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How to not look like an idiot in Team Fortress 2: the Heavy Weapons Guy

11:21 AM on 10.05.2007, Anthony Burch 17 comments

     Source Engine

wereww

Still your hearts, my handsome gals -- we're halfway through our ten-part "How to not look like an idiot in Team Fortress 2" series. You know what that means; only five more days until The Orange Box!

Today, we highlight the Heavy Weapons Guy, a character who literally needs no introduction.

So, I won't write one. 

When playing as him:

-Find a medic buddy

The HW Guy is pretty powerful on his own, but he's also tragically, irritatingly mortal. I've seen HW newbies run out, guns-a-blazing, under the severely mistaken impression that their 200+ points of HP will keep them alive for longer than ten seconds in the face of a Soldier, Demoman, Pyro, or other HW Guy.

Finding a Medic buddy (usually by hitting the E key repeatedly until someone on your team gets so annoyed they switch to the Medic class just to shut you the hell up) will triple the length of your average life, and will force your enemies to reconsider their strategies in dealing with you.

I'd link to the Penny Arcade comic about this, but you've probably already read it. So, screw that.

 

-Get the minigun ready before heading into battle

Holding the secondary fire key -- which should be bound to right click, unless you're insane or something -- will rev up your minigun, requiring but a single click of the left mouse button to fire. Attempting to fire by holding the left click requires a good second and a half of waiting, as the HW Guy lowers his minigun, sets it a-rotating, and then fires. If you find yourself in a position where you're at least 50% sure an enemy is around a corner or in a room you're about to enter, there's no reason not to be immediately ready to start firing.

Conversely, though, keeping your minigun in this position slows your walking speed from "turtle" to "turtle dipped in maple syrup with two of its legs cut off." It also makes a hell of a lot of noise, generally ruining any and all attempts to ambush the bad guys. Only rev your minigun when you're pretty sure there's some killing to be done; no more, no less. 

 

-FREQUENTLY check your backside

Spies derive a downright insane amount of pleasure from stabbing Heavy Weapons Guys. They consider it one of the most helpful things they can do, aside from sapping enemy sentry guns. Even ignoring all the damage the HW Guy can do and therefore how much danger he presents to an opposing team, the HW Guy is slow-moving, generally played by people who don't want to do a lot of thinking, and has a huge goddamned back that simply aches to have a knife inserted into it.

That in mind, always Always ALWAYS check your backside as a Heavy, whenever possible. Hell, you don't even have to stop firing; if a Spy is cloaked somewhere behind you, a few seconds of spray from the minigun should kill him. If you see anyone approaching you from behind who isn't a medic who is already healing you (Spies love to disguise themselves as Medics and approach Heavies from the back -- the only way to tell the real deal from the fake one is that Medics will heal you immediately from a distance, whilst fake Medics will insist on getting extremely close before stab-stabbing you), hit them with a few seconds of minigun pain. It doesn't really require that much effort or time, and the rewards of frequently doing this are incalculable. Nothing pisses off Spies more than an intelligent Heavy Weapons guy.

 

-Learn to love the Ubercharge

Many Heavy Weapons Guys -- hell, many Team Fortress 2 players in general -- tend to play with reckless abandon. "Hey, if I die, I'll respawn in a few seconds," they think. Usually this attitude results in Scouts running headfirst into flag rooms or Spies excitedly attempting to backstab every enemy they lay eyes on, but Heavy Weapons guys usually exhibit this ignorance of death by not respecting their Medic's ubercharge.

The Ubercharge takes a few minutes of sustained healing to fully charge up, and, for most Heavy Weapons Guys, this is too long. Since they are, after all, Heavy Weapons Guys, they already consider themselves kind of invincible -- the addition of a Medic only multiplies this feeling. Therefore, most HW Guys don't really take the Ubercharge into account when formulating strategies; of course, they like it when they find a Medic who is 95% charged and can activate it whenever necessary, but they won't usually wait outside a flag room as their Medi-buddy's ubercharge increases from 70% to 100%.

Well, you should.

Apart from the really obvious benefits of goddamned invulnerability, there's not much more that needs to be said about the usefulness of the Ubercharge. Waiting a mere one or two minutes in exchange for ten straight seconds of total invincibility is a small price to pay, especially as a class who can effortlessly deal with enemy attackers during those said one or two minutes. Be patient; it'll pay off.

 

-Use teleports

Heavies, as mentioned earlier, are ESS-ELL-OH-DOUBLEYOU. Take teleports as frequently as possible (so long as you have a general idea of where they exit, anyway).

 

-Keep an eye on your ammo

The feeling of invulnerability every HW Guy experiences is often inextricably linked to a feeling of carrying unlimited ammo. After all: 200 is a pretty big number when viewed out of context, and most Heavies are too busy worrying about the state of their medic or pwning their next beeyotch to keep an eye on ammo conservation. 

You'll find, however, that a little bit of conservation (when it comes to the Heavy, at least) goes a long way. The ammo crates sprinkled throughout each level usually contain enough minigun ammo to keep the Heavy supplied up until the next ammo crate, and the miniguns of fallen enemy heavies will usually do an even better job of helping you along.

Regardless of how you get ammo, the only important thing is to know that you need ammo. Heavies can provide a great deal of useful covering fire, and given their massive killing capabilities, they tend to eat up ammo rather quickly. Mind your reserves and don't be afraid to run back to recharge your minigun. Yeah, the Heavy has a shotgun and his fists, but they're really no substitute for a fully-loaded chaingun.

 

When playing against him:

As a Spy, engage your cloak really early when walking behind him; this gives you the opportunity to memorize his movement patterns and learn when he turns around to check his back (if at all), and therefore when to strike. If you're disguised as an enemy combatant (I'd suggest Scout), always run past the Heavy first so he will mentally cross you off his "To Kill" list, then either double back around and stab him, or wait for your team to start shooting in your general direction, thus giving you an excuse to act scared and backpedal. People usually don't fire at teammates who run backwards toward them -- exploit this fact and gank the Heavy just when he thought he was safe.

As a Sniper, you should have a pretty easy time headshotting the Heavy, so long as he stays in plain view (which he really shouldn't).

Pyros and Demomen are great for setting Heavy ambushes; the Pyro's flamethrower will usually ignite both Heavy and Medic, confusing the two and allowing other allies to attack them en masse. The Demomen's sticky mines, if he places enough of them hidden sufficiently, will be powerful enough when simultaneously detonated to kill any Heavy, regardless of how many Medics are healing him at any given time.

If a Heavy is hanging out with a Medic, go after the latter first. Obviously. If you absolutely can't go after the Medic because he's intelligently standing behind a doorway or something, have your teammates concentrate all their fire on the Heavy. Make sure to strike simultaneously; if a grenade hits, then a few seconds later a sniper hits him in the chest, then a few seconds later a Soldier bullseyes him with a rocket, the Heavy will probably either have been healed up in between attacks and cancelled out the damage done to him, or he'll have just enough health left to retreat with the Medic and fully recharge himself. Don't give him that chance.

Always sneak up on a Heavy's back, whenver possible; they're somewhat slow to turn, so a few extra seconds of surprise damage to them can make all the difference in the world (especially if you're a HW Guy as well). 


Next page: More Valve stories




B-Radicate's Avatar
B-Radicate at 10/05/2007 12:18
I haven't touched this game yet in anticipation of the 360 release (and the fact my PC isn't powerful enough to play it, haha). These articles are great for those of us who haven't had the opportunity to play yet and each one makes me warm and fuzzy thinking about all the fun I'm going to have playing as all the different classes.

I've said it before and I'll say it again, I'm an all out slut for class-based multiplayer games and this will more than fit the bill. Keep the articles coming!
DeusPayne's Avatar
DeusPayne at 10/05/2007 12:31
@nyteshade: Don't make assumptions. HW guy aiming for the head doesn't do anything. Snipers are the only ones who get head shots, and crits are not body sensitive, it's a random event that's governed by how well you've been doing. (akin to being on 'fire' in NBA jam)
king3vbo's Avatar
king3vbo at 10/05/2007 12:34
mmm its downloading now @ my home computer. Guess what Im gonna do when I get home from work today???
BahamutZero's Avatar
BahamutZero at 10/05/2007 13:03
king - prepare your "O" face
metromapper's Avatar
metromapper at 10/05/2007 13:19
@duespayne. I'm not exactly sure about headshots with the Heavy TF2 (although sometimes when aiming for the head of an enemy as a Heavy I'll get 4-5 Critical Hits in a second), but being on fire in NBA Jam is not random; it happens if you hit 3 shots in a row uncontested.
DeusPayne's Avatar
DeusPayne at 10/05/2007 13:44
Critical hit shots are chosen based on a player's momentum on the scoreboard, causing a player's rockets, bullets and grenades to become visibly colored, and fires with an electrical charge sound. It is important to note the that the sound means that a shot is critical, not the hit, so a player could miss a critical hit if he misses the shot.

There's no shots, it's just based on momentum, just like being on fire was. You got 3 shots in a row without them getting a shot. But in TF2, it's just a bit more complicated in the math, but it's not a function of where you're shooting.

Increased damage for headshots is for snipers only. Period.
Cheeburga's Avatar
Cheeburga at 10/05/2007 13:58
Hootttttt!!!
PaulMorel's Avatar
PaulMorel at 10/05/2007 14:10
Only the Sniper class does extra damage by shooting people in the head. It's one of my only gripes about TF2.
Eschatos's Avatar
Eschatos at 10/05/2007 14:17
My personal favorite way to kill a heavy is as a scout, with the baseball bat. It's really quite easy, you can move a lot faster than he can turn.
Knives's Avatar
Knives at 10/05/2007 14:41
I haven't tried Heavy yet, so far I've enjoyed Medic the most, it's great when you save someone from the brink of death, it's also pretty cool when someone blows up just when you were just about to heal them.
obby's Avatar
obby at 10/05/2007 14:54
A scout is the worst thing to disguise as, ever. Scouts and heavy are the two classes you don't disguise as. The walk speeds are way too different and automatically trigger the "shoot till it stops moving" response in my reptilian cortex.

The disguise you choose should be determined by what's going on on the map and where you are. Lately, the pyro is a prime default choice, they are everywhere and have erratic movement patterns.

Heavies are occasionally one of the few exceptions to the PA rule. A good heavy will immediately do a 180 and smoke you the millisecond the healing stops.

Learn how to spot a good heavy.
balth's Avatar
balth at 10/05/2007 15:17
Another great entry, you should print and leatherbound these and put them on Amazon.

"How not to suck, a heavenly discourse on class-specifics in TF2. By Reverend Anthony"

That is all.
toast!'s Avatar
toast! at 10/05/2007 19:12
if you're playing as heavy and you have a medic friend, learn to use the uber correctly. if you're trying to push for a cap, rush in when the uber is used... dont walk in with your minigun barrel spinning so it takes 8 seconds for you to get to where the enemies are. run in, lower the pain train, and unleash hell on enemies while you're still invulnerable. the more you take out while you can't take damage, the less people shooting at you while you're mortal.


also, take out turrets if possible, because once you come off uber, that turret is going to chew you up. it can also push your medic away or push you away from your medic which makes you vulnerable again.
vandamguy's Avatar
vandamguy at 10/05/2007 23:59
just a quick note when you're pushing a CP or whatevering versus sniper:
i've found tapping the crouch button while firing has given me the ability to avoid a few head shots :)
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