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Moved a trope somewhere more appropriate and spiced it up.


* BiggerIsBetter: While he does look like he is roughly around his 40's or even 50's, age doesn't seem to stop him from [[spoiler:out-sizing the Classic Heavy in a fair match, besting him in terms of raw strength. A [[http://www.teamfortress.com/tf06_thenakedandthedead/#f=143 shout-out scene]] is even played that makes Bane himself make a run for his money.]]


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* DemotedToExtra: Only to a minor degree, but the Heavy is not as overwhelmingly ubiquitous in the multimedia marketing and narrative fluff as he once was. The other classes now get their share of focus in the comics and animations, particularly the likes of Scout, Soldier and Spy. He still has his moments though, such as [[spoiler:an epic final showdown against the Classic Heavy to avenge the Medic.]]


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* SuperiorSuccessor: [[spoiler:Without an Australium power-up among other unfair advantages, the Classic Heavy doesn't stand a chance against his younger Russian counterpart when they finally meet for a hand-to-hand fight to the death. Although, [=TF2=] Heavy isn't exactly a spring chicken either, likely being in his '40s or '50s, but even considering that Classic Heavy wasn't in his prime, the strength and size difference between them seems pretty conclusive. A [[http://www.teamfortress.com/tf06_thenakedandthedead/#f=143 shout-out scene]] is even played that could give Bane]] a run for his money.]]
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** The Huo-Long Heater is an intense-looking minigun that projects a constant ring of flames around Heavy while he's revving up, setting anyone near him on fire. The minigun also deals bonus damage to any enemy that's currently on fire, meaning any enemy within that ring of fire will likely be decimated in milliseconds, on top of having general bonus synergy with ally Pyros. However, Heavy's slow speed makes it incredibly unlikely that he'll be able to actively catch someone within that close-range combo unless he has a lot of help or a very sneaky flank, in addition to the fact that Heavy's close-range damage is also incredibly high regardless. This is in addition to the actual downsides of the weapon, including a 10% damage penalty on non-burning targets, as well as consuming ammo while you're revving up, even if you're not firing, meaning that even if one's to use the fire as a deterrent, Heavy is put on a time limit in a way that no other minigun demands from him.

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** The Huo-Long Heater is an intense-looking minigun that projects a constant ring of flames around Heavy while he's revving up, setting anyone near him on fire. The minigun also deals bonus damage to any enemy that's currently on fire, meaning any enemy within that ring of fire will likely be decimated in milliseconds, on top of having general bonus synergy with ally Pyros. However, Heavy's slow speed makes it incredibly unlikely that he'll be able to actively catch someone within that close-range combo unless he has a lot of help or a very sneaky flank, in addition to the fact that Heavy's close-range damage is also incredibly high regardless. This is in addition to the actual downsides of the weapon, including a 10% damage penalty on non-burning targets, as well as consuming ammo while you're revving up, even if you're not firing, meaning that even if one's to use the fire as a deterrent, Heavy is put on a time limit in a way that no other minigun demands from him. It also has a rather embarrassing weakness when it comes to Spies, as while the ring of fire is meant as a deterrent, it's entirely possible for a Spy player [[WeaksauceWeakness to simply jump over it to nail a backstab on the Heavy without getting burned]].
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** The Huo-Long Heater is an intense-looking minigun that projects a constant ring of flames around Heavy while he's revving up, setting anyone near him on fire. The minigun also deals bonus damage to any enemy that's currently on fire, meaning any enemy within that ring of fire will likely be decimated in milliseconds, on top of having general bonus synergy with ally Pyros. However, Heavy's slow speed makes it incredibly unlikely that he'll be able to actively catch someone within that close-range combo unless he has a lot of health, in addition to the fact that Heavy's close-range damage is also incredibly high anyway. This is in addition to the actual downsides of the weapon, including a 10% damage penalty on non-burning targets, and consuming ammo while you're revving up, even if you're not firing, meaning that even if one's to use the fire as a deterrent, Heavy is put on a time limit in a way that no other minigun demands from him.

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** The Huo-Long Heater is an intense-looking minigun that projects a constant ring of flames around Heavy while he's revving up, setting anyone near him on fire. The minigun also deals bonus damage to any enemy that's currently on fire, meaning any enemy within that ring of fire will likely be decimated in milliseconds, on top of having general bonus synergy with ally Pyros. However, Heavy's slow speed makes it incredibly unlikely that he'll be able to actively catch someone within that close-range combo unless he has a lot of health, help or a very sneaky flank, in addition to the fact that Heavy's close-range damage is also incredibly high anyway. regardless. This is in addition to the actual downsides of the weapon, including a 10% damage penalty on non-burning targets, and as well as consuming ammo while you're revving up, even if you're not firing, meaning that even if one's to use the fire as a deterrent, Heavy is put on a time limit in a way that no other minigun demands from him.

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* AwesomeButImpractical: Every weapon in the “Hibernating Bear” item set qualifies.
** The Brass Beast’s 20% damage bonus on top of Heavy’s already ridiculous damage output may appear unstoppable on the surface, but it’s massive deploy time and movement speed penalty not only make it very easy to avoid its barrage but also makes Heavy an even easier target for Snipers and Spies.
** The Buffalo Steak Sandvich gives Heavy a large damage and speed increase but locks you to melee and gives a massive increase to damage taken. Since Heavy is still extremely slow even with the speed increase and lacks the resistances a Demoknight’s shields give him or other classes’s methods of closing the distance (Scout’s speed, Soldier’s rocket jumping, Demo’s shield charges and sticky jumping, and Spy’s disguises and cloak), it’s very unlikely you’ll reach anyone before getting killed.
** Rounding things off is the Warrior’s Spirit. It’s the most damaging melee in the game and gives heal on kill but also makes you take more damage. Given that Heavy is the slowest class in the game, using his melee weapons offensively is a terrible idea even without the increase to damage taken.

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* AwesomeButImpractical: Every weapon in the “Hibernating Bear” item set qualifies.
AwesomeButImpractical:
** The Brass Beast’s Beast's 20% damage bonus on top of Heavy’s Heavy's already ridiculous damage output may appear unstoppable on the surface, but it’s it's massive deploy time and movement speed penalty not only make it very easy to avoid its barrage but also makes Heavy an even easier target for Snipers and Spies.
** The Buffalo Steak Sandvich gives Heavy a large damage and speed increase but locks you to melee and gives a massive increase to damage taken. Since Heavy is still extremely slow even with the speed increase and lacks the resistances a Demoknight’s Demoknight's shields give him or other classes’s class' methods of closing the distance (Scout’s (Scout's speed, Soldier’s rocket jumping, Demo’s Demo's shield charges and sticky jumping, and Spy’s Spy's disguises and cloak), it’s it's very unlikely you’ll you'll reach anyone before getting killed.
** Rounding things off is the Warrior’s The Warrior's Spirit. It’s It's the most damaging melee in the game and gives heal on kill but also makes you take more damage. Given damage, but given that Heavy is the slowest class in the game, using his melee weapons offensively is a terrible idea even without the increase to damage taken. taken.
** The Huo-Long Heater is an intense-looking minigun that projects a constant ring of flames around Heavy while he's revving up, setting anyone near him on fire. The minigun also deals bonus damage to any enemy that's currently on fire, meaning any enemy within that ring of fire will likely be decimated in milliseconds, on top of having general bonus synergy with ally Pyros. However, Heavy's slow speed makes it incredibly unlikely that he'll be able to actively catch someone within that close-range combo unless he has a lot of health, in addition to the fact that Heavy's close-range damage is also incredibly high anyway. This is in addition to the actual downsides of the weapon, including a 10% damage penalty on non-burning targets, and consuming ammo while you're revving up, even if you're not firing, meaning that even if one's to use the fire as a deterrent, Heavy is put on a time limit in a way that no other minigun demands from him.
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* AffectionateNickname: His real first name is Mikhail, but his family calls him "Misha."

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'''Engineer''': Dominated, corn cakes.

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'''Engineer''': Dominated, corn cakes.\\
'''Sniper''': Oi! You're bleedin' gravy, fatso!
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* LethalJokeWeapon: The Holiday Punch is a melee weapon that gives makes it so that punching enemies InTheBack causes them to laugh (i.e. force them into the Schadenfreude taunt), at the cost of no random damage crits. It's a silly concept, especially since like the rest of Heavy's melee options, they're ''far'' outclassed in terms of close range damage by his miniguns, meaning it doesn't even have much value as a flanking option. It still does exactly what it says it does, and [[HelplessWithLaughter forcing the enemy into a taunt animation with no option to cancel out of it]] almost assuredly remains a death sentence. Not even invulnerable players are safe, giving the weapon a niche in shutting down über pushes. Following the removal of the stunning effect from Scout's Sandman, this remains the only way in a normal PVP scenario to stun an enemy aside from taunt kills.

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* LethalJokeWeapon: The Holiday Punch is a melee weapon that gives makes it so that punching enemies InTheBack causes them to laugh (i.e. force them into the Schadenfreude taunt), taunt) at the cost of no random damage crits. It's a silly concept, especially since like the rest of Heavy's melee options, they're ''far'' outclassed in terms of close range damage by his miniguns, meaning it doesn't even have much value as a flanking option. It still does exactly what it says it does, and [[HelplessWithLaughter forcing the enemy into a taunt animation with no option to cancel out of it]] almost assuredly remains a death sentence. Not even invulnerable players are safe, giving the weapon a niche in shutting down über pushes. Following the removal of the stunning effect from Scout's Sandman, this remains the only way in a normal PVP scenario to stun an enemy aside from taunt kills.
Is there an issue? Send a MessageReason:
None


* LethalJokeWeapon: The Holiday Punch is a melee weapon that gives makes it so that punching enemies InTheBack causes them to laugh (i.e. force them into the Schadenfreude taunt), at the cost of no random damage crits. It's a silly concept, especially since like the rest of Heavy's melee options, they're ''far'' outclassed in terms of close range damage by his miniguns, meaning it doesn't even have much value as a flanking option. It still does exactly what it says it does, and [[HelplessWithLaughter forcing the enemy into a taunt animation with no option to cancel out of it]] almost assuredly remains a death sentence. Not even invulnerable players are safe, giving the weapon a niche in stuffing über pushes. Following the removal of the stunning effect from Scout's Sandman, this remains the only way in a normal PVP scenario to stun an enemy aside from taunt kills.

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* LethalJokeWeapon: The Holiday Punch is a melee weapon that gives makes it so that punching enemies InTheBack causes them to laugh (i.e. force them into the Schadenfreude taunt), at the cost of no random damage crits. It's a silly concept, especially since like the rest of Heavy's melee options, they're ''far'' outclassed in terms of close range damage by his miniguns, meaning it doesn't even have much value as a flanking option. It still does exactly what it says it does, and [[HelplessWithLaughter forcing the enemy into a taunt animation with no option to cancel out of it]] almost assuredly remains a death sentence. Not even invulnerable players are safe, giving the weapon a niche in stuffing shutting down über pushes. Following the removal of the stunning effect from Scout's Sandman, this remains the only way in a normal PVP scenario to stun an enemy aside from taunt kills.
Is there an issue? Send a MessageReason:
None


* LethalJokeWeapon: The Holiday Punch is a melee weapon that gives makes it so that punching enemies InTheBack causes them to laugh (i.e. force them into the Schadenfreude taunt), at the cost of no random damage crits. It's a silly concept, especially since like the rest of Heavy's melee options, they're ''far'' outclassed in terms of close range damage by his miniguns, meaning it doesn't even have much value as a flanking option. It still does exactly what it says it does, and [[HelplessWithLaughter forcing the enemy into a taunt animation with no option to cancel out of it]] almost assuredly remains a death sentence. Following the removal of the stunning effect from Scout's Sandman, this remains the only way in a normal PVP scenario to stun an enemy aside from taunt kills.

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* LethalJokeWeapon: The Holiday Punch is a melee weapon that gives makes it so that punching enemies InTheBack causes them to laugh (i.e. force them into the Schadenfreude taunt), at the cost of no random damage crits. It's a silly concept, especially since like the rest of Heavy's melee options, they're ''far'' outclassed in terms of close range damage by his miniguns, meaning it doesn't even have much value as a flanking option. It still does exactly what it says it does, and [[HelplessWithLaughter forcing the enemy into a taunt animation with no option to cancel out of it]] almost assuredly remains a death sentence. Not even invulnerable players are safe, giving the weapon a niche in stuffing über pushes. Following the removal of the stunning effect from Scout's Sandman, this remains the only way in a normal PVP scenario to stun an enemy aside from taunt kills.
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None

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* LethalJokeWeapon: The Holiday Punch is a melee weapon that gives makes it so that punching enemies InTheBack causes them to laugh (i.e. force them into the Schadenfreude taunt), at the cost of no random damage crits. It's a silly concept, especially since like the rest of Heavy's melee options, they're ''far'' outclassed in terms of close range damage by his miniguns, meaning it doesn't even have much value as a flanking option. It still does exactly what it says it does, and [[HelplessWithLaughter forcing the enemy into a taunt animation with no option to cancel out of it]] almost assuredly remains a death sentence. Following the removal of the stunning effect from Scout's Sandman, this remains the only way in a normal PVP scenario to stun an enemy aside from taunt kills.
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* NotTheIntendedUse: The "Fat Scout" play style involves Heavy forgoing his primary minigun -- in turn, eschewing his constant mid-close range DPS and reliability as a frontline anchor for the team -- to instead fight with his shotgun. Heavy obviously lacks the sheer speed and nimble mobility as the Scout, but this approach to the Heavy can be semi-viable since he has ''much'' more health than [[FragileSpeedster Scout]], and [[BoringButPractical a shotgun is still a reliable source of close-range burst damage]], enabling Heavy to do surprisingly well in [=1v1=] duels.

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* NotTheIntendedUse: The "Fat Scout" play style involves Heavy forgoing his primary minigun -- in turn, eschewing his constant mid-close range DPS and reliability as a frontline anchor for the team -- to instead fight with his shotgun. Heavy obviously lacks the sheer speed and nimble mobility as the Scout, but this approach to the Heavy can be semi-viable since he has ''much'' more health to tank with than [[FragileSpeedster Scout]], and [[BoringButPractical a shotgun is still a reliable source of close-range burst damage]], enabling Heavy to do surprisingly well in [=1v1=] duels.
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* NotTheIntendedUse: The "Fat Scout" play style involves Heavy forgoing his primary minigun -- in turn, eschewing his constant mid-close range DPS and reliability as a frontline anchor for the team -- to instead fight with his shotgun. Heavy obviously lacks the sheer speed and nimble mobility as the Scout, but this approach to the Heavy can be semi-viable since he has ''much'' more health than [[FragileSpeedster Scout]], and [[BoringButPractical a shotgun is still a reliable source of close-range burst damage]], enabling Heavy to do surprisingly well in [=1v1=] duels.
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Cleaning YMMV wicks.


* HeterosexualLifePartners: With Medic. The "Meet the Medic" video shows that he trusts the man with his life despite [[BackAlleyDoctor his shady background as a doctor]]. In-game, he has the most enthusiastic variation of "Thanks, Doctor!", and even says [[BigBrotherInstinct "GET BEHIND ME DOCTOR!"]] while Ubered or [[HoYay "I love this doctor!"]] after being healed.

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* HeterosexualLifePartners: With Medic. The "Meet the Medic" video shows that he trusts the man with his life despite [[BackAlleyDoctor his shady background as a doctor]]. In-game, he has the most enthusiastic variation of "Thanks, Doctor!", and even says [[BigBrotherInstinct "GET BEHIND ME DOCTOR!"]] while Ubered or [[HoYay "I love this doctor!"]] doctor!" after being healed.



* MoreDakka: A 200-ammunition clip (each one firing four bullets at once) is the base amount, which you can chew through in under a minute. [[MemeticMutation Poot]] a Heavy by a Dispenser and he becomes a bottomless turret with much more health (a strategy encouraged by the Factory Worker and Not So Lonely are the Brave achievements). Mann vs. Machine lets you upgrade to a 500-round clip and increase your fire rate significantly. Valve had to give the tanks (the mini-bosses in Mann vs. Machine mode) a 75% damage resistance to miniguns just to stop Heavies from simply chewing through them in a matter of seconds. With a fully upgraded Brass Beast and a crit canteen, he does literally 2560 damage a second, enough to kill a Giant Robo-Heavy or Medic in roughly two seconds of sustained fire and around one second for any other giant.

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* MoreDakka: A 200-ammunition clip (each one firing four bullets at once) is the base amount, which you can chew through in under a minute. [[MemeticMutation Poot]] Put a Heavy by a Dispenser and he becomes a bottomless turret with much more health (a strategy encouraged by the Factory Worker and Not So Lonely are the Brave achievements). Mann vs. Machine lets you upgrade to a 500-round clip and increase your fire rate significantly. Valve had to give the tanks (the mini-bosses in Mann vs. Machine mode) a 75% damage resistance to miniguns just to stop Heavies from simply chewing through them in a matter of seconds. With a fully upgraded Brass Beast and a crit canteen, he does literally 2560 damage a second, enough to kill a Giant Robo-Heavy or Medic in roughly two seconds of sustained fire and around one second for any other giant.



* SkillGateCharacter: He plays around with holding this mantle next to Pyro, where he really only has one way to be played save for some fun [[SelfImposedChallenge self challenges]]. Rev up your minigun, point at the enemy, and watch them die is practically all there is to playing the class at his absolute basics.[[note]]Feel free to add ambushing, predicting enemy movements, Sandvich distribution, and switching to your gloves for the situational benefits after gaining some experience with him.[[/note]] Their huge amount of health also makes the class very forgiving to play, especially since Medics naturally flock towards Heavies. That being said, while a Heavy is still a potent threat regardless of the situation, at higher levels of play, inattentive Heavies will find themselves getting backstabbed or headshotted very quickly. The Developer Commentary on how Heavy was designed summarizes his simple but intuitive gameplay best.

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* SkillGateCharacter: He plays around with holding this mantle next to Pyro, where he really only has one way to be played save for some fun [[SelfImposedChallenge self challenges]].self-imposed challenges. Rev up your minigun, point at the enemy, and watch them die is practically all there is to playing the class at his absolute basics.[[note]]Feel free to add ambushing, predicting enemy movements, Sandvich distribution, and switching to your gloves for the situational benefits after gaining some experience with him.[[/note]] Their huge amount of health also makes the class very forgiving to play, especially since Medics naturally flock towards Heavies. That being said, while a Heavy is still a potent threat regardless of the situation, at higher levels of play, inattentive Heavies will find themselves getting backstabbed or headshotted very quickly. The Developer Commentary on how Heavy was designed summarizes his simple but intuitive gameplay best.

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* GutturalGrowler: His voice can get quite deep, especially in the lines added for ''Mann vs. Machine''.

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* GutturalGrowler: His voice can get quite deep, especially in the lines added for ''Mann vs. Machine''.HasAType: According to ''VideoGame/PokerNightAtTheInventory'', Heavy loves women with red hair.



* HeroesWantRedheads: Although not technically hero material, Heavy does have a thing for red-headed ladies. He brings this up in ''VideoGame/PokerNightAtTheInventory'', and just look at Tycho's face.
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Just For Pun is a disambiguation


** Sniper. Heavies are a Sniper's favorite target after the Medic, since they're not fast enough to move out of sight, their minigun does [[JustForPun piss poor]] damage from afar, and they really struggle to traverse any great distance without getting their head popped like a grape. At close range, though, there's no real contest, unlike...
** Spy. Spies also like Medics, but the Heavy is even easier pickings for him than the Sniper, since it's very easy for the Spy to strike while the Heavy is distracted by all of his duties, and when a Heavy is revved up, they're not likely to hear the decloak of even the most incompetent Spy. Combined with the Heavy's slow speed (which is even slower when they’re revved up), and the fact that the Spy is one of the only two classes that can efficiently take out even an overhealed Heavy with a Medic (even a Sniper can struggle to do that), game-sense is the only weapon in the Heavy's arsenal that can help with this weakness. The [[IncendiaryExponent Huo-Long Heater]] can deter Spies (especially if they're using the Spycicle), which generates a ring of fire around the Heavy while he's revved [fire being the Spy's greatest fear outside of Jarate]; the caveat here is that it [[JustForPun burns]] through ammo at a speedy rate [unless pushing the cart, which constantly replenishes ammo] the fact that a good Spy can simply jump over the ring, time their backstab for when the fire is out, or just take the pain and stab you while they're on fire.

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** Sniper. Heavies are a Sniper's favorite target after the Medic, since they're not fast enough to move out of sight, their minigun does [[JustForPun piss poor]] poor damage from afar, and they really struggle to traverse any great distance without getting their head popped like a grape. At close range, though, there's no real contest, unlike...
** Spy. Spies also like Medics, but the Heavy is even easier pickings for him than the Sniper, since it's very easy for the Spy to strike while the Heavy is distracted by all of his duties, and when a Heavy is revved up, they're not likely to hear the decloak of even the most incompetent Spy. Combined with the Heavy's slow speed (which is even slower when they’re revved up), and the fact that the Spy is one of the only two classes that can efficiently take out even an overhealed Heavy with a Medic (even a Sniper can struggle to do that), game-sense is the only weapon in the Heavy's arsenal that can help with this weakness. The [[IncendiaryExponent Huo-Long Heater]] can deter Spies (especially if they're using the Spycicle), which generates a ring of fire around the Heavy while he's revved [fire being the Spy's greatest fear outside of Jarate]; the caveat here is that it [[JustForPun burns]] burns through ammo at a speedy rate [unless pushing the cart, which constantly replenishes ammo] the fact that a good Spy can simply jump over the ring, time their backstab for when the fire is out, or just take the pain and stab you while they're on fire.



** His own name's short form Misha can mean "bear", which he's often compared to. His melee weapon is just his bare ([[JustForPun bear?]]) hands and he hunts to bring home food, which he shares with his family.

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** His own name's short form Misha can mean "bear", which he's often compared to. His melee weapon is just his bare ([[JustForPun bear?]]) (bear?) hands and he hunts to bring home food, which he shares with his family.
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->Voiced by: Gary Schwartz (English), Ricky Coello (Spanish), Maxim Pinsker (Russian)

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->Voiced by: Gary Schwartz (English), Ricky Coello (Spanish), Maxim Pinsker (Russian)(Russian), Christian Jungwirth (German)
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* OnlyKnownByTheirNickname: Natascha is the only one of Heavy's primaries that doesn't have a name beyond the nickname Heavy gave it.
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* HelplessWithLaughter: Heavy can subject his enemies to this with the Holiday Punch, a pair of mittens that forces anyone they critically hit to use the Schadenfreude taunt. Note that taunting prevents enemies from doing ''anything else.''

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* EstablishingCharacterMoment: ''Meet the Heavy'' puts down everything you need to know about the mans personality. He starts by calmly facing the cameraman with his prized minigun and going on a surprisingly lengthy info dump on the specs of its ammo and fire rate while dropping an estimation for the budget needed to shoot it (for twelve seconds) before humbly admitting that while he might be outsmarted sometimes, his enemies can’t outsmart his bullets, showing that he’s no DumbMuscle and is remarkably quiet and reserved when not on duty. Then comes the actual battle after the interview where he lets all hell break loose while he laughs maniacally over the roar of his minigun and the bloody carnage unfolding around him, showing that he ''loves'' his job [[BloodKnight and the fights that come with it.]]



* SkillGateCharacter: He plays around with holding this mantle next to Pyro, where he really only has one way to be played save for some fun [[SelfImposedChallenge self challenges]]. Rev up your minigun, point at the enemy, and watch them die is practically all there is to playing the class at his absolute basics.[[note]]Feel free to add ambushing, predicting enemy movements, Sandvich distribution, and switching to your gloves for the situational benefits after gaining some experience with him.[[/note]] Their huge amount of health also makes the class very forgiving to play, especially since Medics naturally flock towards Heavies. That being said, while a Heavy is still a potent threat regardless of the situation, at higher levels of play, inattentive Heavies will find themselves getting backstabbed or headshotted very quickly. The Developer Commentary has on how Heavy was designed summarizes his simple but intuitive gameplay best.
--> ''"With its wide field of fire, the Heavy's minigun lets players who don't have great twitch-aiming skills still wade into the thick of combat. To make up for this reduction in the value of the player's aiming skill, we amplified the importance of other skills. For instance, the wind-up time before firing and the Heavy's reduced speed while firing force players to learn to anticipate both the start of combat and incoming enemy attacks."''

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* SkillGateCharacter: He plays around with holding this mantle next to Pyro, where he really only has one way to be played save for some fun [[SelfImposedChallenge self challenges]]. Rev up your minigun, point at the enemy, and watch them die is practically all there is to playing the class at his absolute basics.[[note]]Feel free to add ambushing, predicting enemy movements, Sandvich distribution, and switching to your gloves for the situational benefits after gaining some experience with him.[[/note]] Their huge amount of health also makes the class very forgiving to play, especially since Medics naturally flock towards Heavies. That being said, while a Heavy is still a potent threat regardless of the situation, at higher levels of play, inattentive Heavies will find themselves getting backstabbed or headshotted very quickly. The Developer Commentary has on how Heavy was designed summarizes his simple but intuitive gameplay best.
--> ''"With ''With its wide field of fire, the Heavy's minigun lets players who don't have great twitch-aiming skills still wade into the thick of combat. To make up for this reduction in the value of the player's aiming skill, we amplified the importance of other skills. For instance, the wind-up time before firing and the Heavy's reduced speed while firing force players to learn to anticipate both the start of combat and incoming enemy attacks."''''

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* SkillGateCharacter: He plays around with holding this mantle next to Pyro, where he really only has one way to be played save for some fun [[SelfImposedChallenge self challenges]]. Rev up your minigun, point at the enemy, and watch them die is practically all there is to playing the class at his absolute basics.[[note]]Feel free to add ambushing, predicting enemy movements, Sandvich distribution, and switching to your gloves for the situational benefits after gaining some experience with him.[[/note]] Their huge amount of health also makes the class very forgiving to play, especially since Medics naturally flock towards Heavies. That being said, while a Heavy is still a potent threat regardless of the situation, at higher levels of play, inattentive Heavies will find themselves getting backstabbed or headshotted very quickly.

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* SkillGateCharacter: He plays around with holding this mantle next to Pyro, where he really only has one way to be played save for some fun [[SelfImposedChallenge self challenges]]. Rev up your minigun, point at the enemy, and watch them die is practically all there is to playing the class at his absolute basics.[[note]]Feel free to add ambushing, predicting enemy movements, Sandvich distribution, and switching to your gloves for the situational benefits after gaining some experience with him.[[/note]] Their huge amount of health also makes the class very forgiving to play, especially since Medics naturally flock towards Heavies. That being said, while a Heavy is still a potent threat regardless of the situation, at higher levels of play, inattentive Heavies will find themselves getting backstabbed or headshotted very quickly. The Developer Commentary has on how Heavy was designed summarizes his simple but intuitive gameplay best.
--> ''"With its wide field of fire, the Heavy's minigun lets players who don't have great twitch-aiming skills still wade into the thick of combat. To make up for this reduction in the value of the player's aiming skill, we amplified the importance of other skills. For instance, the wind-up time before firing and the Heavy's reduced speed while firing force players to learn to anticipate both the start of combat and incoming enemy attacks."''
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* CrackIsCheaper: According to his Meet video, his main gun, Sasha, fires custom cartridges which are sp expensive to produce that it costs over $400,000 to fire it for a mere twelve seconds.

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* CrackIsCheaper: According to his Meet video, his main gun, Sasha, fires custom cartridges which are sp so expensive to produce that it costs over $400,000 to fire it for a mere twelve seconds.
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* CrackIsCheaper: According to his Meet video, his main gun, Sasha, fires custom cartridges which are sp expensive to produce that it costs over $400,000 to fire it for a mere twelve seconds.

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Now a disambiguation


* {{Leitmotif}}: As the FaceOfTheBand, his is [[https://wiki.teamfortress.com/wiki/Team_Fortress_2_%28Main_Theme%29_%28Soundtrack%29 The Main Theme]] of the game.

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* {{Leitmotif}}: As the FaceOfTheBand, most prominent character, his is [[https://wiki.teamfortress.com/wiki/Team_Fortress_2_%28Main_Theme%29_%28Soundtrack%29 The Main Theme]] of the game.
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** In ''Blood in the Water,'' it's revealed that he put together that ''someone'' was helping the Administrator gather Australium due to the fact that despite none of the mercs finding any, she still has acquired almost all of it. It is for this same reason he suspects that the mine at Ayer's Rock is empty.
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* IllKillYou: Heavy ''really'' likes this trope, frequently telling his enemies how he is going to squash them like the tiny baby men that they are.
-->'''Heavy:''' I am going to kill you, and kill you, and KILL YOU!
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* GatlingGood: Might as well be the patron saint of this trope. In fact, he's [[https://tvtropes.org/pmwiki/pmwiki.php/Pantheon/TeamFortress2 in the Trope Pantheon for it]]! His primary weapon is a huge ChainsawGripBFG chaingun which can shred enemies to pieces in seconds at close range and still deals decent damage at mid-range. Its only downsides are that it becomes a peashooter when trying to hit faraway targets, has to be revved up before it can start shooting, and massively decreases Heavy's already very slow walking speed, making him an easy target. However, a Heavy with good gamesense can avoid these pitfalls to obliterate the enemy team by jumping and revving around corners simultaneously and having good tracking to prevent targets from getting close to him.

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* GatlingGood: Might as well be the patron saint of this trope. In fact, he's [[https://tvtropes.org/pmwiki/pmwiki.php/Pantheon/TeamFortress2 [[Pantheon/TeamFortress2 in the Trope Pantheon for it]]! His primary weapon is a huge ChainsawGripBFG chaingun which can shred enemies to pieces in seconds at close range and still deals decent damage at mid-range. Its only downsides are that it becomes a peashooter when trying to hit faraway targets, has to be revved up before it can start shooting, and massively decreases Heavy's already very slow walking speed, making him an easy target. However, a Heavy with good gamesense can avoid these pitfalls to obliterate the enemy team by jumping and revving around corners simultaneously and having good tracking to prevent targets from getting close to him.
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Again, a "qUiRkY" pile of Word Cruft in lieu of context is bad. Please do not do it.


* GatlingGood: Da, [[ICallItVera Sasha]]. Gatling VERY GOOD!

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* GatlingGood: Da, [[ICallItVera Sasha]]. Gatling VERY GOOD!Might as well be the patron saint of this trope. In fact, he's [[https://tvtropes.org/pmwiki/pmwiki.php/Pantheon/TeamFortress2 in the Trope Pantheon for it]]! His primary weapon is a huge ChainsawGripBFG chaingun which can shred enemies to pieces in seconds at close range and still deals decent damage at mid-range. Its only downsides are that it becomes a peashooter when trying to hit faraway targets, has to be revved up before it can start shooting, and massively decreases Heavy's already very slow walking speed, making him an easy target. However, a Heavy with good gamesense can avoid these pitfalls to obliterate the enemy team by jumping and revving around corners simultaneously and having good tracking to prevent targets from getting close to him.
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* MoreDakka: A 200-ammunition clip (each one firing four bullets at once) is the base amount, which you can chew through in under a minute. [[MemeticMutation Poot]] a Heavy by a Dispenser and he becomes a bottomless turret with much more health. Mann vs. Machine lets you upgrade to a 500-round clip and increase your fire rate significantly. Valve had to give the tanks (the mini-bosses in Mann vs. Machine mode) a 75% damage resistance to miniguns just to stop Heavies from simply chewing through them in a matter of seconds. With a fully upgraded Brass Beast and a crit canteen, he does literally 2560 damage a second, enough to kill a Giant Robo-Heavy or Medic in roughly two seconds of sustained fire and around one second for any other giant.

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* MoreDakka: A 200-ammunition clip (each one firing four bullets at once) is the base amount, which you can chew through in under a minute. [[MemeticMutation Poot]] a Heavy by a Dispenser and he becomes a bottomless turret with much more health.health (a strategy encouraged by the Factory Worker and Not So Lonely are the Brave achievements). Mann vs. Machine lets you upgrade to a 500-round clip and increase your fire rate significantly. Valve had to give the tanks (the mini-bosses in Mann vs. Machine mode) a 75% damage resistance to miniguns just to stop Heavies from simply chewing through them in a matter of seconds. With a fully upgraded Brass Beast and a crit canteen, he does literally 2560 damage a second, enough to kill a Giant Robo-Heavy or Medic in roughly two seconds of sustained fire and around one second for any other giant.
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* OOCIsSeriousBusiness: The only time Heavy sounds legitimately fearful that the other team is not made up of easily squishable tiny baby men is during Mann Vs. Machine, when a giant robot kills one of his teammates.
-->'''Heavy:'''[terrified] METAL GIANT IS KILLING US!


* BoisterousBruiser: '''"Is good time to run, cowards!"'''

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* BoisterousBruiser: '''"Is good time He's a huge, fun-loving HuskyRusskie who can obliterate his enemies with his bare hands and is fiercely protective of his teammates, but has HiddenDepths that are [[ByronicHero only revealed to run, cowards!"'''those closest to him]].

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