Rynx Sinfar wrote:Describe burden? In that they can't keep you alive? Need to give you ammo constantly?
If they are constantly healing you can giving you ammo then they are probably happy that they get points.
Are you running out of bullets or grenades?
Some heavies are using Tac but personally I do fine with my HMG. I think the MH-82 is important to use though as what bonus it gives really tips the scale.
If you are using a lot of ammo to kill people you might look into investing in Handheld Weapon Upgrades. it opens up access to the Damage Modifiers. I run Complex Damage Modifiers which increase my weapon damage by 10% for my HMG (I use the heavy weapon version, but it unlocks them all). That means every 10 bullets I hit with I get the worth of another bullet added.
Also no the heavy cannot use any equipment items. Currently there is the amarr heavy frame, and the amarr sentinel, the only difference is the distribution of high/low slots (along with the specific sentinel skills but etc etc).
That doesn't mean you don't have utility. Assaults are the killers, whcih is where misconceptions start. You aren't front line assault, assaults are front line assault, and can modify their sutis to endure or kill as needed. Heavies are defenders.
Some examples of what your suit can do that others can't.
1. If I see a logi going for a revive in open near me I will move between the known enemy location and the body, so any bullets aimed at him will hit my (hopefully armored up) body instead. This indeed has risks but generally I'm the only person who can achieve this without specifically trying. This means the logi (and someone willing to actually revive) stay around and the enemy is denied the points from another kill (you only get points for the first revive).
2. Covering fire. You will have times where enemies are absolutely pouring out. If your smart and are staying near your teammates then they need to gtfo. Look where the enemies are coming out, toss a flux grenade, begin staggered fire on the position. Nobody actually runs into bullets on purpose. With a full clip you can keep bullets landing thruogh the opening for long enough for anyone smart enough to run to run and get cover.
3. Diversion. It may feel like you still die fast but compared to others you can endure much more. One thing I love to do is encourage scouts in my squad by drawing attention to myself when they are close to enemies. People love to shoot heavies when they seem vulnerable, scouts love to shoot or stab an enemy with their back turned. Wonderful relationship.
4. Defenders/Diversion. We are not 1 man armies. I cannot do the work of even 2 decent assaults. 2 assaults and a logi are fearsome. But I can cause a ruckus. There have been times when an enemy moved on an abandoned point that I was able to spawn into with enough time to defend. Many times if left by my lonesome I lose. But the upside is they are forced to bring friends. 1 or 2 often won't take me down because they aren't spawning in concert and it takes them time to come back, in which time my reppers are healing me. Instead word gets out after a few tries and friends show up. 3-4 I might take down on an initial assault if I am smart and they aren't running nice suits. The second wave generally will get me, just too much damage and not enough recovery time (and sometimes ammo). The result? They take the point, but that's 3-4 people that are now away from the main fight the rest of the team is fighting and were successfully distracted for a decent period of time (plus time to relocate after victory).
That is where our utility is and what we do instead of what we would do with the equipment slot.
also the Tac rifle is about to get a nerf next week, was announced. Smaller clip size and something else I think