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Heavy versus demoman

#  Jul 09, 2009 at 10:39 AM
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TheRileyDuo 79176
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I've basically come full cicle in the past 18 months of playing TF2. I played Pyro until I got decent, then I played soldier until I got decent, then some sniper, so I wasn't crap, then back to my original class: spy (during the heavy update), and I moved into engineer, and then played a lot of scout, but I didn't like how it could be hard to take on the entire team, and you're efficetivness is really cut down to size if you have to run away all the time. I try some medic, but I haven't mastered the art of the ubercharge, and finally, I get into some heavy, and I'm really enjoying it.
Heavy is great for gaining ground, and for flanking. if you can put supressive fire on people, they're just going to get confused, and they won't run for cover fast enough. The shotgun is more powerful than I originally thought, and I've come to term with losing health during a fight (as a scout, I would only consider engaging if I had 100+hp). The heavy, of course, has a lot of way that you can circumvent his power. But I can handle most classes at the average-decent skill range.

Of course, being able to hog health packs is really useful as a heavy. If your team knows that you need them the most, then you can really survive wave after wave of enemies.

Scout can be a joke. If they don't get at poink blank to me, they can't get me. the sandman is a real problem, but I can dodge it often enough, that I'm not sick of it yet. If the enemy is playing a lot of scouts, I'll use natascha. It's more effective than sasha against scouts.

Playing against a Soldier, I try to get the high ground ahead of time if I can. But the soldier can't outshoot me. May be pro soldier can, but that's not gonna be a problem for me.

Pyros can't do much of anything against a heavy. They can charge me, to no avail, or they can try and flaregun me. If I am doing a good job of holding the health packs, then they can't really stop me until they go 2v1. Again, I'll use natascha against a team full of pyros. If I spot a pyro going after a teammate, slowing them down can be a real help when my teammate needs that extra second to turn around.

Other heavys I just avoid. It's too hard to determine who would win a minigun fight. I have yet to kill a heavy with the kgb, and work towards that acheievement. Anyone have anyextra suggestions for heavy v heavy?

Engineers themselves are easy, but the heavy is also a good sentry killer. He can both long range, and corner a sentry gun. He can take a level 3 sentry gun for a few seconds, so if you can plan a flank with the sentry gun, you can very well take out the engineer, and then come back for the gun after getting healed.

Medics are useful, but I think that people over exaggerate how useful a medic is. It's nice to heal the chips of damage that people cause, but the heavy is the one class that can be left along for a minute, and not die. He's more like a medic anchor than a medic hog.

Snipers, of course, are the bane of my existance. The problem is the heavy's speed thanks to the huntsman, I have to play 2 different strategies against 2 different weapons. A sniper in the back of the fight is easily my biggest worry. It force the heavy to get away from the action, and go into ambush mode. Sometimes, this is good, and sometimes, this is impossible.

Spies like to think they can kill me. I disagree. A friend watching your flank is all you need to stop these guys.

Notice how I left demoman out? I can't seem to beat him with any kind of efficency. He loves to lob the stickies towards me, and because of how slow I am, he can lob them from a long distance, and still hit me. There's no range in which the heavy has an advantage, unlike the soldier. The demoman can either through indirect stick bombs at me (and cause a great amount of damage), or use pipe bombs in close, direct combat (and cause even more damage!). I can't shotgun him to death, because his sticky lobbing can happen at greater ranges than my shotgun is effective at. So I have to generally leave the demomen to the scout, and the pyros. But there must be a sound strategy for the heavy vs the demoman.

As an aside note, I think that the heavy benefits the second most from crits. Demoman get the best with crit stickies, but crit minigun bullets increase there range dramatically. It increases the heavy's kill zone automatically, and unexpectantly.

EDIT: I'm going away from the internet for 2 weeks. I look forward to your responses when I get back.
#  Jul 09, 2009 at 10:49 AM
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Thisbymaster 82758
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You are take down 7/9 classes and you are still not happy?  In the words of the heavy, "Cry some more".
#  Jul 09, 2009 at 10:58 AM
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BUICK 82538
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You wont beat demomen as a heavy straight up ever if he sees you coming.

http://www.gotfrag.com/tf2/story/44339/

Take a look at Renegades opinions on demomen there, you share the same sentiment.
#  Jul 09, 2009 at 10:58 AM
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Veox 86612
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Heavy's all about surprise. Catch anyone in a tight enough area and they won't be able to escape quick enough.
I think you're good enough to know the effective kill range for a heavy, if you're not able to deal enough damage against a demo before they can on you, it's usually best to run away and find an alternative route to flank from.
When you're paired with a medic, it's generally easier to take down many of the classes, but make sure to know when to pick up and run especially if the demo is ducking behind cover and laying stickies against you.
With pipes, chances are for him to kill you not overhealed, he'll need to land 3 out of 4 as a minimum. If he's not dead by the time he's already planting those pipes on you, you should run as he has the advantage. 

Heavy vs Heavy, lots of factors to take into account. In most cases it's whoever's quicker to rev up and focus their bullets. If the enemy heavy has a medic attached and you don't, run. (Unless you somehow manage to get REAL close without him noticing, which won't happen unless the heavy is retarded). When you're retreating against another heavy, I tend to jump as the bullets sprayed on you have enough push to slightly move you further out of kill range.

I think i'm forgetting something, but i'll check later. Hope this helps.
#  Jul 09, 2009 at 11:02 AM
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Cascade 83566
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#  Jul 09, 2009 at 11:09 AM
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automaton 86308
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Quote:
Originally Posted by BUICK
You wont beat demomen as a heavy straight up ever if he sees you coming.

http://www.gotfrag.com/tf2/story/44339/

Take a look at Renegades opinions on demomen there, you share the same sentiment.

you linked us back to this page
#  Jul 09, 2009 at 11:16 AM
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Specialty: Sniper
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Let me say this, your strategies of 1vs1 against several classes will now work in anything besides pubs. Only take a scout if you have over 100 hp? As a scout whenever I take on a heavy I either kill him or leave him with under 100 hp. If you come across a half decent scout and you have 100hp, good luck killing him. There are many others that I could criticize but I honestly can't be bothered.
#  Jul 09, 2009 at 11:40 AM
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BUICK 82538
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link fixed. ;p
#  Jul 09, 2009 at 11:43 AM
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Echo Mending 79297
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You can:

1) Have a medic on you, Natascha equipped, jump-rev and have a stamina battle. Results may vary.

2) If there are any individual (or at most double) stickies around, walk on them on purpose and hope he blows them so you can sticky jump-rev to him. This works more often than you'd think, and I'm not just talking about pubs. Results may vary.

3) Annoy them long-range, attract attention while you let your scouts close in. Results may vary.

4) Just avoid confrontation unless they're attacking someone else <---
#  Jul 09, 2009 at 11:49 AM
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Cold! 90655
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Hey automaton BUICK went out of his LINE OF DUTY to copy the link from the deliciously british renegade interview and you can't even SPARE 5 SECONDS to copy past the link to your url?
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Team Fortress 2


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