Overview
This is a guide to teach you how to play the HWG class in TFC.
Inrto
The Heavy Weapons guy is that angry guy on the box art of Team Fortress Classic; apart from that, the HWG is a defensive class withe some offensive capabilities. It is a common, and easy class to use, and I have had quite a bit success using it.
Strengths and Weaknesses
Strengths:
- Has best armour of any class
- Has best full auto weapon (assault cannon, subject to debate)
- Easy to use
- Versatility (good for both attack and defence)
- Cannot be pushed back by explosives
Weaknesses:
- Slowest movement speed of any class
- Assault cannon spool up can be annoying
Other:
- Scouts, pyros, civilians and medics do not stand a chance
- Snipers, engineers, and spys could counter the class with ease
Loadout
Slot 1: Crowbar
Slot 2: Single-Barreled Shotgun
Slot 3: Double-Barreled Shotgun
Slot 4: Assault Cannon
Class-Specific Grenade: MIRV Grenade
Notes:
- The assault cannon take up roughly one second to spool up before firing
- The MIRV grenade is a grenade that spews out several smaller grenades
- HP: 100
- Armour: 300 (highest of any class in the game)
Attacking as Heavy Weapons Guy
When attacking a base as HWG,try not to fire your cannon if you don’t see an enemy. stay close to your team, and strafe jump to keep up with them. Your priority list is as follows:
1. Other HWGs
2. Scouts
3. Medics
4. Snipers
5. Soldiers
6: Engineers (beware of level-3 sentery guns)
7. All other classes
If you are low on health, avoid other HWGs. As long as you have a medic, this should not be a problem (at least to an extreme extent). In a rare case where two or more HWGs are firing in your direction, fall back. In that case it is not worth attacking the base. Never walk in front of a Level-3 Sentry; you will not survive. In case you run out of ammo for the cannon, switch to one of the shotguns, and try to find more ammo. Throw multiple MIRVS into a crowded corridor, with some standard frags thrown in as well. This is a very good offensive tactic.
Whatever you do, don’t play the objectives; leave that to the Scouts. ; )
Defending as Heavy Weapons Guy
This is mostly similar to attacking, but there are two differences: First of all, stay in your base. Secondly, your priorities will look more like this:
1: Scouts (gee, they are getting bullied quite a bit here)
2: Soldiers (Beware of rocket-jump)
3: Possible Spys (debateable, because they are hard to decect as this class)
4: Pyros (debateable; they arn’t as common as the other classes)
5. Medics (may stay close to Soldiers)
6: Any other class capable of attacking a base
Know what the layout of your base is, and how to navagate to a resupply area. The Soldiers might be tough to hit if they try to rocket jump; if said player does it and ends up near you on low heath, dispose him. Scouts will spitefully run in the direction of your flag; if said player gets the flag, wait for him to some back, and open fire.
In case you don’t see a supply room anywhere, strafe jump to the room, as quickly as possible.
Other than that there really isn’t much stratagy involving defending, other that shooting and resupplying.