, take a Teleporter as even with the recharge, if the exit is placed strategically enough, you will always save time.
- Remember to team up with a Medic if possible. In well-defended Control points or Intelligence rooms, the Heavy with a Medic's ÜberCharge can pose a serious problem to any defense.
- A well-placed Ambush can be devastating to an enemy assault - waiting around a corner with barrels spinning until the first wave of an attacking push walks in front of you, then mowing down everyone who comes in and pushing forward to mop up stragglers can wipe out most of an opposing team in some situations.
- Similarly, getting behind an enemy position (by using alternative routes) can have benefits similar to a Spy ambush - walk up behind a team crowding forward towards an objective, all looking the wrong way, spin up as you approach the rearmost enemy, then wipe out the lot of them.
- You are a tempting target for enemy Snipers, but if you can see one, you can mess up their shot by firing on them, and most will retreat. Otherwise, they will die quite quickly.
Weapons
Note: Weapon damage is approximate and measured at point blank range. See individual weapon pages for details.
Standard
| Type | Weapon | Ammo Loaded | Ammo Carried | Damage Range |
|---|---|---|---|---|
| Primary | {{{PRI_WEAPON_NAME}}} | 200 | 200 | 50-54 per 1 ammo - 500/sec-540/sec (1080/sec crit) [no reload, but 1 second spin-up wait] |
| Secondary | {{{SEC_WEAPON_NAME}}} | 6 | 32 | 80-90 (180 crit) [slow reload] |
| Melee | {{{MEL_WEAPON_NAME}}} | N/A | N/A | 43-87 (195 crit uppercut) [a little more than 1 hit per second] |
Unlockable
| Type | Weapon | Ammo Loaded | Ammo Carried | Damage Range | Special Ability |
|---|---|---|---|---|---|
| Primary | {{{PRIU_WEAPON_NAME}}} | 200 | 200 | 32-36 per 1 ammo - 320/sec-360/sec (720/sec crit) [no reload, but 1 second spin-up wait] | Slows enemies on successful hit |
| Secondary | {{{SECU_WEAPON_NAME}}} | 1 | Infinite | N/A | Grants 120 HP over 4 seconds of immobility (Eating) |
| Melee | {{{MELU_WEAPON_NAME}}} | N/A | N/A | 43-87 (195 crit) | Gives 5 seconds of guaranteed critical hits after each kill, at the cost of swinging 20% slower |
Special
| Type | Weapon | Ammo Loaded | Ammo Carried | Damage Range |
|---|---|---|---|---|
| Taunt | Showdown | N/A | N/A | 450+ (Instant kill) |
See also
- Heavy achievements
- Obtaining heavy achievements
- Meet the Heavy
- Heavy match-ups
- Heavy responses
- Heavy voice commands
- How to play the Heavy
- Heavy rush
- Heavy strategy
- Heavy scripts
- Showdown
External Links
- "A Heavy Update"
- TF2 Official Blog- A Heavy Problem
- TF2 Official Blog- So much blood!
- TF2 Official Blog- Incoming Heavy!
