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Viewing Article: Heavy Loadouts Part 1
 By: PoPo!
TROLLAN ALL DAY ERRYDAY
 Summary:
 A series of articles detailing good combinations of weapons/items for the TF2 classes.
 Posted on 2011-08-10 12:04:19
Viewed: 2250 times 
 Posts: 8991
Commented on: 0 times 
 Location: I'M ON A BOAT
  


The Heavy's weapons actually mix and match pretty well. Rather than listing over a dozen loadout combinations, I'm gonna break this down item by item, and let you decide.

Primaries

Sasha (Minigun)/Iron Kurtain



The default primary. It's quicker on the draw than most of the Heavy's other primary weapons. It's the middle child, damage-wise; it does more damage than the Natascha and Tomislav, but less than the Brass Beast. One of the most versatile of the Heavy's primaries, a good offensive or defensive weapon, and good for defending a Medic or yourself from an immediate threat, with it's decent spin-up speed. An all-around good weapon balanced for most situations.

When up against another Heavy, you'll generally have the advantage over a Heavy with another primary, because you outdamage the Natascha, and rev up quicker than either alternative. Even with it's extra damage, the Brass Beast generally revs up too slowly to make up for your quicker damage. Note that an already revved Brass Beast will turn you into mincemeat, if the guy using it can aim well, and watch out for Tomislav ambushes.

Natascha



Middle of the class in spin-up speed and lowest in damage, but the slowdown effect is it's claim to fame. The Natascha's slowdown used to be notoriously powerful before the nerf, but it's still a decent choice for pinning down enemies at close to medium range. It's especially useful for combatting Scouts, Demoknights, and Pyros. The slowdown can help you kill escaping Medics, too, and slowed enemies are easier for your team mates to help you finish them off. Nice for locking down a corridor or small room. You're at a disadvantage in fights against Heavies using the other primaries.

Brass Beast



Highest damage, but terribly slow in both spin-up time and movement speed while you're revved up. Think of yourself as a sentry that can move around. Generally better on defense. You're gonna be even more vulnerable to Snipers and Spies, as well as anyone that's smart about hit and run tactics and general range-heckling. You'll generally be pretty weak to ambushes and corner tricks.

The damage is REALLY high, however. You can actually do a little bit of damage at long-range, while the other guns tend to do pitiful damage outside of medium range. It's actually possible to take on Sentries with the Brass Beast without an uber, which is pretty impressive, but it takes some good positioning and Medic support helps you pull it off, but it's possible even just at your regular max health, depending on sentry positioning. Excellent crit and mini-crit damage, it's been described as "like watching Sniper rounds fired full-auto" during a Kritzkrieg charge/flag capture/first blood buff.

With the time it takes to rev up, you'll lose against a Sasha Heavy if you both rev up at the same time, but if you can ambush him, you'll tear him to shreds.

Tomislav



Slightly less DPS than Sasha but slightly more than Natascha, but the faster spin-up helps you fight back more quickly if you're ambushed, and it makes almost no sound when you rev it up, making it ideal for ambushing enemies and getting around undetected, as opposed to the Heavy's other guns that make his position quite obvious. Ambushing is the key to playing a great Heavy, since they only do good damage at medium to close range. Well-suited for taking on the lower HP classes, and perhaps ambushing an enemy Heavy, but watch out if they're already revved up. The best of the Heavy's options for defending his Medic, due to the fast spin-up.

Huo-Long Heater



A visually impressive weapon. Surrounding yourself in flames is high in cool-factor, but for the most part, things die so fast at close range, that you'll kill them with bullets fast enough that fire won't matter. Maybe it might minorly inconvenience a Scout trying to meatshot you. The ring of fire can also be carefully jumped over.

The only thing it does well is discourage Spies from trying to backstab you; if they do, they'll be taking damage, and the fire will serve as a beacon to draw attention to them...but if they do stab you, you'll still have died. Also, a well-timed airstab might prevent the Spy from even getting burned. It does majorly inconvenience Spy-cicle users. The higher ammo consumption means less sustained shooting, and having to go back for ammo more often.

Opinions are kinda split on if the stock Minigun is better or not. On King of the Hill maps, though, it's pretty nice, because the levels are usually somewhat small and obviously primarily concentrated to one point, meaning plenty of ammo around, be it from packs, dispensers, or dropped weapons.

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