Heavy Weapons Guy

The **Heavy Weapons Guy**, more commonly known as the **Heavy**, is a towering hulk of a man hailing from somewhere in the USSR.

The Heavy is the largest and arguably most dangerous class in *Pre-Fortress 2* - boasting the most base health and armor that absorbs 75% of damage dealt to him, combined with the devastating firepower of his trusty Minigun. This weapon can inflict huge damage at a very high rate of fire, allowing him to mow down opposing babies, cowards, and teeny-men in mere seconds. Being the slowest class in the game, the Heavy's movement speed is his main weakness. Upon revving up or firing his Minigun, his already unimpressive speed drops down to an even lower amount, making him a very easy target for Snipers and Spies, especially since both they and Scouts can lower his speed even further with Legshots, Tranquilizer Gun darts, and Caltrops. His sluggish speed makes him more dependent on support from Medics and Engineers to keep him actively in the fight. As a result of his burly stature, it is easy for his teammates to hide behind him. This lets classes like Medics heal him with their Mediguns and Syringes, or Engineers can repair his armor with their Wrenches, all while being safe from enemy fire.

### Weaponry

#### Minigun

Heavy's Primary is the Minigun, a close to mid-ranged, rapid-fire hitscan weapon. It carries 200 ammo, and each shot fires four bullets in a wide spread that deal 54 damage combined at max damage ramp-up. This weapon shreds through absolutely anyone at point-blank range, taking just less than a second to kill any class. Holding M2 will let you rev the Minigun, preparing you for approaching enemies by removing the need to spin up manually for every individual enemy that comes along. It has several shiny black barrels and a white ammo tank underneath it.

#### Shotgun

Heavy's secondary is the Shotgun, a close-ranged hitscan weapon. It fires shells at a good rate, and each shell deals a base 60 damage (90 at max ramp-up) with a clip size of 6 and 32 reserve ammo. Each shot will fire 9 pellets in a fixed 3x3 pattern, as it is no longer affected by random bullet spread. It is useful as an emergency tool or as an option for a more mobile offense, as it doesn't slow you down like the Minigun and doesn't need to spin up. It is a steel sawed-off shotgun with a brown pump.

#### Lead Pipe

Heavy's Melee is the Lead Pipe. After a .65 second delay, it will deal 65 damage to a player within point-blank range in front of you. It is a cylindrical metal pipe with an L-shaped pipe screwed onto the top of it.

#### Frag Grenades

Heavy's Primary Grenade is a set of 3 Frag Grenades. Pressing the Primary Grenade key will have Heavy lower his current weapon and bring up a Frag Grenade with his left hand, flicking the pin off with his thumb before bringing his hand back and holding his right hand in front of him. If you press the key again/let go of the key, he will then toss it forward, dealing up to 90 damage to anyone caught in the blast, as well as 2 or 1 damage if they are hit head-on, depending on if it bounced first. Choosing not to throw it will result in the grenade exploding in Heavy's hand, dealing 50 self-damage and sending him in the direction he is looking in. This is Heavy's grenade-jump, and it's able to be used many times due to his massive health.

Heavy takes reduced knockback from all sources, including from his own grenades. This will severely hinder his ability to grenade-jump, but don't totally disregard it. Playing Heavy is still a game of positioning, and grenade-jumping can still get you around corners quickly or push you onto ledges. For example, grenade-jumping can get a Heavy from underneath the control point on Crossover to the enemies' area in front of the bridge, allowing you to surprise people trying to take the point with an out-of-place and revved-up Heavy.

#### MIRV Grenade

Heavy carries one MIRV Grenade as his Special Grenade, which is a bundle of Dynamite with a PIN pad on the front that is also used by Demoman. Pressing the Special Grenade key will have Heavy lower his current weapon and pull up his MIRV Grenade in his left hand, pressing 3 buttons on the PIN pad before bringing it back. If you press the key again/let go of the key, he will then toss it forward, where it will explode into 4 sticks of dynamite, that themselves explode around two seconds after. The bundle itself deals a max of 100 damage, while the sticks deal a max of 60 each The MIRV Bundle will also deal 2 or 1 damage if they are hit head-on, depending on if it bounced first. Unlike the bundle, the sticks cannot be destroyed. MIRV Grenades can also be used to grenade-jump, but since you only get one and it has higher damage potential its usually better to use the Frag Grenades, though the sticks of dynamite may take out a pursuer if you use the MIRV to try and escape a bad situation.

The "Offical" Lore to PF2 Heavy seems to be more like a [REDACTED].Heavy shooting his Minigun while a friendly Medic uses his Medigun on him.Heavy on the BLU team firing his Minigun at the RED sniper.
## Trivia

Heavy and Demoman are the only 2 classes that have the MIRV Grenade