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- When people see the heavy, they think of the class with the least amount of depth. Jump around corners and
- shoot people, while having a harem of medics. This guide will show you depth in the heavy, or how to outsmart one
- who has experience.
- II: What is a heavy?
- The Heavy Weapons Guy is the brute of TF2. With 300(450) health and a minigun that rains lead on enemies,
- it's unmistakable on the battlefield. Your goal is to lay down the heat, remove or cripple enemies, or force enemies
- to avert your path. The heavy has its detractors, but they all run away from Sascha when it's pointed at them.
- Your main obstacles will be spies and snipers, who will take you out indirectly. However, you are not invincible.
- Sustained fire from anyone will kill you. An on-task pro player of almost any class, if they start firing before you
- rev up, will hurt you and can kill you. You are the slowest class, and anyone who can will take advantage of that.
- However, it isn't always bleak as heavy. If a medic pairs up with you, you are an incredible force. If you get
- ubered, anyone sane will run away, and anyone who doesn't run will be slaughtered. Kritz ubers function even better
- in some situations. With 27 your minimum damage per shot, and your obscene firing rate, there isn't a class that can
- stand sustained critical fire.
- III. Your Arsenal
- The heavy has three weapon slots, the standard tf2 setup: primary, secondary, melee. Your base setup is the
- venerable minigun, a shotgun, and fists. An array of additional weapons is available through drops: two new
- miniguns, three delicious meals, and four different sets of gloves.
- Minigun
- The minigun is one of the best mid-close range weapons in the game: high damage output up close, a high rate
- of fire, and a good amount of ammunition. It takes a second to rev up, and has you move slowly whilst revved up. The
- sight of a heavy with a minigun alone strikes fear into enemies. Always aim at an enemy in the chest, and stay alert
- so you can track them. I've seen heavies so engrossed in power their reaction times slow, and a simple scout can
- take them out. You must keep an eye out for ammo- a walking heavy with only fists is a sitting duck for anyone.
- Natascha
- The minigun unlock has a simple tradeoff- less damage for impacting enemy speed. This weapon used to be
- feared, but a recent nerf has removed some of its power. It's still fearsome, as one hit can slow a jumping scout to
- a standstill and leave him open to friendly players' attacks. This weapon isn't effective in a close-to-mid 1 v 1
- fight. I prefer not to use it, but play how you want.
- Brass Beast
- This thing is pure power. Nothing can touch you with the huge damage increase... provided you can spin up.
- In my opinion, this thing makes you into a sentry.
- Shotgun
- This weapon plays second fiddle to the miniguns, and usually is swapped out for a food item. But if you are
- lucky, it can rail damage without a windup period.
- Sandvich
- This seems like a gag weapon, but the majority of heavies use this instead of a shotgun. Why? Eating heals
- you fully, and throwing it on the ground heals whoever picks it up for half health. Eating takes a few seconds-only
- do it when you are sure no damage will come to you and no spies/snipers are around. Throwing is instant and you can
- pick your snack up instantly. 300 health now or 150 later-the choice is yours. A small mind-trick I've seen: afte
- rpopping out and taking a beating, run to cover, quick-throw-eat your sandvich, and return to the fray. The enemy
- will think you are weak, but you've got more health than they think.
- Dalokohs Bar
- Not as good as the sandvich- there, i said it. However, in play without any medics, it can be slow-eaten for
- overheal and a small heal. It cannot be thrown or shared, and unless no medics are to be found, this weapon is hard
- to recommend.
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