Vitals
Health: 300
Speed: 77% (27% while spinning)
Type: Defensive
Weapons: Minigun, Shotgun, Fists
Weapons:
Ammo: 200
Damage: 50-55 per 1 ammo, 200/sec (400/sec)
Best range: Short to medium
Information:
Nicknamed “Sasha,” the minigun is perhaps the most fearsome weapon at close range, right up there with the flamethrower. It tends to be better at actually killing things, but its massive rate of fire, high damage, and large, non-reloaded clip is offset by its humorous inaccuracy. Also, the Heavy must spin the barrel for one second before he can start firing. It is well worth noting that holding secondary fire keeps the barrel spinning allowing instantaneous fire, but so long as the gun is spinning, movement speed is reduced to a crawl (about a third of the Heavy’s normal, slow speed).
The minigun is very much suited to enclosed areas, and excels when the target is running towards the Heavy, rather than the other way around (i.e. when the Heavy is defending something). Don’t bother using the minigun for targets at medium to long range however, since you will do minimal damage and simply become a sitting duck for Snipers, Soldiers, Demomen and especially Spies. The minigun’s blazing rate of fire also means you need to resupply more often, so be on the lookout for ammo boxes, or more conveniently, dropped weapons (especially bigger ones).
Advantages: Huge rate of fire, devastating damage at short to medium range, mere presence intimidates enemies, large ammo reserve and no reloads.
Disadvantages: Woefully inaccurate beyond medium range, reduces movement speed to a crawl while spinning, chews through ammo reserve very quickly, often difficult to reload without a dispenser.
Ammo: 6/32
Damage: 78-90 (180)
Best range: Short
Information:
The shotgun is very much a standard issue weapon. Four of the nine classes have one, and the Scout’s Scattergun is similar (but better). It holds six shells, and each shot fires ten bullets. As you would expect from a shotgun, it does the most damage at point blank, and its effectiveness falls off fast beyond that. At about medium range or beyond it’s probably a good idea to switch to anything else that isn’t melee.
The advantage of the shotgun however is that although it reloads at a pretty ordinary speed, it fires relatively quickly, and so long as there’s at least one shell loaded, it can be fired at will, even while reloading. Its best use is as a backup, using your primary (or other) weapon to close in on your target, and switching to the shotgun when you get to close range or run out of other ammo. Otherwise it’s okay at long rang for annoying or distracting an enemy.
Advantages: Decent damage at short to medium range, effective for pursuing and finishing off ignited and retreating enemies.
Disadvantages: Pretty ineffective beyond medium range, small clip and slow reload.
Ammo: N/A
Damage: 45-85 (195)
Information:
The massive Heavy’s fists are a thing to fear. Primary fire for a left-handed jab or secondary fire for a right-handed one (this has no effect on gameplay). Critical hits are always a right-handed uppercut. The fists’ taunt is an instant kill, much like the Pyro’s Hadouken only with range. Considerable range, although your aim has to be perfect. See Valve’s TF2 Stats for current data on the rate of random critical hits with the fists (among other data available).
Ammo: 200
Damage: 38-41 per 1 ammo, 150/sec (300/sec)
Best range: Short to medium
Information:
Natascha is the unlockable alternative to the Heavy’s beloved minigun Sasha. Technically, Natascha is very similar to Sasha – it’s still a minigun and it still shoots just as fast and inaccurately, but it trades off 25% of Sasha’s damage for the ability to slow enemies’ movement speed if it manages to hit them. Although a little more venomous, Sasha is one of the easier weapons to get away from, especially considering the Heavy can barely move while shooting. Natascha brings your target’s speed down towards your own, so you’re better able to nail those fleeing cowards.
Some people seem biased against this ability simply because of Natascha’s similarity to Sasha, upset that they didn’t get their precious Portable Bofors Cannon. In reality, Natascha specializes at defensive duties, while Sasha is more for laying down suppressive fire on the offense. The ability to slow enemies helps both you and your fellow defenders to hit the enemy attackers more accurately, as well as breaking down their penetrating rushes and flanking moves and preventing them from scrambling to safety.
Advantages: Huge rate of fire, fearsome damage at short to medium range, slows enemies when shot, large ammo reserve and no reloads.
Disadvantages: Woefully inaccurate beyond medium range, less powerful than Sasha, reduces movement speed to a crawl while spinning, chews through ammo reserve very quickly, often difficult to reload without a dispenser.
Ammo: Unlimited unless dropped
Healing: 300 (75/sec for 4 secs)
Information:
The Sandvich is the unlockable alternative to the shotgun, and Valve’s most original ‘weapon’ yet. Primary fire will consume the Sandvich, healing you back up to full health in about four seconds. While eating the Sandvich you cannot move, and nearby enemies can hear you munching away (omm nom nom) so be careful when and where you choose to have a snack. It can be very useful when there’s no Medics on hand (especially in Sudden Death or Arena), but losing the shotgun removes the Heavy’s ability to shoot on the run (both towards or away from enemies).
The secondary fire button will drop the Sandvich, allowing the Heavy to share his lunch with friends. An injured ally can walk over the tasty meal (complete with a dinner plate to avoid getting dirt on it) to restore half of their lost health. It is nice to share and can be a good way to help keep your Medic buddy alive. Just bear in mind that you won’t get another Sandvich back unless you grab a medium-sized health kit (while you have full health) or run back to your resupply cabinets. Also note that the Sandvich expires after thirty seconds on the ground and will disappear, so be sure it’s in a visible location when you drop it.
Advantages: Ability to restore health without a Medic buddy, or you can drop it to help out a hungry friend.
Disadvantages: It cannot shoot unlike the shotgun it replaces, and you are quite vulnerable while snacking.
Ammo: N/A
Damage: 45-85 (195)
Information:
As if the Heavy’s fists weren’t meaty enough already, the Killing Gloves of Boxing (K.G.B.) add yet another layer to them. The K.G.B. acts similarly to the regular fists, with the incentive of five seconds of guaranteed critical hits immediately following a kill with them. This bonus applies to further punching or any weapon that is switched out quickly enough. The trade off is that, like the Ubersaw, the K.G.B has a slower swing speed than the regular fists. Regardless, it’s a difficult weapon to pass up (unless you’re a die-hard finger banger).




















posted on August 18th, 2008 at 12:40 am