Difference between revisions of "Class:HWGuy"
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Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HW Guy is hard to push around with explosions. This makes the HW Guy effective at defending choke points. Since he can't easily be knocked out of them, the enemy has usually no choice but to either die to assault cannon fire or retreat. If you want to be an impenetrable (and deadly) wall, the HW Guy is the class for you. | Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HW Guy is hard to push around with explosions. This makes the HW Guy effective at defending choke points. Since he can't easily be knocked out of them, the enemy has usually no choice but to either die to assault cannon fire or retreat. If you want to be an impenetrable (and deadly) wall, the HW Guy is the class for you. | ||
− | + | | basicstrategy = | |
+ | * Find a good defensive spot, and use the Assault Cannon to destroy any enemies you see! | ||
+ | * Watch out, as you are almost immobile while your Assault Cannon is wound up. | ||
| abilities = | | abilities = | ||
{{Inline_Ability| | {{Inline_Ability| |
Revision as of 07:44, 15 June 2011
Although he looks slow and stupid, the Heavy Weapons Guy (abbreviated HW Guy) is an expert in the use of... heavy weapons. He carries a huge machine gun (likely taken from a military helicopter) known as the assault cannon. It has a 200 round clip and slices through enemies like butter. While the recoil of firing such a weapon would probably kill lesser classes, the HW Guy is able to withstand it easily. However, the recoil is still rather powerful and firing the assault cannon does cause the HW Guy to slow down considerably. The gun is most effective at close to medium range, and quickly loses accuracy at long range. Due to the combined weight of his weaponry, armor, and himself, the HW Guy moves slowly and is thus an ideal defensive class. Since he likely carries well over 200 pounds of gear (and is slightly overweight himself), the HW Guy is hard to push around with explosions. This makes the HW Guy effective at defending choke points. Since he can't easily be knocked out of them, the enemy has usually no choice but to either die to assault cannon fire or retreat. If you want to be an impenetrable (and deadly) wall, the HW Guy is the class for you. Basic Strategy
Special Abilities
WeaponsCrowbarThe standard-issue crowbar for every class. It does some damage, but not enough to make a difference in a battle against a full-health opponent. It's a good humiliation tool for someone who is about to die, however. ShotgunThe single shotgun is useful for hitting faraway enemies or if you for some reason have run out of ammo for everything else. Super ShotgunUse this if you don't have enough time to wind up the assault cannon, need to pluck off ranged enemies, or need maneuverability (for example, if a spy is trying to backstab you and you can't track well with your AC at close range). Assault CannonThe Assault Cannon is a huge close- to medium-range mini-gun that uses shotgun shells. It begins firing as soon as you hold down the fire key. It's a monster in close to medium quarters, but it ineffective at long range. GrenadesFrag grenadeA standard fragmentation grenade. Use this when you have run out of the more powered MIRV grenades (below). MIRV GrenadeThe most destructive grenade in Fortress Forever. The MIRV grenades explodes at the end of its fuse, releasing 4 more mini grenades which then explode too. That's 5 high-damage explosions for your enemies to avoid. Additional Strategy and TipsRemember that the AC is -NOT- meant for long range, but at short range it will shred your opponent. HW's are wonderful on defense, be sure to check for spies, simply unload on them for 1 second with your AC and they'll drop dead. USE YOUR MIRVS! Mirvs are wonderful for stopping an offense, they can easily take out multiple enemies if they're not being careful. If you know an enemy is coming down a hallway, pre-fire on it to remove the weakness of the AC's startup time. Offensive HWGuyOn Offense, you are a monster. Use your mirvs to take out a sentry, you can usually get the dispenser, sentry, and engineer with just one mirv, so use them well! Demomen will be a problem, just try to stay away from their pipes, and I highly suggest using your Super Shotgun instead of your AC on them, so that you're a more difficult target for them. Snipers will only be a problem if they know you're coming and they're charged, in this case, I suggest using your frags and super shotgun, first throw the frag in their face right as it explodes, and finish them quickly with your shotgun. Pyros are very annoying, be very sure that they don't get level 3 flame on you, or you WILL die. Try your hardest to stay away from their grenades and IC, the flamethrower will be very difficult if not impossible to avoid. Also discard any ammunition; EMP's from engineers are pretty deadly for a HWGuy. Defensive HWGuyHWGuys really shine on defense. They have the firepower to kill anybody that enters the base and can withstand a ton of damage themselves. Try to stay in one position. That's boring, but staying in one area makes it so that you can respond to an enemy in an area that's to your advange (like a tight hall) instead of getting atttacked from every corner because you decided to run around the map and got caught at a bad location. Further reading
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