*Eats sandvich, ignores team mates, never goes in a good position, never pre revs minigun, uses huo long heater and hibernating bear, wastes uber, thinks he's a god*
1. The Importance of Pre-Spinning Sasha 2. Chewing With Your Mouth Open 3. The Right Loadout 4. Thinking You're OP 5. Inefficient Movement 6. Sharing is Caring! 7. Picking Heavy 8. Managing a Push 9. Med Kit Efficiency 10. The Positioning
I've always felt like Heavy was a pretty instinctive class. Of course there are a few things you have to learn about him, like pre-spinning to be more effective as you said, but overall, it's a class even a rookie can use and still have fun. It's not like the Spy which you need 474808khvjnb hours of game to truly master and really have fun with.
It's worth noting that the 'health pickup to restore sandvich' thing only happens if you're already at full health, otherwise the med-pack will just heal you and not restore your sandvich.
Thank you for this. As someone who is a Heavy Main, I really want to feel like I deserve that rank. I want to become a better player and show that Heavies are still an excellent class.
OK...Friend is on fire...no Pyro (that knows what is a M2) around... Step 1: Pick Sandvich Step 2: Press Mouse 2 *Family Business as Secondary* ...Phuck
I use the Natasha. I find it to be quite effective, especially against flank heavy classes like Scouts, Pyros, and Demoknights. With proper pre-spin, the slower wind up is negated. Also, I'm surprised they didn't talk about winding up before you round corners to be ready to fire right away.
Id like to add a litle bit more info about the section "pre-spinning Sasha." The 50% accuracy nerf will be reset to 100% when you spinn for 1 secound and keep that way until you spinn down, HOWEVER, the dmg nerf will be sett to 30% of default dmg EVERYTIME you stop shooting! Even if your stil spinning, this means that if you shoot in bursts you are dealing basily 30% dmg at all times, so if you starts shooting, dont stop, keep walking and shooting from ammo box to ammo box or hug the cart. now for some good news, in the next big update, the Pyro update, they are making so that you only have to be spinning got 1 secound to get the accuracy AND the dmg back =)
Another thing I would add is be wary engaging enemies in places where there are corners. A weakness of the Heavy is that he needs constant line of sight in order to inflict damage to his enemies. This is not an issue for Scouts, Soldiers, Demomen, and Huntsman Snipers who can corner peek to limit the damage you inflict to them while still doing optimal damage to you. If you are caught in a fight with a corner peeking enemy, its best to retreat cause that is not a fight you are going to win.
the killing gloves of boxing are kinda useless. I have tried it is hard to kill people with them due to their slow speed,and even if you do manage to kill them in most cases there re no opponents around and your critcals get wasted.
The Heavy is not complete garbage without a Medic. The Heavy *CAN* function on his own, just at a reduced capacity. The Heavy's sandvich can let him be a mini-medic for his teammates, and he can also be a meat shield or a spychecker.
That pretty much applies to frontliners in general. In the even that the Heavy gets backstabbed or headshot, the next viable guy should take initiative as frontliner (Soldier and Demo are good since they can survive a normal headshot and deal consistent damage across a large group of people, Pyro is iffy but it can work if the enemies are close enough together). That being said, Heavy is the best as a frontliner (he was designed just to be such) and since he's such a bullet sponge, he's usually gonna need the healing the most.
Holy crap the tip.about using voice commands to keep the heavy quiet while he eats is invaluable. I can't count the amount of heavys I have killed because I could hear where they are and put em down when they're defenseless
The Tomislav is a good choice if you are being a ninja heavy where you try to flank your opponents win minimal noise as possible and unleash a lot of damage quickly before they even know you were there. The problem with the minigun(and the other guns as well) is that the spin up takes far too long and is so noisy that the enemy will react before you even get the chance to shoot, whilst the Tomislav is nearly silent and has a very short spin up however it does fire at a slower rate. The recommend loadout for Ninja Heavies is the Tomislav for the primary, either Sandvich or Dalokohs Bar for secondary slot (you will be away from supporting medics so you will need alternative sources for health) and for the melee and the most important part of the Ninja Heavy loadout after the Tomislav is either the Gloves of Running Urgently or Eviction Notice. The Heavy is a slow character and he needs extra speed to not only be able to reach flanking spots with less chance of being spotted but if things gets dicey he needs to be able to get out quickly. You might want to consider carefully which weapon to chose as they have their own consequences. The Gloves of Running Urgently allows you travel faster by 30% but it will mark you for death turning all enemy attacks into mini-crits, which the effect last for 3 seconds even if you change weapons. Also it is 50% slower when switching from the gloves, and has a 25% damage penalty which means you are vulnerable in unexpected encounters whilst traveling to your destination. The Eviction Notice has 15% faster move speed which means you will take longer to travel than the G.R.U.s and have a 20% damage taken penalty and has a 60% melee damage dealt penalty, however you attack 40% faster when you have the eviction notice active and if you hit an enemy you do get a 3 second speed boost allowing you to escape sudden face up encounters which you can put distance between you and the enemy allowing you to swap to your main weapon. Also the damage taken penalty will not persist after you change from the Eviction Notice.
also the huo-long heater is awesome,if you use it in maps with narrow paths such as 2fort it becomes great. it's downside are not as bad as people think.
Even though I haven't played TF2 for about a week now. I think I'm gonna try and main Heavy. Though he was my first ever class to pick when I got my hands on TF2 in 2012
There is one more mistake: Don't try to rush to hard. A heavy is a defensive class and having a single heavy going against an entire team will not end all that well. So instead of attacking like a tank, hold back and wait for your team
The tomislav is a sidegrade. It does what it's supposed to and it does it well, but up close against any other minigun (save the Natascha) and you're outdamaged and overwhelmed. But the Tommy shreds at mid-range
Another general tip is to leave behind a sandvich whenever you heal with a medkit. Its no make or break thing, but your team will benefit from it and it is good manners.
MEMDIC nobody like Scout because of how fucking annoying they are to fight, as a scout main it's fucking hilarious to see a heavy kill me only to get killed by someone else due to the fan o war's marked for death effect and get an assist.
Ok, the Huo-Long Heater does actually have one viable use - cart heavy. If you just stand on the cart constantly reving, you mitigate the ammo drain while revved and act as a passive "anti-spy" field to boot as any enemies that come close to you are lit on fire. You can then proceed to mow them down even quicker than normal. Downside, of course, is that Cart Heavies are stupidly vulnerable to Snipers.
top 10 pyro mistakes 10. w+m1. Don't run straight at a large group of enemies, unless you're a phlog noob. Flank enemies to surprise them and actually kill them, instead of giving a half-baked smokescreen for your teammates behind you. 9. Reflecting. While not many players can actually reflect projectiles with any sort of accuracy, even just blasting them off to the side keeps your teammates from taking any damage from them. 8. Extinguishing. If you see a teammate running past you, burning like a marshmallow on a camping trip, don't ignore them, use alt-fire to extinguish them. 7. Snipers. Don't go running at a sniper with your flamethrower out, use a flare gun to light them on fire first. They start flinching with every tick of damage, which makes it a lot harder to aim. 6.Water. If you're unlucky enough to land in a map with a lot of water, just remember not to use your flamethrower while swimming. Go with the neon annihilator, and use your flare gun to lure your enemies to the water for that guaranteed crit. 5. Ubers. If you get a stock uber from a medic for whatever reason, do what you can with it. Ubered pyros are extremely effective against sentry nests, since their flames pass through the engie's buildings. 4. Spies. There are always spies. Doesn't matter if you don't see any backstab kills, there are always spies. Puff a little fire over each of your teammates whenever you pass them, don't run right past and potentially miss a spy. The 1-2 ammo used for each puff is worth a lot less than your teammate's life. 3. Flanking. Make sure to memorize the layout of each map you play on with any regularity. Doing so will allow you to get behind groups of enemies much more easily without them seeing you, which makes the backburner complete hell for the enemy team. 2. Playing Pyro. Just like every other class, pyro has a degree of situationality. Don't go pyro when the objective is in the middle of a wide open area with no way to flank, or if there are already three pyros. A good pyro is extremely effective against spies, soldiers, demomen, and scouts, and even heavy-medic combos in the right circumstances. 1. Nerves of Steel. Be ready for constant insults and grief about how you play the class. Pyros in general are treated very similar to that one gibus spy that dominates half the enemy team, regardless of how well you do. While pyro is one of the easiest classes to pick up, it's also got a surprisingly high skill ceiling, which many players don't understand because of how new players use pyro.
The Huo-long heater is DEVASTATING if used properly. It's situational, but if you can ambush people on tight maps you'll do well. Also good for pushing the cart. And you don't waste any extra ammo if the spin up animation isn't complete. Just got to feather the trigger.
Most of this advice is pretty solid but I have a few nitpicks. Firstly the tomislav at close wins by drawing first not by dealing more damage. When both heavies spin at the same time the tomislav will kill the opposing heavy after he is fully reved. It's not just used for longer ranges but for quickdrawing. Not saying the tomislav is the best but there is more to it than just shooting at long range. Secondly heavy doesn't always need a medic. On defense he can abuse dispensers to provide health and ammo while providing usually good positioning to defend and corner peek. On payload offense the cart provides similar advantages and behaves as a mobile shield for blocking incoming damage. Playing heavy on flanks for defense can do very well without a medic as you will only be fighting other flanking classes. Flanking also provides good positioning to keep you out of direct fire and usually leaves lots of props and corners for you to peek behind. Just becuase there isn't a medic doesn't mean you can't play heavy. It depends on the gamemode, the map, whether you're offense or defense, opponents team composition, and current game state. By all means there are a lot of situations when another class can do better, and by all accounts you should switch when it isn't optimal. And lastly there wasn't mention to the eviction notice which is slightly slower but leaves you less vulnerable than gru. (Soon when valve actually releases the pyro update gru and eviction notice they arw subject to change.) The gru is great for flanking not getting to the front line as it takes too much time atm to wait for minicrit to expire and rev in time to do damage. Eviction notice is better for optimizing time usage. Most dedicated heavies I know including myself avoid gru as it's too risky. Those are just my nitpicks though I'm sure other heavy mains will fight the whole tomislav vs minigun or gru vs eviction notice. debates, but oh well it's mainly preference.
Naw you just spin up while jumping for The Brass Beast and wait for enemies to rush you when you have Natasha because even one bullet from the Natasha slows an enemy. You were right about the Tomslov though.
the sharing is caring part is really hard to do when the whole server is in one small place last time i did that which wwas yesterday i gave my buffalo steak to an enemy demo while i was trying to give it to a sniper
Sniper and medic combo from my experience is also a good this is why: you can easily charge your ubercharge, you can help the sniper not getting killed fast with your overheal and and when needed ubercharge the sniper if you get attacked
Very useful guide! The best thing I learned from this is the pre-spin. I used this tip on casual and was called a hacker with aimbot. HE HAS NO SPREAD!
There was only one situation I found the Hu-Long Heater to be useful. I was playing a capture mode and everyone in the match was gone, leaving just me and two others on the enemy team. Both of whom were scouts. Whenever I got on the point to cap they both would run up and run circles around me to avoid attacks. I brought out the Huo Long Heater so that each time they tried to run tight circles around me they would get set on fire and die. I ended up winning cause the strategy the Scout players were using no longer worked.
Tip for heavy medic uber push on sentry, let the medic jump in first to tank the knockback of the first rockets, then the heavy can directly head to the sentry
#8 is the Medics job, I personally ALWAYS push towards a sentry when I uber a heavy or w/e class, so I take the sentry pushback an allow the dmging teammate to kill it.
Btw with tip 7 i usually go heavy even when there is no medic because most often i can rely on my dalokas bar for hp and i always end up top scoring by a landslide.
There should've been a mistake, along the lines of, "don't mindlessly shoot, be aware that you're taking damage" or something like that. I'm, obviously, taking about those hatless, brass beast using heavies, that, no matter what's happening to them, have no situational awareness and only pays attention to whatever's in front of them.