Difference between revisions of "Heavy (6v6)"
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− | == | + | ==Overview== |
− | + | The spy is considered an [[offclass]] in the [[6v6]] [[metagame]]. While the Heavy's poor mobility makes it weak in transition plays, the Heavy's 450 full buff allows him to tank large amounts of damage when pushing or holding last and draw enemy fire while dealing large amounts of damage with his powerful hitscan primary. However, because the Heavy requires so many heals to be successful, running a Heavy can starve your team of buffs. | |
− | + | ==Strategies + Tips== | |
+ | |||
+ | -When holding last, the Heavy can sit on the high ground and deny jumpers with the Minigun and his health, even if they're Ubered. | ||
+ | |||
+ | -When defending against an Uber, you can deny jumpers or hurt people that aren't Ubered with the Minigun, but otherwise, jump and crouch around to waste as much of the enemy's Uber as you can. | ||
+ | |||
+ | -When pushing last, the Heavy can come in at the tail end of an Uber, receive[[Glossary#Combat_terms|Critheals]], clean up the damage made by the Uber with powerful hitscan, and walk onto the point, difficult to dislodge due to his large amount of health. | ||
+ | |||
+ | -When pushing with Kritz, especially on points like Granary last with large sightlines, the Heavy can be useful to flash, or take the full Kritz if the Demo goes down, because of the unrivaled hitscan power of the Minigun, although his mobility limits him on smaller points. | ||
+ | |||
+ | -Heavy is one of the best classes to use when hiding in forward spawn, because they are often close to points, allowing the Heavy to use his health and close-ranged power while mitigating his mobility. | ||
+ | |||
+ | -If you can, try not to be seen by the enemy team before their push, and try not to rev unless there's something to shoot, so as to not alert the other team and allow them to formulate a plan to counter you. Rev noise also obscures important sounds like Medic calls and Spy uncloaks. | ||
+ | |||
+ | -Get critheals. A 450 HP Heavy is a gigantic wall, a 300 HP Heavy is easy pickings. | ||
+ | |||
+ | -Try not to get healed when at low health. It takes too long to heal a lit Heavy to full. Get health packs instead, the Heavy's large HP means it's the most efficient class to take health packs. | ||
+ | |||
+ | -Switch off Heavy when pushing out of last. The Heavy's weakness is its speed, and it's difficult to push out when it takes so long to travel between points. | ||
+ | |||
+ | -Don't forget the Shotgun. While very weak compared to the Minigun, in some cases it can be used to chase lit targets and it's faster to respond to surprises without the rev speed of the Minigun. | ||
+ | |||
+ | -If you suspect that there's something to shoot around the corner, jump and rev in midair, this allows you to be more prepared for the enemy without losing speed. | ||
== See Also == | == See Also == |
Revision as of 01:05, 31 July 2013
Overview
The spy is considered an offclass in the 6v6 metagame. While the Heavy's poor mobility makes it weak in transition plays, the Heavy's 450 full buff allows him to tank large amounts of damage when pushing or holding last and draw enemy fire while dealing large amounts of damage with his powerful hitscan primary. However, because the Heavy requires so many heals to be successful, running a Heavy can starve your team of buffs.
Strategies + Tips
-When holding last, the Heavy can sit on the high ground and deny jumpers with the Minigun and his health, even if they're Ubered.
-When defending against an Uber, you can deny jumpers or hurt people that aren't Ubered with the Minigun, but otherwise, jump and crouch around to waste as much of the enemy's Uber as you can.
-When pushing last, the Heavy can come in at the tail end of an Uber, receiveCritheals, clean up the damage made by the Uber with powerful hitscan, and walk onto the point, difficult to dislodge due to his large amount of health.
-When pushing with Kritz, especially on points like Granary last with large sightlines, the Heavy can be useful to flash, or take the full Kritz if the Demo goes down, because of the unrivaled hitscan power of the Minigun, although his mobility limits him on smaller points.
-Heavy is one of the best classes to use when hiding in forward spawn, because they are often close to points, allowing the Heavy to use his health and close-ranged power while mitigating his mobility.
-If you can, try not to be seen by the enemy team before their push, and try not to rev unless there's something to shoot, so as to not alert the other team and allow them to formulate a plan to counter you. Rev noise also obscures important sounds like Medic calls and Spy uncloaks.
-Get critheals. A 450 HP Heavy is a gigantic wall, a 300 HP Heavy is easy pickings.
-Try not to get healed when at low health. It takes too long to heal a lit Heavy to full. Get health packs instead, the Heavy's large HP means it's the most efficient class to take health packs.
-Switch off Heavy when pushing out of last. The Heavy's weakness is its speed, and it's difficult to push out when it takes so long to travel between points.
-Don't forget the Shotgun. While very weak compared to the Minigun, in some cases it can be used to chase lit targets and it's faster to respond to surprises without the rev speed of the Minigun.
-If you suspect that there's something to shoot around the corner, jump and rev in midair, this allows you to be more prepared for the enemy without losing speed.