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 Post subject: Heavy Tips
PostPosted: 05 Apr 2008, 14:28 
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Geek (695)
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I just thought i'd try and get into the heavy, but most of the time all I do is charge in, spam my gun, maybe get some kills and then die.

Any tips for a newbie for heavies? :)


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 Post subject: Re: Heavy Tips
PostPosted: 05 Apr 2008, 15:41 
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Has no REAL life! (2359)
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360, every now and then. As a heavy you are very prone to getting backstabbed. On the first dustbowl map you can also have an engineer set up a dispenser on the stairs of the first CP and sit right next to it, this way you can hold off most things that aren't uber.

The shotgun is your friend, use it! I usually whip it out when i'm running to the front line and switch to the minigun when necessary (depends on what class you are facing). Also even while the shotgun might do less damage, it doesn't restrict your mobility, which is key in some situations.. you still have that massive 300 health to go along with!

If you get ubered and the sentry gun isn't exactly near you, don't bother shooting it. The engineer will repair faster then you can kill it, try shooting opponents that are closer by.. or shooting the engie himself. This is more true for a soldier though, soldier should always try to kill the engi before he kills the sentry, since the rockets can't damage the sentry fast enough. Kill the engi, and the sentry will get destroyed in no time.

Also near the end of your uber make sure to do a 360 spin, so you can see if there are a gazillion enemies now surrounding your enemy, while you were clearing the path forward. This usually annoys me when I'm a medic, heavies usually have a heavy case of tunnel syndrom and forget to look behind them. MAKE SURE YOU DO! And remember that the heavy usually performs better when gaurding an area, then attacking. because he moves slow. As a medic I prefer to heal assault classes first if we are pushing forward, the heavy is slow.

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 Post subject: Re: Heavy Tips
PostPosted: 05 Apr 2008, 20:18 
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Kinda hopeless, but improving (121)
with a medic, the heavy is an assault class. Good medic-heavy combo's win this game.

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 Post subject: Re: Heavy Tips
PostPosted: 05 Apr 2008, 20:25 
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Hmm, maybe not Illiterate (18)
(Sorry if this is a bit long. I felt like making more of a guide-like rant, because I hadn't really solidified my own tactics as Heavy. This helped.)

So you like Sasha too?
The only time the Heavy is pure win on offense is when he is ubered. However, that doesn't mean he is restricted to defense only when he's not -- even though he's listed as a defensive class along with the Demoman and Engineer.
I had some trouble conforming to a defensive role when playing the heavy, as we've been taught that generally the guy with the big gun is usually the first guy into the fray. So I insisted on playing him as a pure offensive class. As a consequence I was faced with mixed results; Sometimes I'd rip the opposition to pieces and win the day, other times I'd get mauled a new one. When the "pwn/suck"-ratio got too much in favor of the latter, I started suspecting that I was playing him wrong. So I looked at the other two classes he is grouped with:

The Demoman can be a nightmare to deal with if he has barricaded a chokepoint, or when he's retreating (chasing a demo is asking for trouble). When he's pushing forward he is at his weakest, but if he's smart about it he will push a little, retreat (when chased), then push again.

The Engineer with his sentry gun can be a real pain for anyone wanting to approach for the obvious reasons. Sadly he is at his weakest when leaving the sanctuary of his sentry to push forward, and should rarely attempt to do so unless he is certain he won't meet opposition before he got another sentry up.

Call me slow, but it was only when staring at the character selection screen for a while that this actually dawned on me; The heavy is positioned between these two classes. In fact he's in the middle of all the classes.

The Heavy is a hybrid class. He is not a jack-of-all-trades, in this sense the Soldier is superior. But the Heavy incorporates two very important aspects: Area denial and high DPS (damage per second). In essence he is a sentry gun, and has the ability to completely lock down a room if he is positioned right. But unlike sentries he is mobile. So if you notice that your position is getting too hot to handle you can relocate and avoid destruction.
Some think that a Heavy is only half a man if he hasn't got a medic trailing after him, and this is true for over-offensive Heavies. It's also true that the Heavy is at his most spectacular when he is plowing into the defending force with his minigun in hand and medic on tow -- but what about when there aren't any medics around? When you're dedicated to the Heavy class, you'll play several games without any medic at all. You'll have to play smart and draw upon other qualities.

Positioning becomes ever more important as a solo Heavy. You can't afford to be too reckless with the 300 health points you have, so you need to accept having to retreat a lot. If you have experience playing a Pyro you'll know that retreating out of harms way is the key to success. You learn to appreciate the "Live to fight another day" mentality. This is very important for the Heavy, as waiting for respawn and having to walk all the way to the front line with the slowest character in the game greatly diminishes your overall damage output. Also you'll be familiar with ambushes, which is something the Heavy is quite decent at -- even though he is a huge fucker and has got a gun that is noisy as hell when spinning.

Even though you'll be retreating a lot, you'll also have ample opportunity to advance in your enemy's direction even though you don't neccessarily know what you're going to run into. The key here is your shotgun. You should never walk around with the minigun unless it's spinning. Even if you'll be able to enter fire-mode faster having already equipped the minigun, you are actually reducing your overall lethality. Having the option to pump a couple shotgun rounds into an incomming enemy before you retreat behind a corner makes all the difference when you finally decide to take the minigun out.

Like I already stated how the Heavy has Area Denial capabilities, almost half of this is derived from the enemy believing that a room is that much more dangerous to enter if a Heavy is in it spewing his bullets. With you running away from them with your puny shotgun, you are purposefully withholding your ability to instill fear in them, and more often than not the enemy will become over-confident. Perhaps he'll even think you're out of ammo for your minigun. In either case he'll be in for a nasty surprise as you're just done with revving up when he turns the corner.
This tactic is laughably effective against most classes except the Soldier and the Demoman. But even they can't survive a point-blanc encounter for long against you -- even less so when you've chipped off some of their health with your shotgun.

You should strive to maintain your advantages as a Heavy, and health is one of the major ones. 300 HP at all times! Therefore it's essential you know the position of every health pack in every map, and possibly get a gut feel for when they respawn so you can better plan your retreats and advances.
Since you're slow you should limit your fighting to areas where health packs spawn. Even hanging around a small-HP spawn gives you a nice edge over your opponents. With the degree at which you can hold your ground proportionally rising in accordance with what HP-spawn you're at, the heavy can at times out-perform heavies that have a medic on them.


Having started out trying all the classes in the game, and then mostly favoring the Soldier, I'm beginning to use the Heavy more and more. Everyone and their grandmother can rocketjump about and spam rockets, but mastering the heavy takes patience -- and you feel less dirty when critting with a heavy than with a Soldier's rockets. While I do think the Soldier is perhaps a bit too good (along with the demoman), rocking with the Heavy is just as fun even if you might not top the scoreboard when you feel you did amazingly well.


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 Post subject: Re: Heavy Tips
PostPosted: 05 Apr 2008, 23:30 
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Geek (695)
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....Wow.
Rushington gets a medal, same for crovax.
Reverend gets a cookie so he doesn't feel left out.

Great guides and thanks.


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 Post subject: Re: Heavy Tips
PostPosted: 05 Apr 2008, 23:41 
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Geek (640)
you forgot me!


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 Post subject: Re: Heavy Tips
PostPosted: 07 Apr 2008, 12:59 
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Pretty useless (62)
Avoid wide open spaces because heavy's long range capabilities suck.

And when there are snipers around run if if you have to use your minigun just crouch, then stand, then crouch -> makes your slow moving head much harder to hit.

And yeah, get a medic and treat them right :). If there are others around who need healing stop pushing forward for a second and give your medic time to heal others. Listen to voice commands (I usually can "shout" "Spy" 10 times and most of the heavies won't even turn around. When I play medic I usually also use that "Help" voice comm so when you hear "I require assistance" turn around because I'm in trouble or you'll loose a medic ;)).

And a hint for the medics - when you uber a heavy run in front of him if you're taking out a sentry so he can move closer (same goes for other ubered units...) - this should be common knowledge by now but still every day I get ubered and can't get closer because of the sentry recoil while the medic is standing behind me...

PS: I want a cookie too :-2


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