Team Fortress 2/Heavy

The Heavy is a tank. He has the highest health out of any class but is also the slowest. Because the Heavy is a big target and moves slow he's best used defensively, but with a Medic and some teammates he can be a powerful offensive foe as well.
 * Health: 300
 * Speed: 77% (27% when spinning minigun)
 * Type: [[Image:TF2_achievement_impossible_defense.jpg||20px]] Defense

Weapons
The heavy practically exists for one reason: The minigun. He has a shotgun for backup, and fists for a laugh, but the minigun is by far the weapon you'll be using the most.

Minigun
The Minigun is Heavy's main way of dealing damage. It mows down opponents at mid to close range with it's immense damage. However, it takes about a second to spin up before it can be fired. Holding Mouse2 allowing you to be spun up and ready to fire, but it greatly reduces your movement speed. Only spin up your gun as you approach from a safe location into a strategic position, since your slow speed makes you easy pickings for Snipers. Don't use it to take down far away enemies, as it becomes inaccurate and deals low damage when fired at distant foes.
 * Ammo: 200
 * Point Blank Damage: 50-54
 * Mid Range Damage: 5-30
 * Long Range Damage: 5-10
 * Critical Hit: 27

Being good with the Heavy is knowing when NOT to fire the gun. Only use it to take down enemies at close range. Don't waste your ammo on far away enemies or invulnerable opponents. A good tactic is to jump and spin-up your gun. This negates your speed penalty, as well as letting you catch enemies by surprise. The Minigun is also useful for scaring off enemies, as weaker classes will usually run from the sound of a spinning Minigun. Even though you have a lot of ammo, the Minigun can expend these very quickly, especially when you're taking down lots of enemies, so be sure to go for ammo packs or weapons of dead players.

Natascha
The Nastacha trades damage for the ability to impair movement. It slows down any enemy that is hit by it's bullets, effectively leaving them with no way of escaping the bullet stream. The slowdown effect decreases at range, so it's better for taking out close enemies. It's movement impairing effects are devastating to Scouts, as it takes away their speed advantage. It also impairs vertical movement, so enemy Soldier's rocket jumps won't be as high. This weapon makes you more of a support Heavy, slowing down opponents to get damaged further by other attacks. It is also good for killing spies, as it makes escaping for them very difficult. Don't engage a Heavy with a different Minigun, as he's not largely affected by the slowdown, and his higher damage output will bring you down first.
 * Ammo: 200
 * Point Blank Damage: 32-36
 * Mid Range Damage: 3-20
 * Long Range Damage: 5-10
 * Critical Hit: 20.25

Iron Curtain
The Iron Curtain has the same attributes as the Minigun, so all strategy for it applies here. Do note however that the weapon is held in such a way that it allows you a better view in first-person.
 * Ammo: 200
 * Point Blank Damage: 50-54
 * Mid Range Damage: 5-30
 * Long Range Damage: 5-10
 * Critical Hit: 27

Brass Beast
The Brass Beast deals 20% more damage, but it spins up slower and slows you down when deployed. It is designed for defensive situation where not much movement is needed, as it's increased damage can kill a lot of enemies quickly when in a strategic position. It is also good for brute force, and for cleraing out enemies in narrow chokepoints. In fact, standing at a location and simply firing at foes, especially if you're next to a dispenser, can make you a human Sentry Gun. Equipping the Shotgun with this weapon is not a bad idea, as it let's you move at full speed while being able to defend yourself.
 * Ammo: 200
 * Point Blank Damage: 60-65
 * Mid Range Damage: 6-36
 * Long Range Damage: 5-12
 * Critical Hit: 32.4

Tomislav
The Tomislav spins up quicker and is completely silent during this period, but fires 20% slower. The Tomislav is quite suitable for ambushes, as the silent spin up can catch opponents by surprise. It also allows you to play offensively better, as you can take advantage of it's quicker spin up to start shooting bullets. It is rather useful when facing fast classes like the Scout. However, your reduced spin up time means you will likely lose against a Heavy with the default Minigun or the Brass Beast.
 * Ammo: 200
 * Point Blank Damage: 50-54
 * Mid Range Damage: 9-34
 * Long Range Damage: 5-10
 * Critical Hit: 27

Secondary Weapons

 * Shotgun - Clip Size: 6 - Reserve Ammo: 32 - Reloaded one at a time

The Shotgun allows the Heavy to keep his normal speed while having some firepower. While the minigun can deal a lot more damage, the shotgun allows the Heavy to keep his speed and have a weapon. It's great to have this weapon equipped if you get ambushed because of how slow the minigun is.


 * The Sandvich - First unlock

The Sandvich will heal 300 health when used. You will be immobile while using it, but at least you don't need to worry about health packs or medics.

Melee Weapons

 * Fists

You can choose to use either the left or right fist while punching, but which one you use doesn't matter. They both deal about 70ish damage a hit. Great for humiliating opponents, but due to the Heavy's low speed, enemies can easily run away and shoot as you try to punch them.


 * K.G.B. - Third unlock

The K.G.B. has a slightly slower swing rate than the Fists - however, after each kill, you have a guaranteed 5 seconds of critical hits. A very useful tactic, which is however not commonly used for whatever reason, is managing to get a kill with the K.G.B and then spinning up your mini gun. 1 second to take it out and 1 to spin it, it leaves you 3 seconds of krits, allowing you to kill any class close range, any class but heavy and without a medic on mid range, and any class below or on 125 HP on far range if you aim well enough. It is also a good strategy to score a kill on a hiding sniper/AFK with the K.G.B before an uber, allowing you extra krits on the start of the uber.

Using the Heavy
The Heavy is very useful in defence, but even without the backup of a Medic can still be a formidable offensive force (providing there are no skilled Snipers or Spies around). If you get a Medic healing you and he has an Ubercharge, you're pretty much set to cause carnage, so just rush straight for the enemy. Whilst Ubercharged, destroy any sentries first - otherwise, pick a target and get as close as possible to them whilst firing the minigun. Once they're dead, move on to the next target - and so on.

The Heavy isn't really an ambush class, but beware of Snipers when using one out in the open. Just run to where the action is and pull out your minigun aiming for everything that moves. Be careful about fighting Soldiers or Heavys with Medics, as they usually kill you before you can kill them. Another thing to look out for is Spies, as they can backstab you quicker than you can turn around. Make sure you call out Medic when a Medic is near, so that they will concentrate their healing on you.

Make sure you also go for any ammo boxes or weapons on the floor, as the Heavy uses ammo at an alarming rate. Alternatively, defending teams can use Dispensers to fire the minigun continuously, never running out of ammo (providing you stay near the Dispenser - this also applies to the Pyro, but the range of the flamethrower means that this is only really good for eliminating Spies).

Defeating the Heavy
Snipers and Spies will have the easiest time killing the Heavy. A fully charged headshot will kill a slow moving Heavy without any problem, but unless the Heavy is far away the Sniper has no chance in close quarters. Unless a teammate, typically a Medic, warns the Heavy in advance, a Spy can drop a knife in a Heavy's back easily. Soldiers and Demoman have a chance against a Heavy if they can get the jump on them, but if you get ambushed by a Heavy you're in trouble no matter what class you are. Of course, other Heavies can take out the Heavy. In general, whoever has the Medic wins. If both Heavies have medics, then whoever spins up or gets critical hits first wins the fight. Heavy's are a lot harder to defeat if they have a Medic with them, typically you will want to kill the Medic first.

Pyros will typically die against a Heavy even if they ambush them. Unless the Heavy was at low health to begin with, there's not much chance for the Pyro. If the Heavy is in an open area the Pyro can circle around the Heavy more quickly than the Heavy can turn, and occasionally the Pyro can defeat him.

If you manage to kill a Heavy with the Scout's bat, he will taunt that player by yelling out "Eat it Fatty!". Scouts will die against Heavies a lot, but killing them with the bat and hearing the taunt is well worth it.