Team Fortress 2

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MvM for Dummies Chapter 9: Heavy. When pyros switch classes and take away the W.
By Trikki Nikki
Hello people, and this is my Heavy guide! As usual, we will cover jobs (Like we need to cover jobs for the heavy), loadout, and upgrades. There isn't really much to the heavy. Constructive Critisism and requests are welcome. Now, who wants to start?
   
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Chapter 9.1:Jobs
Do I REALLY need to TELL YOU what to do as heavy? If I do, go back to chapter one of the series. It explains the basics of the gamemode.

Step 1.)Become W+M1 pyro
Step 2.)Switch to Heavy
Step 3.)Stand next to the Dispenser
Step 4.)Take away your W
Step 5.)Rinse and Repeat

The best way to play heavy is to stick to a dispenser, so you will stay healed and filled with ammo, so you won't have to take time out of doing damage every time you use up all of your ammo. Of course, there are a few scenarios when you must detach from your beautiful healer/supplier.

1.)Tank. Unless your team specified this before the wave started, you should attack the tank. Yes, you do less damage against it than normal. But when there are idiots that let the scout or sniper or some other low-tank-damage class deal with it alone, it's good to jump in, because a LOT of those idiots exist. Just stand in front of the tank, let it push you, and only get out of that position if A.) A hazard is ahead that could crush you or B.)You need an ammo pack

2.)The area becomes dangerous. When it look like enemies are closing in on your position, it's time to move back. Otherwise, you could get trapped in a building with enemy fire coming in from multiple directions. When you see that your are getting pushed back, use your melee to escape and find a new position.

3.)Your dispenser goes down. You may be able to fight on a little longer, but without that healing and ammo, you will go down fast. Take care of immediate threats if you can, then use your melee to find a new source of ammo.

There are quite a few scenarios, but these are the most basic ones.
Chapter 9.2:Primary. Which way will you use to kill tiny baby enemies?
Default:3 1/2 /5
Higher damage output than other options, and waste less ammo than SOMETHING.

Huo long heater:With dispenser 4/5 Without dispenser 2 1/2 /5
Can waste ammo if you don't have a constant supply of ammo, but offers a little protection against melee enemies. Especially good for attacking enemies who are about to turn a corner, as the damage boost can be a big help.

Tomislav:2/5
Lowers DPS with a near useless buff.

Natascha:1/5
This weapon is useful against super scouts. But really, that's the only time it is useful. Every class except soldier and medic have a practical way of dealing with super scouts. Mad milk slowdown for scout, airblast for pyro, loose cannon for demo, bodyblocking for heavy, Sentryblocking for engy, Jarate slowdown for sniper, Sapper for spy. And besides that, it has a lower DPS than the Tomislav.

Brass Beast:With dispenser 4 1/2 /5 Without dispenser 3/5
Damage bonus is definetly useful, but the slowdown can be a pain when retreating.
Chapter 9.3: Secondary. Pootis sandvich in hand!
Shotgun/Family Business:2/5
Somewhat good for retreating to get ammo, I suppose,

Sandvich:4/5
Good if you can't find a medic or health kit and you are behind cover. But that's incredibly situational. Better if you share it with a teammate.

Dalokohs Bar: 2 1/2 /5
The health increase isn't much, gives back less 1/3 of the health, and you can't share with teammates.

Buffalo Steak sandvich: 3/5
Can share, but would be a holdback eating it yourself.
Chapter 9.4: Melee. My fists destroy tiny baby enemies!
There are really only two exceptable melee weapons for heavy, the GRU and the FoS.

Gloves of Running Urgently, or GRU (not to be confused with the protagonist of Despicable Me): 4/5
Amazing for a quick escape, just be sure to strafe and dodge.

Fists of Steel, or FoS: 4/5
Paired with just a few resistances, you can easily escape taking what would be tons of damage with a good chunk of health intact.
Chapter 9.5:Upgrades. I like this new weapon!
Load into resistances as needed.
If you don't have a dispenser, load up on as much ammo capacity as you can get. If you do, only get one point tops.
Don't get more than one point of knockback unless you have some extra cash from upgrading resistances and your minigun.
Firing speed is a good priority. If you aren't going to get the third point, don't get the second. The second point is broken and does nothing.
If there are mobs of enemies in the next wave, get some projectile penetration. Most of the time, you ony need one point. Two points is sometimes helpful, but three is rarely needed.
Destroy Projectiles is amazing when there are sollys and demomen on the next wave. If you are going to get one point, get both. The knockdown rate of the first point is so bad that you might knock down 2 or 3 rockets out of a wall of 10. For demos, I aim at their heads to knock down the projectiles. For sollys, I aim slightly lower than their heads.
Health on kill is good for added survivability.

There really is no priority list for this one, it's more situational than the others. Also, there is a great guide on stacking upgrades. Just check it out.

http://steamcommunity.com/sharedfiles/filedetails/?id=281878917
Chapter 9.6:Outro. It was long trip!
Wow, I have no clue why I procrastinated this guide for so long. But here it is. And remember to check out the demoman guide.

http://steamcommunity.com/sharedfiles/filedetails/?id=283282324

There. Now I'm done. And bored. Good bye. Also, I'm changing the order of the guides a bit. It was going to be solly, pyro, sniper, but I have been playing sniper and pyro a lot lately, so it will be sniper, pyro, solly.
9 Comments
Trikki Nikki  [author] Aug 10, 2014 @ 3:44am 
For demos, I normally aim at their heads. For sollys, I aim slightly lower. I'll put that in.
Yugonostalgia Aug 9, 2014 @ 8:00pm 
How do you deflect projectiles well?
Trikki Nikki  [author] Aug 9, 2014 @ 7:07pm 
And by miscellanious crap, I mean other topics.
Trikki Nikki  [author] Aug 9, 2014 @ 7:06pm 
It's the last guide I'm going to make, right after pyro, then I will probably go into tank busting and wave 666, then miscellanious crap.
Grey Star, The Rival Defender Aug 9, 2014 @ 3:00pm 
Well, contact me bane when you want to write the solly guide.
CupCake Aug 8, 2014 @ 6:36pm 
What is Heavy good for in MvM? Well, he can...

- Bodyblock and attack the robots at the same time efficiently ; Soldier and Demoman will get hurt from their own projectile's splash damage if they attack with primary weapon while bodyblock. And a sentry might be destroyed / have to be moved when the buster come while trying to block the bots.
- Kill the Airblasting Pyro bots without risk of them reflecting the projectile back to him or his team (unlike Soldier, Demo or sentry's rockets). And he doesn't have to get close to them (unlike Pyro).
- Kill the Deflecter robots (robots that shoot down projectiles) efficiently.
- Deflect robot's projectiles from harming him and his team.
- Save teammate's life (especially Medic) in emergency with the well-timely thrown Sandvish.

But it's still true that, if the player is skilled, other class might be more useful to the team.
Grey Star, The Rival Defender Aug 4, 2014 @ 2:04pm 
I main solly and engi with demo and medic being my offs. Trust me, good sollies and engi's are nothing to scoff at (as you know) but yeah, I guess heavy, engi, and soldier are the most forgiving for noobs. Rockets from heaven on high. No wait, it's the solly on the spire in Badlands. RUN!
Trikki Nikki  [author] Aug 4, 2014 @ 1:19pm 
To be honest, I'm not 100% sure. They deal a good amount of damage, but I find it's mostly for people that aren't very good at the game and can't play most classes well, like solly or demo. They are mostly a meatshield for the team, and is decent for bodyblocking, even though a sentry can do both. So if there is an absolute idiot on your team, heavy or engineer is normally his main spot, since they are easier to play with, but someone skilled with other classes will do more damage.
Grey Star, The Rival Defender Aug 4, 2014 @ 1:12pm 
So, what is heavy good for in MvM? I still don't get it, pyro might be better. IDK but this is combining from someone who thinks scouts shouldn't have a scatter guns and heavy medics are invincible. But that last one is right in bases in rd_asteroid, oh dear, the dominations.