Heavy
From TF2 Wiki
| Heavy | |
|---|---|
| | |
| Basic Info | |
| Class: | Heavy |
| Type: | Defensive |
| Health: | 300 |
| Speed: | 77% (27% while spun up) (0% while spun up and crouched) |
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.
Bio
Voice actor: Gary Schwartz
AKA: 'Heavy Weapons Guy', 'Giant', 'Fatty' (to the Scout, but not to his face)
Country of Origin: Russia, Soviet Union
Job: Mow Down
Motto: "Shooting Good"
Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that’s often confused with napping, the Heavy isn’t dumb, he’s not your big friend, and he generally wishes you’d just shut up before he has to make you shut up. And, don't touch his sandvich.
Taunts
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(Anyone standing within medium range in front of the Heavy doing this taunt will be instantly killed) | |
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(note: The fists taunt will kill enemies just like Pyro's Hadouken, but can hit enemies at up to medium range.)
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; attempting to use your Minigun against, for example, a nearby Scout who can easily run/jump out of the way and Bat you to death isn't the wisest choice.
- 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.
- 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.
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 | Sasha (Minigun) | 200 | 200 | 50-55 per 1 ammo - 500/sec-550/sec (1050/sec crit) [no reload, but 1 second spin-up wait] |
| Secondary | Shotgun | 6 | 32 | 78-90 (180 crit) [slow reload] |
| Melee | Fists | 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 | Natascha | 200 | 200 | 38-42 per 1 ammo - 380/sec-420/sec (1000/sec crit) [no reload, but 1 second spin-up wait] | Slows enemies on successful hit |
| Secondary | Sandvich | 1 | infinite | N/A | Grants 120 HP over 4 seconds of immobility(eating) |
| Melee | K.G.B | N/A | N/A | 45-85 (195 crit) | Gives 5 seconds of guaranteed critical hits after each kill |
See also
- Heavy Achievements
- Meet the Heavy
- Heavy match-ups
- Heavy responses
- Heavy voice commands
- How to play the Heavy
- Heavy strategy
- Heavy scripts
| Classes |
|---|
| Scout • Soldier • Pyro • Demoman • Heavy • Engineer • Medic • Sniper • Spy |
