The Finals: 50 Tips Every Heavy Needs To Know
If you activate the charge and slam M air, this will make you perform an air slam. The higher you are when you activate it, the more damage it will do to SA 1216. It does not do a head shot, so just aim for the center of mass to get the highest amount of damage per shot, building off of that when using the SA1 1216.
Try to play around with cover and use that cover to shorten the distance between you and your enemies. You really only want to fight them once you're close enough to burst them down. With that in mind, a general rule of thumb is that heavies will be at their strongest indoors, as they can get close to their enemies while at the same time the enemies don't really have that much space to maneuver around.
Playing inside a building near a point is usually a valuable strategy, as you can't get flanked or shot from a distance as easily. You can use the goo gun to create stairs that run along walls or cross large gaps. You can also shoot the goo gun at a turret to destroy it, or just block its line of sight to you if you're being chased by an enemy or know that they're going to come through a certain way.
It can be worth it to set up some C4s and just blow them up if they get close enough. Despite all the tips, I don't recommend using the charge and slam. You can keep hitting the same person with the same charge by adjusting your trajectory and running at them over and over again. You can also use the charge as a quick way to break open a wall in front of you, especially if somebody tries to sneak through these pesky, small vent holes.
Remember that you can cancel the charge at any time by hitting the jump key. You can shoot the goo gun at enemies that are channeling actions like stealing the cash or reviving. You might end up pushing them away from the finger channeling or even breaking their line of sight to it, which will cancel their channel.
One of your biggest counters as a heavy will be the glitch grenade. It shuts down all of your abilities, including shields, but even worse, it shuts down the abilities of your teammates, preventing them from helping you out. If there is a glitch grenade and you have no choice but to get hit by it, toss your doome Shi sheld on top of it, as it will only disable a shield and not you or even your teammates.
You can still slide and even climb as you hold up the shield. This means that you can hold your shield up and actually start a jump pad to go even farther forward. When taking all-in fights with the auto-shoty, once you have fired four shots, it might be a good idea to hold up your shield until it is safe to use and be able to fire for more.
I did mention the exploit earlier in this article, but I'm keeping this tip in for the inevitable point in time when it's actually going to be fixed. If you run the charge, a good way to use it is by booping an enemy and then swapping back to your primary weapon, ideally. Autoshot to get a free kill, as they are very easy to track as they're being booped backwards.
Midair, remember that there is no kill that's more free than a heavy away from his team holding his mes. Shield up, and make sure that you stay close enough to your team so that they can help you out at any time. You can place the explosive M right at the end of a closed door as you can't really see it, or most players just don't pay attention as they are just going to run straight through the first door they see.
Other than the reload, cancel, and exploit, another way to animation cancel the SA1 1216. The cocking animation is just hitting a melee as soon as you start cocking it, and of course you can put pyr mines on the ceiling, bum up, and they will damage people on the floor above.