Editing Heavy (6v6)

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[[File:HeavyIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Heavy]]
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==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.
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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.
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==Strategies + Tips==
 
==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 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 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.
 
  
 
*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 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.   
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*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.   
 
*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.   
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*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.
 
*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.  This is somewhat less of a problem on small maps like cp_gullywash.
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*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.   
 
*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.   
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*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.
 
*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.
  
*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.
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*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.  
 
 
*On [[KOTH]] maps, the Heavy is great for countering 4-man suicides when holding the point.
 
 
 
*On [[Control_Points_(Attack-Defend)|Attack / Defend]] maps, setup time mitigates the Heavy's slow speed.
 
  
 
== Counters ==
 
== Counters ==
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*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.
 
*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.
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== See Also ==
 
== See Also ==
*[[Heavy]]
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*[[Heavy (Highlander)]]
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* [[6v6]]
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[[Category:Classes in 6v6]]
 
[[Category:Classes in 6v6]]

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