StickMaster500 Even with a MvM update,no one wants to play it?Why?Because of those bullshit retarded p2ws who thinks that players with 9000 tours and 100+ unusuals are the only ones who can play it. And by p2ws I mean ALL of them.
Personally, I feel about every year at the absolute most, the MvM guides need to be updated, hopefully, other UA-camrs who are good at TF2 and take that mode seriously will be willing to update their guides
One thing to remember about knockback rage is that it reduces the damage you deal by a full half when you're using it, which is why it's generally looked down on since it dramatically lowers your damage, and the damage of everyone else who has weapons with falloff.
@@normaluser698 As someone who's a heavy sniper main in MVM knockback rage for heavy gradually pushes the robots away and is actually not too bad to deal with. Airblast, scorch shot and other knockback weapons though...
@@theshermantanker7043 generally, you don't want the robots to get pushed to much though, especially if a demo has 14 critical, max damage stickies that can 1 shot any robot, and the robot gets pushed away from them. It's better to have no knockback as opposed to negligible knockback. Especially considering Rage is 350 credits for 0 benefits.
I am Heavy Weapons Guy, and this... Is my Brass Beast! She has large array of upgrades and can have crits from my canteen... It cost more then $3,000 to upgrade this gun... To max out everything! (Laughing issues) Oh, my god, who touched my Beast... Alright, WHO TOUCHED MY GUN!!! Some robots think they can outsmart me... Maybe, maybe... I have yet to meet one who can outsmart crit bullet...
Hugo long heater can actually be better since the dispenser negates the ammo drain and because of the near confirmed gas passer pyro, you get a 25% increase in damage, outdoing the brass beast
@@G_Macks you gotta remember tho that the huo-long heater has that 10% damage penalty always applied, so even with that 25% damage bonus if enemies are on fire, is not gonna outdamage the brass beast anyway (with normal stats, the brass beast deals a max of 650 dps at point blank, while the huo-long manages to get at max 600 (including fire applied to the enemy) )
This helped me too , but one thing I liked about the video is that Big Joey said that the Tomislav is bad for mvm , finally one thing where minigun wins 1 000 times out of 1 000 times , more damage and faster firing speed , all hail Bearded !!!! The legendary Heavy main !!!! Also , there should be a Bearded vs Joey rap battle or an actual tf2 battle , with 8 other classes (Soundsmith as soldier , Travingel as demoman , Uncle Dane as engie , Arrayseven as medic , PyroJoe as pyro , and other men as other 4 classes on Bearded team , but idk who would be on Joey's side , not counting Ace The Ocarina Maker as demoman and foxfire (idk if I'm spelling this right or if I'm even spelling the right UA-camrs username) as pyro , idk for other 7). I would want to see this happen , 9 vs 9 tf2 popular UA-camrs vs other popular UA-camrs. Who agrees???? Anyone? Well , I at least wanted to mention it...
Health on kill can never be wrong. Jerma mentioned in a video about the Black Box that any item that heals you faster will help the medic finish his job and move on sooner. If you gain 25 hp on kill, that's easily 3-5 seconds that the medic is free to spend healing someone else who needs it. Plus, you can sustain yourself while he's busy or dead. Even with the healing expert upgrade, that's still a big chunk of time saved.
There are a few deviations I've made from this playstyle recommendation. For instance, I actually do run Shotgun in MVM to allow myself to deal damage while running to the front or when running away without having to rev up my shotgun. Heavy secondaries are only rarely used, so I just kinda run whatever I feel like. Also, I only buy Crit Resistance when there are crit-boosted robots. Robots cannot perform random critical hits, and those 450 credits can help aid your firing power or something else of the sort. Overall, though, great guide, it's nice to see someone making an up-to-date MVM guide.
Blacksmith Games good point with the other resistances vs the crit resistance. Idk. For my personal style, I’m not really stacking up on resistances typically in general till about the 2nd and 3rd waves, but yea... I mean if it was like 2nd wave and no crit enemies were coming, why not go for the other resistances. Well said
That 5 damage was one of my bullets straying from the sentry buster and hitting him on accident. If you wanna see what actually happened to his health, watch his health bar right before and as he hits
From what I know, fall damage scales to health. So it doesn't do a certain amount of damage, it does a certain percent of damage. More health, like those of the giants, would result in them taking huge amounts of damage.
I remember when I was engineer in the coal town building with a sniper and I told him "its me and you sniper were together in this!" But because I have a pubescent 14 year old voice he just said "f u c k y o u" and I burst out laughing.
Darkness imprisoning me All that I see Absolute horror I cannot live I cannot die Trapped in myself Body my holding cell Landmine has taken my sight Taken my speech Taken my hearing Taken my arms Taken my legs Taken my soul Left me with life in hell!
if you want to know a strat that sounds super specific but comes up a LOT more often than you'd think I'd go with 1) The hue long heater- if you bodyblock a lot of the scouts and giants especially if you have a competent pyro and a dispenser near. 2) The dalokohs bar- if you don't have a medic and get the health on kill upgrade, that little extra health can save you in a lot of situations and the faster recharge time can allow you throw health for your team much more regularly. 3) fists of steel- this one kinda explains itself.
A few things: • Natascha is good for giant scouts (or swarms of them) and sentry busters • Family business out-DPS's stock as long as you can consistently hit your shots, so it's good for taking out tanks when your minigun is out of ammo, or to take out enemies closer to you • Killing gloves of Boxing are decent at killing scouts and going on a killing spree, or dropping a medic and dealing more damage to its pocket
Never shoot the tank with the minigun, it has a massive amount of damage resistance to any damage from miniguns (Last I remember, this also includes engineer's sentries that have miniguns, the level 2 and 3 sentries)
Natascha just absolutely is not necessary whatsoever. With Giant Scouts, you can just kill them with your minigun before they even have a chance to make it past you, considering how little health they have compared to the other Giants, the 25% damage reduction just isn't worth it. And like was shown in the video, in some spots you can literally just stand still and stop the Giant Scout in it's tracks, so you'd literally just be shooting yourself in the foot at that point. As for the Sentry Busters, usually you just let your Engie deal with them himself, and when you don't, just get Knockback Rage instead of the Natascha for that if that's really what you're going for.
Just saying, knockback rage is extremely situational, mainly only for bosses, but if you have a demoman on your team (which you usually do) don't buy it. It will push the robots away from the demo's stickies.
Extra tip for Heavy against the tank. You can actually upgrade your attack speed on your melee and then pop a crit cantine and just start punching the tank. you actually do a lot more DPS to the tank this way than most classes save the phlog pyro
Why would you permanently waste 300 credits to deal with a Tank? Heavy isn't particularly built to deal with tanks regardless, and other classes can easily reach the same DPS, Sniper with CC + Max Bush, Phlog Pyro with Max Damage, etc.
I actually prefer running Shotgun. Yes, it isn't exactly optimal, but when the Engies' dispenser is out of range, I tend to run out of ammo quite often. Having this little bit of chip damage to protect yourself from melee scoutbots can be helpful, especially with the Fists of Steel. I also like using it with the Brass Beast, since it lets me do chip damage at full speed.
I disagree with ammo capacity because if you are beside a dispenser, you’ll never need extra ammo. That being said I think the decision should be made based on your engies dispenser placement
While I don’t have the pc to play tf2 you and people like lazy purple reignite the love and amazing feeling that tf2 should be about and keep me coming back to enjoy every sfm clip and video you put out thank you man
Thank you for your guiding video about heavy on mvm! Although it was helpful for me (I’m playing mvm since 2016) it might be useful for the guys who hasn’t played mvm. Typically, it’s a very basic tutorial. And yes, most of upgrades and weapons are very optional. First of all, Huo-Long Heater is a very powerful minigun unless you have a dispenser and enough money to fully upgrade ammo capacity. Usually, I pick this minigun when rounds 4-5 comes in. Dalokosh bar is useful when you don’t have a medic on your team And, I and most of my friends upgrade destroy projectiles. It’s very useful against soldiers and demos when your medic doesn’t have a shield and saves u a couple of seconds to survive and kill more robots. This upgrade has a priority next to projectile penetration and firing speed. Anyway, your video is actually good! I hope newcomers will learn about playing heavy. Hopefully I help you with my tips
4:16 I'm digging the Metallica "One" song in representation of your HUD messing with the upgrades stations textures, I knew you didn't just grow your hair out for show, you're not a metal head. 🤘😝🤘 Rock On! Also I loved this video, it was extremely helpful.
Yo Joey, uhh...bullet penetration ain't the greatest upgrade to spring for my guy. The damage you do to subsequent enemies is nearly negligible and not worth the cost of investment unless you're on the last wave or two.
I actually go for resistances first on heavy. I find it great when combined with Destroy Projectiles you can basically sit in the middle of the wave not caring what robots come your way.
Projectile penetration can be straight up double your damage output if you line yourself up correctly. I'll usually grab 1 tick of it plus faster firing speed for wave 1, and leave projectile penetration at 1 tick for the rest of the game.
3:20 I'd personally recommend the Warrior's Spirit if you're in a wave that has a lot of tanks or is only tanks with all other bots being support. If you combine it with the Buffalo Steak Sandwich and crit canteens and upgrade your firing speed to the max, you can take out a tank with 30k health BY YOURSELF on Coaltown. I've consistently done lots of damage with them when tanks are around, sometimes even out-damaging my teammates while using it. Of course, if there's other things to worry about, like Giants or large groups of bots, perhaps your time as a heavy would be better spent there instead of on the tank, so I'd only ever do it if there's nothing else to worry about or if whatever there is to worry about can be handled by other classes like Pyro or Spy/Sniper for example. Of course, other classes like Soldier or Pyro with a Phlog can output way more damage than a Heavy on tanks with the right upgrades, or even a Sniper with a Cleaner's Carbine and a Bushwacka maybe, but if you want to stick with Heavy and only Heavy, the Warrior's Spirit is fantastic for tanking out tanks. 4:43 Personally, my ranking of the minigun upgrades would go something like this: Firing Speed > Health On Kill (yes, even if you have a Medic) > Projectile Penetration > Destroy Projectiles > Ammo Capacity > Knockback Rage. The only reason I put Ammo Capacity as low as it is, is because if you have a good Engie, you won't have to worry about your ammo practically ever. If your Engie refuses to put his dispenser in locations that would be useful to you, or you simply don't have one at all, I'd move Ammo Capacity to being your #1 priority over anything else. Without a dispenser, you'll only be able to fire your gun for 30 seconds at BEST, if not slightly longer with ammo packs, but you'd be wasting more time than if you just had your Ammo Capacity maxed out, and you can easily use up half of your ammo on just ONE Giant, depending what kind of Giant it is, or how close you are to it. As for the Health On Kill, I'd say even with a Medic, having it at 100+ health on kill can increase your survivability tenfold. There's plenty of situations where you just wouldn't be able to survive long enough without it, like with giant waves of minigun Heavies, especially crit ones. Even with maxed Bullet and Crit Resistance, you'd only be able to survive a good couple seconds before the Heavies turn you into swiss cheese, even with a Medic pocketing you. Knockback Rage is as low it is because everything it does, a Pyro or even a Scout with the Shortstop can do better. The main use people have for it is to push Giants, but in order to get this ability you need to deal a specified amount of damage before you can use it, Pyro and Scout with the Shortstop can just do it on command. And not only that, but Pyro can airblast multiple targets at once with the click of a button, Heavy can only move one, maybe two if he alternates his fire rapidly, so Pyro would be able to do this same thing much better, and you should only worry about it if you just don't have a Pyro, or if there's lots of Giant Scouts, then it does have some use, as you can combine it with a teleport canteen to quickly teleport back to spawn and stop any Giant Scout that may have slipped past you with the bomb. Pyro could do the same thing, but would not be able to damage the Giant Scout while he stalls it from deploying the bomb. Lastly, Destroy Projectiles is surprisingly useful if you're going against several Giant Soldiers or Demomen, as you can sustain your fire directly at them without worry of being shot with an explosive. The only case where it wouldn't be as effective is if the projectile speed of said Giant Soldiers/Demos is quite fast, then you just simply don't have time to destroy all their projectiles. 6:59 Crit Resistance is only necessary if there are bots that deal crit damage, indicated by the blue border around their name, or soldiers with buffs, indicated by the rocket icons with flags. Otherwise, only really go for Blast Reistance and/or Bullet Resistance. Fire Resistance is practically useless, and as far as I'm aware, only actually reduces the afterburn time, not the damage taken from the flames themselves. Fire Resistance should only be looked at as an option if you either: Are dealing with a lot of Pyros/Flare Shot Pyros, or just have extra money to spend and literally have nothing better to spend it on. I'd even prioritize Movement Speed over Fire Resistance, because as a Heavy, being faster can help a lot, especially when paired with the Gloves of Running Urgently. In fact, since Heavy moves at a speed of 77% by default, if you combine that with the 30% movement speed of the GRU, you already move just as fast as an Engineer or a Sniper. Combine that with the 30% faster movement speed of the upgrades, and you can move at 123.2% movement speed. And if for some reason you combined this with the speed increase of the Buffalo Steak Sandwich, you can move at 150% movement speed, that's even faster than a Scout with no movement-altering effects, who moves at 133% movement speed. Lastly, you could even combine this with something like the Disciplinary Action or Concheror from Soldier, and you can make Heavy move at the insane speed of 181% movement speed, that's a good 8% faster than even a Scout with max speed upgrades. None of this was really necessary, but just fun to think about, the fact you can make Heavy even faster than a Scout.
I actually recognize some of the things going on in the background here from clips in other TF2bers' videos. For example, at 9:36, you see SoundSmith drive into the pit with the bumper car, which happens at around 2:05 in the video "Legend of the Hyper Beast Vape." Pretty neat!
NickelBack Heavy: LOOK AT THIS GRAPH *Show's the rate of heavy's minigun going super up* Heavy with Tomislav: Uh- WELL LOOK AT THIS GRAPH! *Show's the rate of heavy's tomislav going super down* Me: HELL NO *Show's the rate of Big Joey's Subscriber Going up* Both: NANI?!
Medic has to heal all teammates and all but he usually heals Heavy in the battlefield. That's a reason why they are best friends. So if you are playing mvm as medic, you need to know your best friend. When he needs help, what is the most important time to heal him etc.
Loading screen Imprisoning me All that I see Absolute disappointment I cannot play I cannot game Trapping in frozen screen Damn I gotta restart agaaaaasaain!
Acually, my advice in MVM Heavy Canteens would be an Ammo Refill canteen. As a Heavy, you tend to use up ammo quick. So I'd just buy 3 of them to keep dishing out the damage and potentially never need a good engie in one or two waves.
The Tomislav doesn't have *terrible* DPS, it's just that the benefits mean nothing and the DPS down is noticeable enough enough to make stock just an objectively better choice in MvM. You're not throwing the game immediately just for using the Tomi or anything, it's just outclassed.
6 years late to the party, but if there's anyone scrolling through, here's a tip from WeezyTF2's video on Heavy weapon choices. If you are playing on a map with tanks, consider benching the Sandvich and Gloves of Running Urgently for the Buffalo Steak Sandvich and Warrior's Spirit. The Buffalo Steak grants you minicrit melee attacks when eaten and the Warrior's Spirit has a +30% damage bonus, both when paired together have the potential to beat out a minigun in damage potential when faced against a tank. If you're worried of the downsides of both weapons, you really shouldn't be, most are negligible when facing a tank since tanks don't fight back, so you don't have to worry of the Buffalo Steak not healing you or the Warrior's Spirit giving you damage vulnerability.
quick note: as a heavy main who plays alot of mvm, i actually wouldn't recommend upgrading your ammo capacity unless you have a bad engineer who's always somehow getting his gear destroyed. dispenser range should do you just fine in most situations.
PreyasMan The DemoPan yea, no. That’s just asking to run out, unless you’re being incredibly dependent on the engie and remaining very stationary. To each his own though man
The dispenser isn't always gonna be up, and robots are gonna push hard which makes you move back therefore rendering the dispenser useless, unless the engineer builds and fully upgrades the dispenser while not caring about building a sentry gun.
3:15 couldn't you also argue for the Huo Long for that reason? Also, since the ring is large, you basically get B. Beast damage without having to be at a snail's pace.
Using the hibernating bear set can be pretty good on some waves. The warriors spirit can deal over 200 damage per hit on the tank, plus you can increase that damage output by eating the steak or upgrading firing speed. It could also be used to quickly take out steel gauntlets due to the increased melee damage they take.
Mvm is personality my favorite game mode, because it’s not everyday that you get to slaughter hundreds of robots and going through waves of them and each of them harder than the last, most of the time it’s a nice challenge, but I have recently started going on infinite cash servers, and sometimes the expert and other harder missions to be a bit hard despite having all upgrades
If you know your positioning well you could also use the KGB to get free crits so it can be useful in some situations like a scout close to the bomb drop off then after it dies to the KGB, you can switch to the minigun for more damage on either giant bots, hordes, or even tanks
one of the few times where i use the huo-long heater is when a medic decides to uber me infront of a giant while also popping the shield . Yeah, you run out of ammo quickly, but robots will be dying fast and even faster when you got an engie and a pyro by your side
The minigun i use for MVM is natascha because it really helps with the engineers because of how you slow down the sentry busters which saves the engineer time to defend Mannco and the rage really helps with the slowing down if theres no scout or nobody buys the mad milk powerup BUT. it struggles with high hp bosses like the tank. So thats why you want as much help as you can get.
the holiday punch can make robots laugh and considering there are many ways to get crits in Mvm like canteens kritskrieg or from behind hits so it is also good when your team does not have a lot of time left to stop a bomb carrier
PUBLIC JOEY DISCORD????
PUBLIC JOEY DISCORD - discord.gg/wTFRMgK
i read it as pubic Joey discord
is discord free?
LOL JK.
but srsly. Is it?
Big Joey Slap-Nuts dad?
not to a sphee.
Please updat
I found this video very useful!
Now all we need is another MvM Update to encourage people to play MvM again.
Agreed. We need more maps
Stick master you're everywhere
Sleep is for the weak
StickMaster500 Even with a MvM update,no one wants to play it?Why?Because of those bullshit retarded p2ws who thinks that players with 9000 tours and 100+ unusuals are the only ones who can play it. And by p2ws I mean ALL of them.
TheDarkWut You were booted because you equipped the best weapon in MvM?Now that's practical bullshittery.
Me: I'm terrible at MVM and all the guides out there are either too long or outdated
Big Joey: Say no more.
*PRESTO!* An MVM vid in 2018.
This is quite incorrect guide
Then they change the meta again for the Heavy update
Henrix98 how so??
Personally, I feel about every year at the absolute most, the MvM guides need to be updated, hopefully, other UA-camrs who are good at TF2 and take that mode seriously will be willing to update their guides
@@davidhong1934 I hope Big Joey makes a new guide when the heavy update comes out
9:37
Rest in meme spoons
Soundsmiff
2019 - 2019
Dieded by driving a cart into a death pit
He still dead
L trollider Main
I'm glad I was used for an edgy joke, when the whole point of the name was to sound silly.
(Yes, I am actually that guy you used in your footage)
Darkyness LOLLLLLL dude, I literally came into that MVM just to record the dark room and you just happened to be there... I couldn’t pass it up! xD
It's all good dude, now I can tell my friends I'm UA-cam famous.
@@BigJoeySlaps EMBRACE THE RADIATION
Lol it was Metallica, how's that edgy?
@@longlivetheknot4589 most metallica songs are agressive, and can be seen as "edgy" by people who dont listen to agressive music
GIANT SCOUT,
HAS TAKEN OUR LIVES
TAKEN OUR UBER
TAKEN OUT TIME
TAKEN OUR LAND
MOVED THE SPAWN
LEFT US WITH LIFE IN HEEEE~L
I really hate it when all I have left is my heel it really is inconvenient lol
Super scouts are annoying as hell
When your team fails because that one son of a bitch pass REEEEEEEEEEEEE
when 25 bonk giant scout enters
they never see it *coming*
really hate finding myself in heel every morning.
I cri every tem.
One thing to remember about knockback rage is that it reduces the damage you deal by a full half when you're using it, which is why it's generally looked down on since it dramatically lowers your damage, and the damage of everyone else who has weapons with falloff.
and sniper that on your team will throw you into the sun
@@normaluser698 As someone who's a heavy sniper main in MVM knockback rage for heavy gradually pushes the robots away and is actually not too bad to deal with. Airblast, scorch shot and other knockback weapons though...
@@theshermantanker7043 well firing speed debuff also exist
@@theshermantanker7043 generally, you don't want the robots to get pushed to much though, especially if a demo has 14 critical, max damage stickies that can 1 shot any robot, and the robot gets pushed away from them. It's better to have no knockback as opposed to negligible knockback. Especially considering Rage is 350 credits for 0 benefits.
@@Dedprotectr I mean it can be useful as a last ditch effort or to push a giant robot into a pit in the ground.
I am Heavy Weapons Guy, and this... Is my Brass Beast! She has large array of upgrades and can have crits from my canteen... It cost more then $3,000 to upgrade this gun... To max out everything!
(Laughing issues)
Oh, my god, who touched my Beast... Alright, WHO TOUCHED MY GUN!!!
Some robots think they can outsmart me... Maybe, maybe... I have yet to meet one who can outsmart crit bullet...
@Justinmatthew Perez Erecting a di-
spenser
"I have yet to meet one who can outsmart crit bullet"
*laughs in giant quick-fix medic*
Hugo long heater can actually be better since the dispenser negates the ammo drain and because of the near confirmed gas passer pyro, you get a 25% increase in damage, outdoing the brass beast
Ha,
𝗖𝗿𝘆 𝘀𝗼𝗺𝗲 𝗺𝗼𝗿𝗲.
@@G_Macks you gotta remember tho that the huo-long heater has that 10% damage penalty always applied, so even with that 25% damage bonus if enemies are on fire, is not gonna outdamage the brass beast anyway (with normal stats, the brass beast deals a max of 650 dps at point blank, while the huo-long manages to get at max 600 (including fire applied to the enemy) )
Thanks man. I rly needed the help on Heavy in MVM.
I hoped this would help someone! Thanks for watching it
This helped me too , but one thing I liked about the video is that Big Joey said that the Tomislav is bad for mvm , finally one thing where minigun wins 1 000 times out of 1 000 times , more damage and faster firing speed , all hail Bearded !!!! The legendary Heavy main !!!! Also , there should be a Bearded vs Joey rap battle or an actual tf2 battle , with 8 other classes (Soundsmith as soldier , Travingel as demoman , Uncle Dane as engie , Arrayseven as medic , PyroJoe as pyro , and other men as other 4 classes on Bearded team , but idk who would be on Joey's side , not counting Ace The Ocarina Maker as demoman and foxfire (idk if I'm spelling this right or if I'm even spelling the right UA-camrs username) as pyro , idk for other 7). I would want to see this happen , 9 vs 9 tf2 popular UA-camrs vs other popular UA-camrs. Who agrees???? Anyone? Well , I at least wanted to mention it...
Hi dude! I met you in a Blackwonder server today! You guys were honestly funny as hell, thank you for making my afternoon so funny. Thank you!
Health on kill can never be wrong.
Jerma mentioned in a video about the Black Box that any item that heals you faster will help the medic finish his job and move on sooner. If you gain 25 hp on kill, that's easily 3-5 seconds that the medic is free to spend healing someone else who needs it. Plus, you can sustain yourself while he's busy or dead. Even with the healing expert upgrade, that's still a big chunk of time saved.
I got hit in the eye with a volleyball twice while watching this video :3
That's sacrifice. I appreciate you making it through the video still xD
cactie i trust you XD
how the hell
Oof
Same.
There are a few deviations I've made from this playstyle recommendation. For instance, I actually do run Shotgun in MVM to allow myself to deal damage while running to the front or when running away without having to rev up my shotgun. Heavy secondaries are only rarely used, so I just kinda run whatever I feel like. Also, I only buy Crit Resistance when there are crit-boosted robots. Robots cannot perform random critical hits, and those 450 credits can help aid your firing power or something else of the sort. Overall, though, great guide, it's nice to see someone making an up-to-date MVM guide.
Blacksmith Games
I know you meant to say minigun there, but now I'm just imagining a Gatling shotgun.
Blacksmith Games good point with the other resistances vs the crit resistance. Idk. For my personal style, I’m not really stacking up on resistances typically in general till about the 2nd and 3rd waves, but yea... I mean if it was like 2nd wave and no crit enemies were coming, why not go for the other resistances. Well said
Wait, robots straight up can't random crit? Good to know...
@@unityofvitality-5875 better than dealing 0 damage whatsoever while you run to the front lines
@@HeavyTF2realhow would that work? A miniature minigun that fires shotgun pellets?
"Launch them into the air so that they receive fall damage"
Sees a miserable 5 dmg
That 5 damage was one of my bullets straying from the sentry buster and hitting him on accident.
If you wanna see what actually happened to his health, watch his health bar right before and as he hits
From what I know, fall damage scales to health. So it doesn't do a certain amount of damage, it does a certain percent of damage. More health, like those of the giants, would result in them taking huge amounts of damage.
@@sadfern0 *hummph*
@@sadfern0 The bigger they are, the harder they fall.
@@stefanm.734 you mean the THICCER they are
WOAH WOAH WOAH TIME SPLITTERS MUSIC HELLO???????????
ey yo! i heard that shit too!
i heard the tasty planet music ahh the memoriesss
I heard that shit and before I knew it I was subscribed to this guy's channel
M e m o r i e s
@@luxzhvs god i love cracking that game out occasionally
"And in it's current state really the only time i'd ever reccomend using this weapon"
Me, using Brass Beast against a team of hacking bot snipers:Yes.
I mean hey, you're going to get headshot anyway right?
@@captaingoomba6907 50% damage resistance when under 50% health, also 20% more damage
@@TheRealSinful Is it really 50% DR? I could've sworn it was 20%
@@captaingoomba6907 yeah its 20%
@@TheRealSinful if you're facing a bot just use the fists of steel honestly
Question: does the speed upgrade for heavy increase his movement when revved?
@Sir Arco my guy a tad more than late
@Sir Arco so it make brass beast an effective upgrade from stock?
@@usernametaken017 the speed upgrade doesnt increase that much
@@pinkmail6841 but it makes it _better_
Also if you wanted to brass beats then why not go engie with wrangler at this point
4:24 - I recognize that song from the game Tasty Planet.
*Large Joseph*
The classy viking Large Joseph Hug-Pussy
Monumental JoJo
Your next line is like
assault testicles
I remember when I was engineer in the coal town building with a sniper and I told him "its me and you sniper were together in this!" But because I have a pubescent 14 year old voice he just said "f u c k y o u" and I burst out laughing.
4:16 One of my personal favorite metal songs, Funny you mentioned it! Plus the darkness guy lol
Darkness imprisoning me
All that I see
Absolute horror
I cannot live
I cannot die
Trapped in myself
Body my holding cell
Landmine has taken my sight
Taken my speech
Taken my hearing
Taken my arms
Taken my legs
Taken my soul
Left me with life in hell!
if you want to know a strat that sounds super specific but comes up a LOT more often than you'd think I'd go with
1) The hue long heater- if you bodyblock a lot of the scouts and giants especially if you have a competent pyro and a dispenser near.
2) The dalokohs bar- if you don't have a medic and get the health on kill upgrade, that little extra health can save you in a lot of situations and the faster recharge time can allow you throw health for your team much more regularly.
3) fists of steel- this one kinda explains itself.
Great video Joey I’m thankful your doing this as a lot of people need to know weapons and upgrades before they kill any robots
Also little known fact the shortstop for scout is good against tanks if anyone who reads this plays scout give it some thought
Hmmmmm........
"the robot-pocalypse is finally here"
That didn't age well
???
@@pengchengtay6916 he means the bots in casual, dumbass
@@dumpsterfire4269 why call him a dumbass? Being rude has no benefit.
A few things:
• Natascha is good for giant scouts (or swarms of them) and sentry busters
• Family business out-DPS's stock as long as you can consistently hit your shots, so it's good for taking out tanks when your minigun is out of ammo, or to take out enemies closer to you
• Killing gloves of Boxing are decent at killing scouts and going on a killing spree, or dropping a medic and dealing more damage to its pocket
Family Business is probably just better than your minigun for DPS since the tank has minigun resistance rather than full on bullet res
Never shoot the tank with the minigun, it has a massive amount of damage resistance to any damage from miniguns (Last I remember, this also includes engineer's sentries that have miniguns, the level 2 and 3 sentries)
Natascha just absolutely is not necessary whatsoever. With Giant Scouts, you can just kill them with your minigun before they even have a chance to make it past you, considering how little health they have compared to the other Giants, the 25% damage reduction just isn't worth it. And like was shown in the video, in some spots you can literally just stand still and stop the Giant Scout in it's tracks, so you'd literally just be shooting yourself in the foot at that point. As for the Sentry Busters, usually you just let your Engie deal with them himself, and when you don't, just get Knockback Rage instead of the Natascha for that if that's really what you're going for.
@@theshermantanker7043 No it doesn't affect sentry.
Just saying, knockback rage is extremely situational, mainly only for bosses, but if you have a demoman on your team (which you usually do) don't buy it. It will push the robots away from the demo's stickies.
Extra tip for Heavy against the tank. You can actually upgrade your attack speed on your melee and then pop a crit cantine and just start punching the tank. you actually do a lot more DPS to the tank this way than most classes save the phlog pyro
Why would you permanently waste 300 credits to deal with a Tank? Heavy isn't particularly built to deal with tanks regardless, and other classes can easily reach the same DPS, Sniper with CC + Max Bush, Phlog Pyro with Max Damage, etc.
Take DAT
@@kaws6231 it's not permanent, you can refund all your upgrades at any time
@@ralphthejedimaster canteens are permanent. you use them, you don't get that money back unless you fail that same wave
Warrior's Spirit with max speed is surprisingly good on tanks even when you only rely on random crits and not canteens
9:37 soundsmith casually dies in a hole
I actually prefer running Shotgun. Yes, it isn't exactly optimal, but when the Engies' dispenser is out of range, I tend to run out of ammo quite often. Having this little bit of chip damage to protect yourself from melee scoutbots can be helpful, especially with the Fists of Steel. I also like using it with the Brass Beast, since it lets me do chip damage at full speed.
phat scoot
0:50 - Introduction to MvM
1:15 - Weapons
1:20 - Primaries
2:55 - Secondaries
3:20 - Melee
4:05 - Upgrades
4:25 - Primary
6:50 - Heavy
7:30 - Secondary & Melee
8:05 - Tactics
8:10 - Sticking it close
8:30 - Using dispensers
9:00 - Body Blocking
9:25 - Knockback rage
10:40 - Tank priority
11:25 - Heal your medics
Thank you
I disagree with ammo capacity because if you are beside a dispenser, you’ll never need extra ammo. That being said I think the decision should be made based on your engies dispenser placement
You basically just need to enslave your engi and medic to win
@@aubrey5577 a soldier with conch who blows it constantly, dispenser next to you and a mad milk scout can run through 2 cities like butter.
While I don’t have the pc to play tf2 you and people like lazy purple reignite the love and amazing feeling that tf2 should be about and keep me coming back to enjoy every sfm clip and video you put out thank you man
You forgot to add Metallica: one
Into the music list in the desc
Thank you for your guiding video about heavy on mvm!
Although it was helpful for me (I’m playing mvm since 2016) it might be useful for the guys who hasn’t played mvm.
Typically, it’s a very basic tutorial. And yes, most of upgrades and weapons are very optional.
First of all, Huo-Long Heater is a very powerful minigun unless you have a dispenser and enough money to fully upgrade ammo capacity. Usually, I pick this minigun when rounds 4-5 comes in.
Dalokosh bar is useful when you don’t have a medic on your team
And, I and most of my friends upgrade destroy projectiles. It’s very useful against soldiers and demos when your medic doesn’t have a shield and saves u a couple of seconds to survive and kill more robots. This upgrade has a priority next to projectile penetration and firing speed.
Anyway, your video is actually good! I hope newcomers will learn about playing heavy. Hopefully I help you with my tips
4:16 I'm digging the Metallica "One" song in representation of your HUD messing with the upgrades stations textures, I knew you didn't just grow your hair out for show, you're not a metal head. 🤘😝🤘 Rock On! Also I loved this video, it was extremely helpful.
8:08 Is just so nostalgic because I used to play a lot of Time Splitters and it's basically stamped my brain to never forget that song.
I wish Red and Blue worked together to beat the robots
even though robots are blue
WOW! Very useful guide Joey, now all I need is -therapy- a guide to overcome my crippling social anxiety!
I'd actually recommend the killing gloves of boxing.
Alejandro Solano why
@@marcosfrancisco1696 takes out enormous hordes of scouts, pyros, and demos.
Bowen Chen
You can do that easier with brass beast
@@meme__juice true, but that's not as fun, especially because the brass beast (and frontier justice) sound like you're shooting a box of cereal.
Especially the crits are SHARED with all your weapons, so your gun get free CRITS
Thanks for the info and nice metallica refrence.
Yo Joey, uhh...bullet penetration ain't the greatest upgrade to spring for my guy. The damage you do to subsequent enemies is nearly negligible and not worth the cost of investment unless you're on the last wave or two.
I have completed so many tours with this video thanks man
thumbs up for Metallica
That was ONE great song
Metallica number ONE
\m/
L A N D M I N E
H A S T A K E N M Y S I G H T
TAKEN MY SPEECH
TAKEN MY HEARING
Thx so much for making this! ^-^ this helped a lot and i recently got my first botkiller weapon beacuse of these tips! You've earned a subscriber!
"The BEST tactics are" "get some sleep alright please I love you"
I actually go for resistances first on heavy. I find it great when combined with Destroy Projectiles you can basically sit in the middle of the wave not caring what robots come your way.
Me: Superstitions are stupid
Also Me: 11:52 maybe I like the video I'll get an australium on my next tour
@@humanbeing3359 Still made profit.
0:30 *"the biggest battle in tf2"*
So big in fact the bots have invaded casual servers and can still be spotted to this day
Imagine playing on casual in 2021
no need for heavies, just be *FISH SCOUT*
Uncle Joey The Heavy main, I am now subscribed to you, I want to know more about how to play Heavy, and this video got me hooked.
*when you die to a giant demos grenade*
DARKNESS!
IMPRISONING ME!
ALL THAT I SEE!
ABSOLUTE HORROR!
(Favorite song on and justice for all)
Projectile penetration can be straight up double your damage output if you line yourself up correctly. I'll usually grab 1 tick of it plus faster firing speed for wave 1, and leave projectile penetration at 1 tick for the rest of the game.
9:40 rip sounsmith
Physalia Physalis ah its him!
Yare yare
F
3:20 I'd personally recommend the Warrior's Spirit if you're in a wave that has a lot of tanks or is only tanks with all other bots being support. If you combine it with the Buffalo Steak Sandwich and crit canteens and upgrade your firing speed to the max, you can take out a tank with 30k health BY YOURSELF on Coaltown. I've consistently done lots of damage with them when tanks are around, sometimes even out-damaging my teammates while using it. Of course, if there's other things to worry about, like Giants or large groups of bots, perhaps your time as a heavy would be better spent there instead of on the tank, so I'd only ever do it if there's nothing else to worry about or if whatever there is to worry about can be handled by other classes like Pyro or Spy/Sniper for example.
Of course, other classes like Soldier or Pyro with a Phlog can output way more damage than a Heavy on tanks with the right upgrades, or even a Sniper with a Cleaner's Carbine and a Bushwacka maybe, but if you want to stick with Heavy and only Heavy, the Warrior's Spirit is fantastic for tanking out tanks.
4:43 Personally, my ranking of the minigun upgrades would go something like this: Firing Speed > Health On Kill (yes, even if you have a Medic) > Projectile Penetration > Destroy Projectiles > Ammo Capacity > Knockback Rage.
The only reason I put Ammo Capacity as low as it is, is because if you have a good Engie, you won't have to worry about your ammo practically ever. If your Engie refuses to put his dispenser in locations that would be useful to you, or you simply don't have one at all, I'd move Ammo Capacity to being your #1 priority over anything else. Without a dispenser, you'll only be able to fire your gun for 30 seconds at BEST, if not slightly longer with ammo packs, but you'd be wasting more time than if you just had your Ammo Capacity maxed out, and you can easily use up half of your ammo on just ONE Giant, depending what kind of Giant it is, or how close you are to it.
As for the Health On Kill, I'd say even with a Medic, having it at 100+ health on kill can increase your survivability tenfold. There's plenty of situations where you just wouldn't be able to survive long enough without it, like with giant waves of minigun Heavies, especially crit ones. Even with maxed Bullet and Crit Resistance, you'd only be able to survive a good couple seconds before the Heavies turn you into swiss cheese, even with a Medic pocketing you.
Knockback Rage is as low it is because everything it does, a Pyro or even a Scout with the Shortstop can do better. The main use people have for it is to push Giants, but in order to get this ability you need to deal a specified amount of damage before you can use it, Pyro and Scout with the Shortstop can just do it on command. And not only that, but Pyro can airblast multiple targets at once with the click of a button, Heavy can only move one, maybe two if he alternates his fire rapidly, so Pyro would be able to do this same thing much better, and you should only worry about it if you just don't have a Pyro, or if there's lots of Giant Scouts, then it does have some use, as you can combine it with a teleport canteen to quickly teleport back to spawn and stop any Giant Scout that may have slipped past you with the bomb. Pyro could do the same thing, but would not be able to damage the Giant Scout while he stalls it from deploying the bomb.
Lastly, Destroy Projectiles is surprisingly useful if you're going against several Giant Soldiers or Demomen, as you can sustain your fire directly at them without worry of being shot with an explosive. The only case where it wouldn't be as effective is if the projectile speed of said Giant Soldiers/Demos is quite fast, then you just simply don't have time to destroy all their projectiles.
6:59 Crit Resistance is only necessary if there are bots that deal crit damage, indicated by the blue border around their name, or soldiers with buffs, indicated by the rocket icons with flags. Otherwise, only really go for Blast Reistance and/or Bullet Resistance. Fire Resistance is practically useless, and as far as I'm aware, only actually reduces the afterburn time, not the damage taken from the flames themselves. Fire Resistance should only be looked at as an option if you either: Are dealing with a lot of Pyros/Flare Shot Pyros, or just have extra money to spend and literally have nothing better to spend it on. I'd even prioritize Movement Speed over Fire Resistance, because as a Heavy, being faster can help a lot, especially when paired with the Gloves of Running Urgently. In fact, since Heavy moves at a speed of 77% by default, if you combine that with the 30% movement speed of the GRU, you already move just as fast as an Engineer or a Sniper. Combine that with the 30% faster movement speed of the upgrades, and you can move at 123.2% movement speed. And if for some reason you combined this with the speed increase of the Buffalo Steak Sandwich, you can move at 150% movement speed, that's even faster than a Scout with no movement-altering effects, who moves at 133% movement speed. Lastly, you could even combine this with something like the Disciplinary Action or Concheror from Soldier, and you can make Heavy move at the insane speed of 181% movement speed, that's a good 8% faster than even a Scout with max speed upgrades. None of this was really necessary, but just fun to think about, the fact you can make Heavy even faster than a Scout.
You realize no one will ever read all of this
"Somebody toucha my med!"
@@NelaIWNL well, not to _everyone_
The movement speed buffs are really helpful for the Heavy especially when you are using the Brass Beast.
Hi big Joey i wanna say something. I saw there's no pre-rev vs on tomislav minigun debate. Can you do that video again ??
Btw nice video
I actually recognize some of the things going on in the background here from clips in other TF2bers' videos. For example, at 9:36, you see SoundSmith drive into the pit with the bumper car, which happens at around 2:05 in the video "Legend of the Hyper Beast Vape." Pretty neat!
The short version
*equip the brassbeast*
End
i didn't know about the tank minigun resistance. this helps a lot.
NickelBack Heavy: LOOK AT THIS GRAPH *Show's the rate of heavy's minigun going super up*
Heavy with Tomislav: Uh- WELL LOOK AT THIS GRAPH! *Show's the rate of heavy's tomislav going super down*
Me: HELL NO *Show's the rate of Big Joey's Subscriber Going up*
Both: NANI?!
Great video, very helpful. Keep up your fantastic content! (Also that use of One by Metallica gave me a semi)
Hey man its me, chilicheezedog
I wanted to say if you ever need a pocket med just contact me and I'll stay by your side had a fun game with ya m8
Nice
Nice
Nice
i play heavy in MVM so thanks for making this to help people like me who need help :)
Why am i watching this when I'm a medic main T - T
Know your best friend
I don't get it ; w ;
Medic has to heal all teammates and all but he usually heals Heavy in the battlefield. That's a reason why they are best friends. So if you are playing mvm as medic, you need to know your best friend. When he needs help, what is the most important time to heal him etc.
Arrayseven has his own MVM for medics guide, check it out :D
Array is not a good medic
Also I never knew a lot of the stuff you covered! Thanks big Joey!
Loading screen
Imprisoning me
All that I see
Absolute disappointment
I cannot play
I cannot game
Trapping in frozen screen
Damn I gotta restart agaaaaasaain!
Acually, my advice in MVM Heavy Canteens would be an Ammo Refill canteen. As a Heavy, you tend to use up ammo quick. So I'd just buy 3 of them to keep dishing out the damage and potentially never need a good engie in one or two waves.
Ive been using the tomislav most of the time.
My life is a lie
The Tomislav doesn't have *terrible* DPS, it's just that the benefits mean nothing and the DPS down is noticeable enough enough to make stock just an objectively better choice in MvM. You're not throwing the game immediately just for using the Tomi or anything, it's just outclassed.
I like how soundsmith is just there 9:34
I am Gug
Hello Gug
Hi gug
6 years late to the party, but if there's anyone scrolling through, here's a tip from WeezyTF2's video on Heavy weapon choices. If you are playing on a map with tanks, consider benching the Sandvich and Gloves of Running Urgently for the Buffalo Steak Sandvich and Warrior's Spirit. The Buffalo Steak grants you minicrit melee attacks when eaten and the Warrior's Spirit has a +30% damage bonus, both when paired together have the potential to beat out a minigun in damage potential when faced against a tank. If you're worried of the downsides of both weapons, you really shouldn't be, most are negligible when facing a tank since tanks don't fight back, so you don't have to worry of the Buffalo Steak not healing you or the Warrior's Spirit giving you damage vulnerability.
quick note: as a heavy main who plays alot of mvm, i actually wouldn't recommend upgrading your ammo capacity unless you have a bad engineer who's always somehow getting his gear destroyed. dispenser range should do you just fine in most situations.
PreyasMan The DemoPan yea, no. That’s just asking to run out, unless you’re being incredibly dependent on the engie and remaining very stationary. To each his own though man
The dispenser isn't always gonna be up, and robots are gonna push hard which makes you move back therefore rendering the dispenser useless, unless the engineer builds and fully upgrades the dispenser while not caring about building a sentry gun.
Hey that's me in the video, I'm Exotic Tig3r.
Hey nice guide man! Helped my heavy playstyle alot since I dont use em much on MvM. 👍
Another good job
Thanks for the guide, Joey!
Now i can play mvm for actual fun now, ever since there was an abundance of sniper bots.
I actually didn't know about the tank's resistance to the Minigun, so thanks for that tip!
Oh yeah IT'S A NEW VIDEO (keep It Up dude!!!)
I don't why but every time I see his intro it reminds me of goosebumps
3:15 couldn't you also argue for the Huo Long for that reason? Also, since the ring is large, you basically get B. Beast damage without having to be at a snail's pace.
0:53 did he say mode game?
Helped %100 thx big joey slap-nuts
Time splitter future perfect main menu screen gave me goosebumps
Thanks for the info Joey
Using the hibernating bear set can be pretty good on some waves. The warriors spirit can deal over 200 damage per hit on the tank, plus you can increase that damage output by eating the steak or upgrading firing speed. It could also be used to quickly take out steel gauntlets due to the increased melee damage they take.
DARKNESS! IMPRISONING ME ALL THAT I SEE ABSOLUTE HORROR
Thank you a lot for this vid!
Thank you big Joey
Mvm is personality my favorite game mode, because it’s not everyday that you get to slaughter hundreds of robots and going through waves of them and each of them harder than the last, most of the time it’s a nice challenge, but I have recently started going on infinite cash servers, and sometimes the expert and other harder missions to be a bit hard despite having all upgrades
If you know your positioning well you could also use the KGB to get free crits so it can be useful in some situations like a scout close to the bomb drop off then after it dies to the KGB, you can switch to the minigun for more damage on either giant bots, hordes, or even tanks
one of the few times where i use the huo-long heater is when a medic decides to uber me infront of a giant while also popping the shield . Yeah, you run out of ammo quickly, but robots will be dying fast and even faster when you got an engie and a pyro by your side
The minigun i use for MVM is natascha because it really helps with the engineers because of how you slow down the sentry busters which saves the engineer time to defend Mannco and the rage really helps with the slowing down if theres no scout or nobody buys the mad milk powerup BUT. it struggles with high hp bosses like the tank. So thats why you want as much help as you can get.
it saves time for the engineer to just take the sentry and make the buster blow up
The main thing I liked in this video is when he was played part of "One" By Metallica in the Upgrade station part
the holiday punch can make robots laugh and considering there are many ways to get crits in Mvm like canteens kritskrieg or from behind hits so it is also good when your team does not have a lot of time left to stop a bomb carrier
Best description ever
I LOVE YOU BIG JOEY
7:58 Ay it's the time splitters future perfect menu theme!
I was super surprised, absolutely love Timesplitters
This a really specific tutorial. I’m not a heavy main but dam, this is awesome. I’m a medic main at my best.
But I haven’t played mvm lately.
Love the Metalica refrence!