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XiD
01-08-2010, 02:02 AM
The Heavy



http://img694.yfrog.com/img694/138/1255044790268.jpg

tl;dr: Be aware, protect your medic, know good spots, communicate.

I am writing this guide because Heavy is my favorite class, and I often see players misusing it or not using it to its fullest potential. Heavy is interesting because the skill of playing a heavy isn't necessarily snap aim or fast dodging skills. Let me say that this guide is long-winded, but I promise its worth your while to read it.

What makes a good heavy good is, most importantly awareness.

Awareness comes in many different aspects:


Knowing the map. Where are the health packs? The ammo packs?
Knowing where your team is. Do you have someone backing you up? Are you alone in the enemy base?
Are you backstabbable? Have you been checking your corners to ensure a spy isn't waiting for you?
Actively seeking out and remembering where enemy snipers are camping
Where is your medic? Is he in danger? Is there a spy next to him?
Your own health level. This seems obvious, but most new players don't understand the value of retreating. Fall back to a medic or health kit if you are about to die and have the ability to retreat. You could be back in the action in 10-15 seconds instead of the 20-40 it could take you to spawn and walk your slow ass back.


These aspects are crucial to playing a heavy. An aware player rarely gets backstabbed, and rarely gets ambushed by odds that he cannot handle. He rarely gets headshotted by a sniper he didn't see. These are preventable, stupid deaths that the heavy has control over. It simply requires the player to look around; getting focused on one player/doorway/path is a common issue that new heavies suffer from. We may walk slow, but we turn as fast as everyone else - you shouldn't be getting snuck up on.

So beyond looking around more, what can you do to improve your heavy game? First, perhaps most importantly, positioning is key. Let's take a look at some classic spots in Dustbowl that the heavy is extremely powerful in:

(note that I play on 1280x1024. I shrank to 800x600 for ease of viewing)

http://img691.imageshack.us/img691/9209/heavyspot3.jpg
http://img689.imageshack.us/img689/1396/heavyspot2.jpg
http://img85.imageshack.us/img85/1830/heavyspot1j.jpg

See what they all have in common?

1. Confined areas. The heavy is best when he's up close, in your face. These areas all give him great opportunities to hop around a corner and blast someone in the face. He is nearly unheadshottable and spies will have a tough time backstabbing him when the heavy is appropriately aware.

2. Healthpacks. Heavies have the highest base HPs in the game at 300. This means health packs give them a tremendous amount of HP back. Killing a heavy that appropriately abuses healthpack spawns is irritatingly difficult. This is a large part of playing heavy correctly. A good heavy knows when to push and when to retreat to his health packs, or further back into his base/spawn for health.

3. Ammopacks. Besides health, our minigun chews up ammo fast. We're going to need a steady supply if we are in for the long haul with our ownage.

Let's take a look at the three main opponents to the heavy.

The Sniper
The sniper is the ultimate bane of the heavy. Able to kill him from miles away, with no chance for the heavy to retaliate, they are the heavies number one enemy. This is easily avoidable by placing yourself in areas or situations in which a sniper cannot headshot you without significant risk of being annihilated by your spray of doom. See screenshots above for examples of good spots.


The Spy
Spies are the next hard counter to a heavy. The heavy's huge size makes a gigantic backstabbing hitbox. Combined with our very slow runspeed, the heavy is a spy's "lolz" kill. The spy is interesting as it requires the jump on us. If we protect ourselves by checking around corners/flanks often, we can prevent these most often. Occasionally you will be backstabbed - its impossible to avoid entirely - but most of them can be easily prevented.


The Demoman
The demoman is a tough kill for the heavy, if the demoman has ample skill. A good player with the grenade launcher can drop your health extremely quick, often killing you before you have a serious chance to kill them. His stickies can also be a challenge, but more often than not, I find GLs to be a bigger threat. Demoman are the toughest opponent for a heavy, as it requires you to make judgement calls on when to stop spinning to avoid fire since he can put out such a high DPS. More on this later.

* Note that two of the three hard counters to a heavy is completely avoidable in most circumstances. This is why I believe heavy is still a strong class, unlike most of the steam forums (qq).


Advanced Heavy Tactics
So you're thinking to yourself, this is great, but how do I change my game? There are a few techniques that elevate heavies tremendously in the pwnage category. Luckily, they are all easy tips that don't require much practice, if any.

Jump Spin
First and foremost, the jump-spin is paramount. The jump-spin to the heavy is the rocket jump of the soldier and the stickyjump of the demoman. If you aren't using it, you're not playing the best you could be. The jump-spin is straightforward, and not difficult: when you are going to begin spinning your gun, you should always jump and then immediately begin spinning mid-air. Since we run so slowly while we are spinning, we don't want to begin spinning and then turn a corner - it's a dead giveaway that we are about to show up. Any good player will take precautions against you at this point - start firing at you, run away, etc. Thus, this last boost of speed as you begin spinning is crucial for the heavy to turn corners quickly and effectively, while still providing to be a threat as soon as possible. Reiterating, whenever you turn a corner, you should always be jump spinning. Even if it means you stop spinning only to jump spin around the corner.

Take another look at the screen shots above. Look at how easy it is for a heavy to jump-spin into a doorway, surprising enemies with how quickly he turns the corner - and how fast he's in their face with bullets. Taking too much damage? Stop spinning and run back to your healthpacks. Repeat ad-naseum, until the other team builds an uber just to kill your ass.

Retreating, and the Sandvich
The other big difference between a good heavy and a bad heavy is knowing when to retreat. When the heavy update was released, Valve gave heavies their best friend (besides the medic): The Sandvich!


http://www.britishgaming.co.uk/wp-content/uploads/2008/08/sandvich.jpg

I rarely use the shotgun on the heavy these days. And I mean rarely. I think the last time I didn't have my sandvich equipped was because I lost connection to my Steam loadout. The sandvich gives the heavy a crucial survivability tool, at the price of losing mobile ranged damage. A fair tradeoff, I say, as you shouldn't be in huge open areas without your team surrounding you, or the enemy far off. If you are, you're doing something wrong.

The sandvich heals the heavy beyond his maximum 300 health. This means you can eat a sandvich and survive a rocket or two and still come out with max health. Furthermore, a feature that most heavies don't realize is the sandvich has a right-click ability. It throws the sandvich on the ground, which turns it into a half-healthpack (restoring 150 hps immediately to a heavy, and extinguishing him). This is beneficial for two reasons:

1. You need health, and you need it now. Good examples are you are burning to death waiting for a healthpack to spawn and you know the enemy is right around the corner. Without ample time to eat the sandvich, and without your godsend healthpack spawn, sometimes we need health in an emergency. Bust out your sandvich, throw it away from the enemy (so you are running away from them as you do this - hopefully you can throw the sandvich around a corner) and grab it. There is almost no delay from when it hits the ground and when you will receive healing from it, so run over it immediately.

2. Your medic needs health immediately. Good examples are a medic burning to death behind you as you just slaughtered some baby pyro that thought he could put a dent in you. WE LAUGH AT THE BABY PYRO. Alternatively, if a large group of enemies is about to turn the corner and your medic is low, its a good idea to top him off.

It should be noted that when you throw your sandvich, you cannot get another one until you die or retreat to spawn for the lockers. Thus, this is an emergency-only maneuver.

* Note how both of these scenarios require excellent awareness. You or your medic is close to death, its an emergency, and you know the enemy is about to turn the corner. Without good awareness you will know none of this, and will probably let your medic burn to death, or perhaps start eating a sandvich only to have the enemy team come curbstomp you in an embarrassing taunt kill.

XiD
01-08-2010, 02:02 AM
Spin cancelling

The heavy's biggest weakness is his ramp-up time to doing actual damage (the animation where we begin spinning our gun) combined with his slow, so very slow movement when it is actively spinning. This means that many players will begin spinning in a fight and never, ever cease until everyone around them is dead, or they are dead. This normally isn't very effective as you are a rather stationary target for an extended period of time, which any good FPS player knows isn't a good thing. A good heavy knows when he's getting beat and to stop spinning to retreat, or gain speed necessary to dodge projectiles.

Fighting the demoman, for instance, is very difficult if you simply spin endlessly - his GLs will pop your health down in huge chunks, and he'll definitely out-DPS you if you are outside of close range. Thus, when I fight demoman at medium range, and I'm getting beat, I immediately stop firing at him and retreat. Or, I stop firing, dodge his GLs until he has to reload, and then jump-spin to get some damage off as he is forced to reload. The weakness to the projectile classes (soldier, demoman) are their extended reload times. Abuse this: move around without firing as he expends his ammunition, then jump-spin and lay on the pain as he is forced to reload. Good judgment is required when doing this - good players will simply kill you if you try to outdance projectiles all the time. But, if you use this tactic infrequently and appropriately, it will raise your game.

One of the tactics that I use often is I will spray a few bullets into the soldier/demoman until they have hit me with 2 rockets or 2 gls. At this point I will stop spinning, run around the corner to my healthpack (or eat/throw my sandvich) and then jump-spin back at them. The idea here is to eat half of their clip, so that when you turn back around the corner, you have lots of health to eat their next two attacks - meaning they have to stop and reload, while you pile on the pain and kill them. This is how I consistently top charts as a heavy - you and your enemy will do mutual damage to each other, but you are positioned in a spot to give yourself a health pack, or sandvich. Thus, you have the advantage, always (theoretically).

The Bob and Weave

A good heavy never stops moving. Ever. He never stops dancing sideways, back and forth, and alternating between crouching and standing (somewhat rapidly - one second standing, one second crouching, etc) as he fires his gun. You are a huge fatass with a giant hitbox, so MOVE! Don't make yourself an easy sniper target, or a sucker for crit rockets flying at you across the map. Be evasive; constantly move side-to-side in an unpredictable, unpatterned manner. Most snipers aren't good enough to headshot you consistently like this, so you'll tank a body shot and have fair warning to move to cover, saving your life.


The Medic


http://www.ubercharged.net/wp-content/uploads/2009/03/tf2_medic.jpg

The medic is your lifeblood. He is there in your time of need. The medic turns any decent heavy into a killing machine, and will turn a great heavy into an unstoppable juggernaut that will have the other team quitting for another server (sadly, this is not a joke). He gives you freedom to move away from your health pack spawns. When overhealed, you cap out at four hundred and fifty goddamn john denver hitpoints. This will tank a retarded amount of damage, including a direct crit rocket or direct crit GL.

* I am going to assume your medic is good. I am not writing a medic guide. A good medic will not die stupidly, even if you do. If your medic sucks, its a bit of a burden at times, but you can still manage great.

Communication between the medic and the heavy is of the utmost importance. A heavy needs to let his medic know when unbeatable numbers are about to turn the corner, and it is time to flee. A heavy needs to let his medic know when to deploy the ubercharge. A heavy needs to be able to tell his medic that a spy is behind him. All of these things must be done immediately, without delay. That means that if you don't have a microphone, you won't be a good heavy. Sorry, it's that simple. Get a microphone and start contributing to the team.

It is the heavy's task to protect the medic. You must know where your medic is at all times. I use a general rule of thumb: if you haven't seen your medic on your screen in the past 5 seconds, he could be about to be backstabbed, ambushed by a pyro, destroyed by a crit rocket from a soldier that flanked you...you get the idea. Ensuring your medic is safe at all times is absolutely necessary. It should go without saying that this doesn't really matter during the ubercharge.

The Godmode Complex

One of the biggest ways to tell if a heavy is good or not is if he knows when to retreat even while he has constant medic healing. There are times - rather often - when you become the center of attention and you start taking lots of damage fast. If your health drops below half, get out of there. If you see 5 people running at you blazing guns and rockets, use judgment on whether or not you should start falling back (shooting or not). Let your medic overheal you to something above 300, and only then should you head back to the front lines. If you die, your medic will probably die, and now you're both back at spawn with a 0% uber charge. Way to go, loser. Next time, fall back, get healed, and get back into the action a measely few seconds later.



An Effective Ubercharge

Because we run so slow while our gun is spinning, ubercharges can be wildly useless at times. If you are being ubered to charge a base with 3 overlapping sentries 50 yards away from you, you should probably just have your medic uber a demoman instead. If some amount of running is required (think of the last point on dustbowl's "gorge" map) then you should run approximately one third to one half of the ubercharge without spinning your gun, only to jump-spin for the last 2/3 to 1/2 of the ubercharge. This takes judgment that you will gain with time as far as how much you should run without shooting. It's a tough decision to make, as you feel like you are wasting an uber as you charge ahead without firing - but if you have to get closer to the point to be an effective weapon, then you must. Kill the players closest to you.

The Lone Heavy

Heavys do not require a medic to be effective, or a highly destructive killing machine. If you don't have a medic, don't despair, you simply need to play a little more conservatively, camping your healthpack spawns effectively. Playing offensively (such as Blu in dustbowl) as a heavy without a medic can be rough - I normally don't, unless the enemy team has zero sentries up and we have a teleporter running. Defensively, however, the heavy still shines. After all...the heavy is classified as a Defense class.


Weapon Comparison

Natascha:

http://www.steamgames.com/tf2/heavy/images/04_natascha.jpg

Natascha is an interesting weapon. You sacrifice 25% of your killing power - no amount to scoff at - for the ability to "slow target on hit." Sounds lame, right? This is debatable: Some heavies laugh at the Natascha, labeling it useless as they'd rather simply kill the player faster. Some heavies swear by it. I happen to be in the latter category. Natascha offers a few benefits:

* Scouts, pyros, and medics become laughably easy to kill
* It completely shuts down a Demoknight/Targelander (sword and board demoman) as their charge immediately stops if you hit them with just one natascha bullet.
* You can slow down flag runners in CTF games
* You slowing down another player sets up great assist trains on said player. The slow is significant, as you slow to a complete crawl. Other players will jump on this sitting duck. I've had a great sniper friend of mine combo with me as I natascha'd - I'd slow them down, and he'd have an easy headshot. Great combination. Or, try it with a soldier - those rockets will tear apart any stationary target. Or, it gives your pyro friend an easy target to catch up to and spray fire into the enemy's face.
* When a player is in your face, you slowing him down will absolutely punish him in hitpoints: at point blank range, without having the ability to dodge through your minigun spray, you'll simply annihilate whatever you're pouring bullets into.

The reason I love Natascha so much is I feel I get WAY more kills with Natascha that I otherwise would miss out on, thanks to the slow. When I am playing heavy, I bet you 1 out of every 3 kills I get is because the player couldn't run away from me when he turned the corner into my face (how terrifying that must be).
Scouts simply fall over and die next to you, medics cannot flee from your spray, pyros struggle to get close to you...the list goes on. And I should point out how many times I've killed some player desperately trying to turn the corner away from me, only to be slowed to a crawl and gunned into the wall instead. I wouldn't get these kills with the regular minigun.

XiD
01-08-2010, 03:09 AM
However, the damage loss is notable. You will have to work harder for soldier, demoman, and other heavy kills. Plus, an engineer can more easily outheal your natascha damage on his sentry. I personally do not mind this as my dodging capabilities and playstyle lead me to kill these classes without too much trouble anyway. Or, in the engineer's case, you shouldn't be pushing a sentry without an uber anyway - at which point you are either going to kill the engineer himself, or the uber is better deserved on another player.

Using Natascha is a personal preference. You will have to decide what you prefer, as neither weapon is inherently superior - it is a tradeoff.

The Killing Gloves of Boxing (KGB):

http://www.blogcdn.com/news.bigdownload.com/media/2008/08/kgb-bd.jpg

I'll start by saying that the difference between the KGB and the regular fists isn't really game changing. It's a melee weapon in either case. However, lets take a look at what the KGB offers us:

* Upon killing someone (with the KGB), you gain crits for the next 4 seconds.
* Longer delay (I believe its 25%) between each individual punch.

The crits can chain off itself, meaning you can kill someone with your KGB, one-shot someone else next to you with your now-crit KGB, and the crits timer resets to 4 seconds. This can have some hilarious results if you pair up with a medic buddy to do some just-for-fun ubers. I've killed five people in one ubercharge with the KGB because it was me and my medic friend defended the last capture point against half the other team's push, alone.

It should be noted that the crits is for all weapons - meaning you can switch to your minigun and fire off some crit rounds. However, due to the weapon switch delay on top of the spin-up delay, you only get about 2 seconds of crits if you switch immediately after you KO someone. I've gotten a kill or three from this before, but it's nothing major to bank on - it doesn't really change the way you should play heavy.

The delay between each swing is barely noticeable to me, honestly... I can land two to three punches in a row no problem in most close quarters battles, and with 300 hps I can normally live through whatever I have to punch. However, just like with the Natascha, it's a personal preference thing. Give both a try and figure out which one you prefer.

I hope this guide helps. I'll be surprised if anyone actually read this far, so if you did, thanks for taking the time. Maybe now I'll have some decent competition on these Maverick servers.... ;)

fenster
01-08-2010, 08:52 AM
Wow, awesome guide. I think heavy and scout are the two classes that I have less than an hour total play time in, so basically all of this info was complete news to me. If anything else, for me it's an interesting look into the dynamic of a heavy and how a good one (theoretically) will react.

Doubt it'll help me kill you though. :|

Anyhow, props again.

Raethen
01-08-2010, 11:29 AM
Thanks for the info XiD. Very informative and some great tips. Someday I will dominate you again!

The Announcer
01-08-2010, 11:55 AM
I just invisi-stab fatasses, and steal their sammich.

Trosck
01-08-2010, 12:13 PM
I will be completely honest and say that most of the 'skill' I have playing heavy came after I watched Xid annialiate me as a soldier. Having a heavy jump through a doorway, barrel blazing in your face, is not a fun experiance. I still have nightmares...

Trosck
01-08-2010, 12:14 PM
I just invisi-stab fatasses, and steal their sammich.

If there was a class that had no other offensive capabilities other than killing any near spy instantly I would never be anything but...

The anger...it rages...

fenster
01-05-2011, 04:09 PM
You know, I was just reading this because I was bored, and I think I noticed an error...

in the medic section you say that a fully buffed heavy and withstand a full powered sniper headshot, but I don't think that's accurate. As far as I know (I haven't looked this up because, although bored, I'm lazy) a sniper headshot at full power does 450 damage, exactly enough to kill a buffed heavy (I'm sure that's intentional). Food for thought.

fenster
01-05-2011, 04:10 PM
You know, I was just reading this because I was bored, and I think I noticed an error...

in the medic section you say that a fully buffed heavy and withstand a full powered sniper headshot, but I don't think that's accurate. As far as I know (I haven't looked this up because, although bored, I'm lazy) a sniper headshot at full power does 450 damage, exactly enough to kill a buffed heavy (I'm sure that's intentional). Food for thought.

Raethen
01-06-2011, 01:26 PM
You must be really bored since you decided to reply twice.

XiD
01-20-2011, 10:15 PM
You know, I was just reading this because I was bored, and I think I noticed an error...

in the medic section you say that a fully buffed heavy and withstand a full powered sniper headshot, but I don't think that's accurate. As far as I know (I haven't looked this up because, although bored, I'm lazy) a sniper headshot at full power does 450 damage, exactly enough to kill a buffed heavy (I'm sure that's intentional). Food for thought.

You are right, I made the fix.