Introduction:
The Heavy Weapons Guy is the slowest moving and most heavily armored class. He can wear a limit of 250 red armor. He uses the axe, the shotgun, the super shotgun, and the assault cannon. His grenade types are Hand and Mirv. An almost purely defensive class, the heavy weapons guy can kill any fully armored enemy with a few seconds of concentrated fire from the assault cannon. Mainly effective in open areas, he can be killed by weaker classes if they've got plenty of cover, due to the time taken for the assault cannon to spin up and down.
Assault Cannon:
It takes 4 cells to power
up the assault cannon, and when it begins to fire it eats up shotgun ammo
at a frightening rate. Due to the weight and kick of the weapon, the heavy
weapons guy must have both feet
on the ground to fire it, and cannot move while its spinning. Also, the
longer the weapon is fired, the more unstable the heavy weapon guy's aim
becomes.
Other Notes:
Due to his size and armor, the heavy weapons guy is not fazed much by injury. He gets knocked around less. There's discription of a hwguy...good but not accurate (note this info comes strait out of the readme.txt provided with TF). First lets fix a few things:
The basic's First off if your
reading this I assume you know nothing about the heavy what so ever ;)
so dont get offended if you feel like I'm being an asshole. I also want
to get one thing completly strait, if you dont like standing around and
'camping' (defending) dont play the hwguy unless you wanna be picked off
because your dumb enuff to venture in to the fray of battle.
The heavy is the back bone
of any good defence for a team, most can function with out a heavy but
the true masters use heavies and demomen for there Defence. Now as a heavy
it is your swarn job to protect the flag at all cost, even death. Now because
I want to make this as clear as possable for all you newbies, I will refer
to 2fort4 and the defence of its flag's.
|
|
|
|
|
|
|
|
|
|
|
|
|O
O|
______
______
|
|
|
|
|
|
|
+
|
|
|
|
|
|________________________________ |
The + is the flag and the O's
are where you should stand/strife between, now you know that to get to
the flag you have to run down the hall... Now if you know how to put 2
and 2 to geather and not get 5 you will do very good, because the frags
come to you. All's you have to do is begain firing you cannon the sec you
see someone with a diffrent color try and run down your flag hall.
The guy comming down the hall
will not relish the buck shot your pummeling him with so he will try and
avoid your fire by strifing back and forth while firing off his weapon.
When he does this you 'trace' him, in other word you keep shooting him
and follow his movements with your buckshot. Now this is the most important
thing a heavy can posess, acuracy, acracy will keep you on top of your
enemy and turn him in to somthing similer to ground beef/cat food in a
can. If your able to trace your enemies well you will go far as a heavy.
Pratice tracing by loading up quake with the -game teamfortress or where
ever you unzipped your tf pak files to. Then go into the game and start
up the regular levels of quake, use the GOD command to become well... GOD.
Use the monsters for target pratice, or rather tracer pratice I should
say. This will help you out more then you know in long run, and it will
help you get used to the feel of the cannon, and it provides a good praticing
platfrom for later menuvers.
It may not seem like it takes
any brains to stand in one spot and fire, but as mindless as it seems there
are still tatic's that you need to know to stay alive. The most important
of wich is to find a spot that is good to fire from but does not leave
you exposed from another point, and wich does not let your enemies circle
strife you to death. Also NEVER EVER forget that you have grenades, to
do this is to cost you frags that you other wise would have missed. To
forget your grenades also leaves you no way of defending your self when
your auto cannon is useless (out of shells/cells). So remember bind 2 keys
to +gren1 and +gren2.
Example:
Ramp Room D and You:
The heavy can to very well on ramp-room D if he knows where to stand, now there are 2 places you can stand that will give you optimum frag rates and hi effency.
I'm not going to metion the grappling hook at all because, lets face it no one that runs a server ever enables it.
Section2: Advanced Tactic's for Battle Harden'd Heavies
Dammage Movement:
The first, and most important tatic any heavy needs to master to move ahead of the pack is 'Dammage Movement'. Now you thinking to your self, 'wtf does he mean? dammage movement?'. To put it in the simplest terms possable dammage movement is what it says it is, the dammage you take from being shot (no matter what weapon, this includes the axe) is converted in to slight movements that can mean the diffrence between getting a frag, and getting fragged. It breaks down like this, dammage movement is the translation of a force applyed to you into a productive means of moving around (making your self a harder target). Now if your firing your cannon as every one knows you cannot move PERIOD, at least by conventional methods, but you can how ever still jump and fire at the same time. Now if you have ever rocket jumped you know what dammage movement is, but if you havent go on a DM server, or use the TF Soldier, and select the rocket launcher, look directly down at your feet, jump up and hit the fire button at the same time. That should throw you up into the air, congrats you have just experanced dammage movement! Now you know what dammage movement is, it's very clear that if it can be done with a Soldier (or just in reg. DM) it can be done by a heavy. Only it will not be you moving you self it will be your enemy moving you, it makes it so that the more they shoot you the harder they make it on them self'ves to hit you. And all the while you can just keep blasting away at them so long as you can keep cannon lined up on there body, auto aim will take care of the rest. (Note: Because you are moving because they are shooting you, circle strifing on there part becomes a useless activity because of the amout of adjust ment needed to stay in a circle around you as you move along.)
Grenade Popping/Jumping:
Unbenounced to you is the fact
that you are carring potental rocket jumping materials. Your grenades can
be used for the same purpose as a soldier's rocket, getting to high places
and taking short cuts.
Using grenades for defence and suprise attacks:
Phsycological warfare is nearly
as deadly as the gun you tote, example: You are in your flag room guarding,
there is a demoman/soldier at the door to the hall, hes been down there
before so he knows your there. He decided's 'the hell with going down there,
ill just blast him from where I'm at and when he dies I'll get the flag',
so what does he do? You guessed it, he strifes infront of the door firing
rounds at you as he passes the entrance. Now you could waist your ammo
trying to kill him as he runs by, but if he didnt die before you ran out
of ammo you are dead, and your flag is as good as caputred. But if you
give him the illusion that your going to keep on firing untill he dies
or you run your self dry, he will get cocky. Mabe even try and run down
the hall when you back off with your cannon, but usually not. So what do
you do? Well if hes smart enuff not to run down the hall after you back
off with the cannon then just wait. Dont do a damn thing, he will start
to get nervous wondering if you are out of ammo or if you just stopped
firing because you think you can kill him. So the more he sits and stews
the more impacent he gets, it will come down to a point where he will just
start running down the hall just to find out weather or not you still have
rounds left in your gun or not. This inate curiosity will kill him just
as it did the cat, because the second he starts down the hall you can just
fire up your cannon and rip him a new one.
The alternative to the able
tatic is to use your grenades, prefferably a mirv. Back off with your cannon,
he will start to wonder weather or not your out of rounds just as before.
And while hes wondering you prime that mirv and thow it right out that
door into the entrance to the flag hall.(note: aim high so that it will
clear the entrance way and go strait in to the entrace room) His first
reaction will be the usual one, 'Ohhh shiT!' and zip right out the door
an into the ramp hall he will run. Now heavies move slow enuff that if
you primed the grenade and fired it at the end of the hall by the time
you get to the entrance to the hall it will have exploded and will be gone,
the enemy will come charging in full steam for the flag and run right smack
dab in to you (this is where "you make a better door then a window" really
means somthing) and he will probly be so startled by you that he will fire
his weapon killing him self and only hurting you (note: this will only
happen if the assulter is a soldier or demoman).
(Note: This same kind of scare
tatic where you make the enemy kill them self'ves instead of you killing
them can be utalized in many othere places on just about every TF map.
Im only out lining this one to give you an example to follow by. And this
scare tatic can also be used on other classes to startle them for just
long enuff so that you can heat up your cannon and get the jump on them.
Works really well on snipers...)
In closing:
Well I hope this guide has been some kind of a help to all you up and comming heavies, and mabe even some of you old wardog veterains. If you have any other stratigies or tatic's that you would like to see put to use in this guide email me: [email protected] I would love to hear from you. Also visit the SawMill http://www.lockandload.com/sawmill its a great source for new stragities and just general help for heavy weapons guys. And if you get the time visit my new's page at http://www.jorsm.com/~charlie/c_news.htm