Editing Heavy (6v6)

Jump to navigation Jump to search

Warning: The database has been locked for maintenance, so you will not be able to save your edits right now. You may wish to copy and paste your text into a text file and save it for later.

The system administrator who locked it offered this explanation: We are currently working on upgrading comp.tf. Edits will be locked for most of March 2025, or until further notice. For questions, please contact staff on the comp.tf Discord. I apologise for the inconvenience.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

This page supports semantic in-text annotations (e.g. "[[Is specified as::World Heritage Site]]") to build structured and queryable content provided by Semantic MediaWiki. For a comprehensive description on how to use annotations or the #ask parser function, please have a look at the getting started, in-text annotation, or inline queries help pages.

Latest revision Your text
Line 22: Line 22:
 
*Try not to get healed when at low health.  It takes too long to heal a lit Heavy to full.  Get health packs instead, the Heavy's large HP means it's the most efficient class to take health packs.
 
*Try not to get healed when at low health.  It takes too long to heal a lit Heavy to full.  Get health packs instead, the Heavy's large HP means it's the most efficient class to take health packs.
  
*Switch off Heavy when pushing out of last.  The Heavy's weakness is its speed, and it's difficult to push out when it takes so long to travel between points.  This is somewhat less of a problem on small maps like cp_gullywash.
+
*Switch off Heavy when pushing out of last.  The Heavy's weakness is its speed, and it's difficult to push out when it takes so long to travel between points.
  
 
*Don't forget the Shotgun.  While very weak compared to the Minigun, in some cases it can be used to chase lit targets and it's faster to respond to surprises without the rev speed of the Minigun.   
 
*Don't forget the Shotgun.  While very weak compared to the Minigun, in some cases it can be used to chase lit targets and it's faster to respond to surprises without the rev speed of the Minigun.   
Line 28: Line 28:
 
*If you suspect that there's something to shoot around the corner, jump and rev in midair, this allows you to be more prepared for the enemy without losing speed.
 
*If you suspect that there's something to shoot around the corner, jump and rev in midair, this allows you to be more prepared for the enemy without losing speed.
  
*To dodge headshots while revved, rapidly crouch and uncrouch.  While unrevved, you can also jump around and wave your crosshairs around to move your head's position, but the best way is to take cover behind a prop.
+
*To dodge headshots while revved, rapidly crouch and uncrouch.  While unrevved, you can also jump around and wave your crosshairs around to move your head's position, but the best way is to take cover behind a prop.  
 
 
*On [[KOTH]] maps, the Heavy is great for countering 4-man suicides when holding the point.
 
 
 
*On [[Control_Points_(Attack-Defend)|Attack / Defend]] maps, setup time mitigates the Heavy's slow speed.
 
  
 
== Counters ==
 
== Counters ==

Please note that all contributions to comp.tf may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see comp.tf:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: