Heavy strategy
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Introduction
The Heavy, as his name suggests, is the full frontal attack troop of TF2. Himself a heavy weapon - big, slow, tough, and powerful - he is used to wade in where others dare not. His usefullness as a shock troop on the front lines, defence breaker, and as wide area defender cannot be underestimated or ignored by either side.
Weapon Specific
Minigun
- It is better to jump into a corner spinning your minigun than walking into a corner spinning your minigun.
- 200 bullets seems like a lot, but when you start firing it will disappear rather quickly! Pay attention to fallen weapons of enemies/team mates, weapon crates or dispensers.
- Your aiming speed does not decrease when your minigun is spinning.
Shotgun
- The shotgun is more of an extension of the Heavy, allowing him to hit targets at longer ranges.
- If you believe the speed decrease and charge-up time of the Minigun will be a hindrance to a successful attack, instead switch to your shotgun.
Fists
- Holding down the fire button will make you continuously hit. There is no point trying to alternate between left and right so just holding down fire is the best tactic when ploughing in with your fists.
Map Specific
2 Fort
- Useful on defence but the wide open space in the middle makes a heavy an ideal target for Snipers.
- The Sewer entrance is more suited but as this is easily defended by a Sentry gun it can again be a poor map for the slow moving Heavy.
- Stand on the ground in the ramp room, looking down the long corridor. Have an engineer place a dispenser behind you. You can then maintain a constant fire down the long corridor or through the corridor-way into the next room. Useful for deterring spies. Acts to strongly close down the long corridor, since incoming enemies cannot dodge your fire and are exposed to it for a long time.
Granary
- A great map for the heavy, useful to lay fire into doorways while colleagues take the control point behind him.
Well
- This map can be both a boon and a negative to the Heavy as there are portions of land where the open spaces leave you open to more mobile characters and Sniper fire.
- Be sure to move indoors as fast as possible so that your Minigun can make good use of it's large amounts of firepower, rather than squandering it outside where it is less accurate and you risk getting killed from long range.
- Control Points 2 and 4 are great for the Heavy as they are both indoors, and they offer good cover while still giving little room to move for the Heavy's opponents.
Dustbowl
- Probably the best map for a Heavy as the congested areas and his ability to lay down large volumes of fire into the choke points and other congested areas can help progress.
- Defense
- Be sure to use Übercharges in response to an overwhelming rush or the attacking team's Übercharge as well.
- While on the ready for the opposing team, continue to check your surroundings; A Heavy whose attention is on the spawn door is a tempting target for the Spy's Backstab.
- Offense
- Build up an Übercharge as soon as you can in the beginning of your push to make the defensive team crumble as soon as possible.
- Same as when you're on defense, Spies absolutely love this level on both sides as the action is so intense that many players don't notice a single player behind them before it's too late.
- Focus-fire on Sentry Guns, entrenched Engineers, and Pyros first, as these are the biggest threats to you and your team. The Sentry Guns can lay waste to anyone attempting to get past, and Pyros can make your team retreat, giving the defenders a chance to push back.
Hydro
- Against strong defenses, an Übered Heavy can clear a way for the rest of the team to take the control points. Just make sure to watch out for Snipers on the more open Control Points as they can end a Medic-Heavy rush quite easily.
Gravel Pit
- An ideal map for the Heavy as his high health can get your team a foothold in heavily defended areas.
- Be sure to use the small areas on Capture Point 2 or 4 to your advantage, but make sure to have someone cover your flank as there are alternate entrances from both sides to take both points.
See also
