Editing Heavy (6v6)

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

This page supports semantic in-text annotations (e.g. "[[Is specified as::World Heritage Site]]") to build structured and queryable content provided by Semantic MediaWiki. For a comprehensive description on how to use annotations or the #ask parser function, please have a look at the getting started, in-text annotation, or inline queries help pages.

Latest revision Your text
Line 1: Line 1:
 
{{stub}}
 
{{stub}}
[[File:HeavyIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Heavy]]
+
==Overview==
The Heavy is considered an [[offclass]] in the [[6v6]] [[metagame]]. The Heavy is used most of the time as a last resort when defending a point, be it last or 2nd. What the Heavy lacks in speed he makes up for in terms of firepower and damage with his powerful hitscan primary, the Minigun. The Heavy is the class with the highest base health at 300 and also the highest buff health at 450. As a result, when a team pushes into a point, they have to focus their main attention on the Heavy who, if not properly taken care of, will deal large amounts of damage to the opposing team. When the opposing team focuses their attention on the Heavy, it allows for the Combo and the Demoman to retreat. As such, running the Heavy is considered a distraction play.
 
==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.   
+
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.   
  
*When holding last, you can put your Heavy on the point so the enemy team is unable to win until they finish off his 450 HP, wasting a lot of time.
+
==Strategies + Tips==
  
*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 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 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 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 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.   
+
-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.   
  
*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.  
+
-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.
  
*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.
+
-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.  
  
*Get critheals.  A 450 HP Heavy is a gigantic wall, a 300 HP Heavy is easy pickingsGetting critheals means you minimize the amount of time your Medic isn't healing the rest of your team.
+
-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 youRev noise also obscures important sounds like Medic calls and Spy uncloaks.
  
*Try not to get healed when at low healthIt 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.
+
-Get crithealsA 450 HP Heavy is a gigantic wall, a 300 HP Heavy is easy pickings.
  
*Switch off Heavy when pushing out of lastThe Heavy's weakness is its speed, and it's difficult to push out when it takes so long to travel between points.  This is somewhat less of a problem on small maps like cp_gullywash.
+
-Try not to get healed when at low health.  It takes too long to heal a lit Heavy to fullGet health packs instead, the Heavy's large HP means it's the most efficient class to take health packs.
  
*Don't forget the ShotgunWhile 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.
+
-Switch off Heavy when pushing out of lastThe Heavy's weakness is its speed, and it's difficult to push out when it takes so long to travel between points.
  
*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.
+
-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.
  
*To dodge headshots while revved, rapidly crouch and uncrouch.  While unrevved, you can also jump around and wave your crosshairs around to move your head's position, but the best way is to take cover behind a prop.
+
-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.
  
*On [[KOTH]] maps, the Heavy is great for countering 4-man suicides when holding the point.
+
== See Also ==
 
 
*On [[Control_Points_(Attack-Defend)|Attack / Defend]] maps, setup time mitigates the Heavy's slow speed.
 
 
 
== Counters ==
 
 
 
*Focus fire is the most reliable way to kill a Heavy.  Once you get the Heavy down, the rest of the team, probably unbuffed because of the Heavy's insatiable need for heals, will go down relatively quickly.
 
  
*Snipers can abuse the Heavy's large hitbox and slow movement to easily get a fully-charged headshot to take it down.
+
* [[6v6]]
  
*Kritzkrieg makes it easy to cut through the Heavy's bulk.
 
 
*Scout Ubers and their high DPS make it easy to focus down a Heavy.
 
 
*Run your own Heavy.  In a Heavy vs Heavy fight, whoever revs first wins, so if you catch him by surprise with your own Heavy, you can mow his large hitbox down with your Minigun.
 
 
*Pick off the flankers.  Heavy absorbs a lot of heals, so your team's flank will have an advantage and you can use those heals to outnumber their team.
 
== See Also ==
 
*[[Heavy]]
 
*[[Heavy (Highlander)]]
 
 
[[Category:Classes in 6v6]]
 
[[Category:Classes in 6v6]]

Please note that all contributions to comp.tf may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see comp.tf:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: