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Fox Gaden
Immortal Guides
2035
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Posted - 2014.01.06 16:42:00 -
[1] - Quote
For full disclosure, Fox Gaden is not a Heavy. My Heavy is Crash Gaden. I am posting on Fox for consistency. The Heavies that I learned from are Damus Trifarn and Bears Beets.
HMG Heavy Starter Skill and Fitting Plan: This plan is simply a guideline. You can change the order that you skill into things based on your own priorities, especially if you already know what type of Heavy you want to become.
- Skill Amarr Basic Heavy Frame suit to 1.
- Setup your suit with an Armor Repair (start with militia until you skill Armor Repair up), unless you run with a Logi-Bro all the time. Put an Armor Plate on there too. You can drop the Armor Repair for a second Militia Armor Plate if you have someone who can rep you. Put Militia Shield Extenders in the high slot until you have the skills to fit at least an Enhanced Heavy Damage Upgrade (Advanced). Even if you normally run with a Logi-Bro, it is a good idea to have a fit with an Armor Repair you can switch to if your Logi-Bro canGÇÖt make it.
- Skill Weaponry to level 5, Heavy Weapon Operation to level 1, and Heavy Machine Gun Operation to level 1 to unlock the HMG.
- Skill up Armor Upgrades and Shield Upgrades to at least 4 to start. With both at 5 you will have 1200 health without modules.
- Skill HMG Operation until you can get an Assault HMG. You will want to use the Standard HMG in urban areas with plenty of cover, and the Assault HMG (less damage but more range) on open maps. Make a fit for each.
- Then skill Handheld Damage Upgrades (in the Weapon tree) to 3 so you can equip Enhanced Heavy Damage Upgrades.
- Now finish skilling HMG Operation to 5 and get HMG Proficiency to 3. Then get rapid reload to 3. (At Rapid Reload 5 it reduces your 8 second reload time to 6 seconds.)
- Push Handheld Damage Upgrades to 5 for the Complex Heavy Damage Upgrades.
- If you have not maxed your Shield and Armour upgrade skills, do so now.
- If you often run without a Logi, you will want to skill up your armor repair skill to equip a better armor repair. You may want to get it to Advanced earlier than this, but at this point you should be trying to get it to 5 for the Complex Armor repair.
- Skill up Engineering and Electronics as you need more Power Grid and CPU for fitting better modules.
Now a decision:
What sort of HMG Heavy do you want to be?
- Brick Tank Heavy: A seemingly unstoppable force, provided you have Logi-Bro support? - Assault Heavy: Sacrificing tank for independence? - Speed Heavy (Sports Turtle): Sacrificing tank for mobility?
See the description and a continuation of the Skill plan and Fitting for each in the posts below. I play Sports Turtle, but most heavies are Brick Tank. After a highly ranked Loti-Bro threw a fit over my fit, I also started working on a Brick Tank fit, for those times I am working with a good Logi-Bro.
Other Skills:
- At some point you may want to skill into Flux Grenades to easily clear equipment such as Remote Explosives and Drop Uplinks.
-The Amo capacity skill is helpful. You may want to pick it up at some point, but it is less important unless you find yourself running out of amo a lot.
-You might want to skill the SMG up a little, but you may end up dropping the sidearm from some fits to save PG and CPU, so only needed if you use it.
- Hacking Speed is not one you would normally think of, since the slow Heavy is likely to be the last one to the Objective, but if the terminal is being covered by a Sniper or you are trying a ninja hack at a hot Objective, the extra health of the Heavy Suit may allow you to complete the hack where a lesser suit would die before completion.
Other Suits:
If you are lucky the other 3 Heavy Suits will be out before you put too many points into your Dropsuit. Gallenty will likely be better for Brick Tank. Caldary, Minmitar and Amarr will be good for Assault Heavy. The Minmatar heavy should be the fastest, but I am not sure if it will have enough low slots for Kinetic Catalysers so if you like speed you may have to choose between the Minmitar and a suit with more low slots.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
2035
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Posted - 2014.01.06 16:42:00 -
[2] - Quote
Reserving 7 posts before I copy and past my newest guide.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
2035
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Posted - 2014.01.06 16:43:00 -
[3] - Quote
Reserving 7 posts before I copy and past my newest guide.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
2035
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Posted - 2014.01.06 16:44:00 -
[4] - Quote
Reserving 7 posts before I copy and past my newest guide.
I have the Jeopardy theme running through my head as I wait for the post timer to run out....
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
2035
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Posted - 2014.01.06 16:45:00 -
[5] - Quote
Reserving 7 posts before I copy and past my newest guide.
Can't post for another 39 seconds....
20 seconds...
8 seconds ..
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
2035
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Posted - 2014.01.06 16:46:00 -
[6] - Quote
Reserving 7 posts before I copy and past my newest guide.
Must be getting close to 7 now...
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Fox Gaden
Immortal Guides
2035
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Posted - 2014.01.06 16:47:00 -
[7] - Quote
Reserved for future expansion of the Guide.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Crash Gaden
Immortal Guides
15
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Posted - 2014.01.06 16:47:00 -
[8] - Quote
I, Crash Gaden, endorse this message. |
BATTOUSAI THE MANSLAYER
Robbing The Hood Public Disorder.
21
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Posted - 2014.01.06 17:39:00 -
[9] - Quote
+1 |
CaveCav
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
153
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Posted - 2014.01.06 20:15:00 -
[10] - Quote
Excellent work as always. Can I presume next step will be Forge Guns?
Now questions (as always): 1) Did you work with the basic frame only or also with the Sentinel? In my experience I found that for a HMG Heavy build the Sentinel is better, the added tank is well worth, in my opinion, the reduced gank power. On the contrary using forges I found that the second Complex Heavy Damage Modifier was vital.
2) You didn't mention the Burst HMG. Why?
Dedicated Logibro, Gunner, Counter-Sniper
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Fox Gaden
Immortal Guides
2053
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Posted - 2014.01.06 22:33:00 -
[11] - Quote
CaveCav wrote:Excellent work as always. Can I presume next step will be Forge Guns? It might be a while before I am ready to do a Forge Gun guide. I am only now getting to the point where I can hit what I am aiming at with it. Since I sort of sucked with it at first I had not skilled very far into it, so I can only use the Standard model. But it is on my skill plan for the near future, and I am starting to get the hang of it.
CaveCav wrote:Now questions (as always): 1) Did you work with the basic frame only or also with the Sentinel? In my experience I found that for a HMG Heavy build the Sentinel is better, the added tank is well worth, in my opinion, the reduced gank power. On the contrary using forges I found that the second Complex Heavy Damage Modifier was vital. I am not skilled into any suits. I use the Dren Sentinel BPO, which has no skill requirements. Although I salivate over all the low slots in the Advanced and Prototype suits, I donGÇÖt want to invest skill points in suits until I have all four races to choose from. Since BPOGÇÖs are hard to come by now, I wrote the guide with the assumption that the reader would not have access to a BPO suit.
CaveCav wrote:2) You didn't mention the Burst HMG. Why? The Burst is a Beast. It is interchangeable with the normal HMG. However it requires good timing. If you get into the rhythm you can anticipate when the damage will be applied, and move or adjust during the posses. However if you donGÇÖt have the timing down you will find yourself off target when firing and not firing when you are on target.
One of the interesting attributes of the Burst HMG is that due to the delayed Burst, a Burst will sometimes go off right after you die, before your body falls, making it quite common to kill the guy that killed you.
I may add a section describing the different varieties of HMG in more detail, along with the tactics for each.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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J4yne C0bb
Molon Labe. Public Disorder.
164
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Posted - 2014.01.06 22:35:00 -
[12] - Quote
CaveCav wrote:Excellent work as always. Can I presume next step will be Forge Guns?
Now questions (as always): 1) Did you work with the basic frame only or also with the Sentinel? In my experience I found that for a HMG Heavy build the Sentinel is better, the added tank is well worth, in my opinion, the reduced gank power. On the contrary using forges I found that the second Complex Heavy Damage Modifier was vital.
2) You didn't mention the Burst HMG. Why?
Regarding the suit, I would advise going Advanced Sentinel, even if you are not enamored with Amarr -- most of the reason being is that the basic heavy frame is freaking expensive as hell compared to the advanced Sentinel, with no bonuses. It's extremely cost ineffecient, and you are quite likely to go negative ISK in matches when just starting out. It's not a concern if you have a main toon that has a ton of ISK to fund your heavy alt (like myself) until all the heavy variants are out, but might be a consideration for noob heavies.
In regards to modules, I think it's better to equip an energizer/recharger rather than an extender, especially after the HMG fix. Heavies already have the most natural HP of all suits (once Dropsuit Shield/Armor Upgrades is maxed to 5), so my philosophy is to maximize/strengthen what I already have, rather than adding more HP to the suit.
my .02 ISK.
Min Logi | aka Punch R0ckgroin, Fatsuit | aka Thor Thundercock, Gal Logi
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Fox Gaden
Immortal Guides
2053
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Posted - 2014.01.06 22:57:00 -
[13] - Quote
J4yne C0bb wrote:In regards to modules, I think it's better to equip an energizer/recharger rather than an extender, especially after the HMG fix. Heavies already have the most natural HP of all suits (once Dropsuit Shield/Armor Upgrades is maxed to 5), so my philosophy is to maximize/strengthen what I already have, rather than adding more HP to the suit.
That is actually what I did. But someone pointed out to me that the recharger gives percentage increase, and in the case of the Heavy that percentage is multiplying the slowest shield regen of any suit, so he argued that you donGÇÖt get much out of it. In the end I recommended the Extender rather than the Recharger, but either would be better than a Militia or Standard Damage mods. Whatever you put in the high slots to start with will get replaced by Damage mods once you skill them up.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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J4yne C0bb
Molon Labe. Public Disorder.
164
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Posted - 2014.01.06 23:13:00 -
[14] - Quote
Fox Gaden wrote:J4yne C0bb wrote:In regards to modules, I think it's better to equip an energizer/recharger rather than an extender, especially after the HMG fix. Heavies already have the most natural HP of all suits (once Dropsuit Shield/Armor Upgrades is maxed to 5), so my philosophy is to maximize/strengthen what I already have, rather than adding more HP to the suit. That is actually what I did. But someone pointed out to me that the recharger gives percentage increase, and in the case of the Heavy that percentage is multiplying the slowest shield regen of any suit, so he argued that you donGÇÖt get much out of it. In the end I recommended the Extender rather than the Recharger, but either would be better than a Militia or Standard Damage mods. Whatever you put in the high slots to start with will get replaced by Damage mods once you skill them up. Interesting. I actually don't play with any damage mods at all, for the reasons cited above. My basic advanced Sentinel fitting is as follows:
High: Std Energizer
Low: Adv Shield Regulator
and depending on logi support: Adv Plates x 2 or 1 Adv plate and 1 advance rep mod
Both my HMG and Forge are at Prof 5, though, so I'd rather use the high slot as shield support, but YMMV I suppose. May have to try dam mods out sometime. My heavy is around 10 mil SP with little skilled into CPU/PG upgrades, for reference.
Min Logi | aka Punch R0ckgroin, Fatsuit | aka Thor Thundercock, Gal Logi
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Fox Gaden
Immortal Guides
2061
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Posted - 2014.01.07 01:29:00 -
[15] - Quote
J4yne C0bb wrote:Interesting. I actually don't play with any damage mods at all, for the reasons cited above. My basic advanced Sentinel fitting is as follows:
High: Std Energizer
Low: Adv Shield Regulator
and depending on logi support: Adv Plates x 2 or 1 Adv plate and 1 advance rep mod
Both my HMG and Forge are at Prof 5, though, so I'd rather use the high slot as shield support, but YMMV I suppose. May have to try dam mods out sometime. My heavy is around 10 mil SP with little skilled into CPU/PG upgrades, for reference. I bet this fit would work really well on a Caldari Heavy, when we eventually get them. Damage mods were considered almost essential when the HMG was weak, but now that the HMG rate of fire has been increased and dispersion fixed, they may not be as needed. I have not heard of many Heavies choosing to go the shield tanking rout, but if it is working for you now I bet it will work even better when you get a suit designed for it.
I would classify your fit in the Assault Heavy category I think, as it relies on the shield recharge rather than extenders.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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J4yne C0bb
Molon Labe. Public Disorder.
165
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Posted - 2014.01.07 02:22:00 -
[16] - Quote
Fox Gaden wrote:I bet this fit would work really well on a Caldari Heavy, when we eventually get them. Damage mods were considered almost essential when the HMG was weak, but now that the HMG rate of fire has been increased and dispersion fixed, they may not be as needed. I have not heard of many Heavies choosing to go the shield tanking rout, but if it is working for you now I bet it will work even better when you get a suit designed for it.
I would classify your fit in the Assault Heavy category I think, as it relies on the shield recharge rather than extenders. I think you're probably right -- if the Cal heavy has 3 high and 1 low on advanced, could be a nice fitting; you could switch out between a shield regulator or armor rep on the low side (depending on support), and an energizer and 2 damage mods on the high. That could be OP as heck -- heavies would be truly feared, like back in the beta days.
My KDR hovers around1.95, so it's working ok at the moment, but always interested in fittings that are working for other hefty bretheren. Nice job on this thread.
Min Logi | aka Punch R0ckgroin, Fatsuit | aka Thor Thundercock, Gal Logi
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Fox Gaden
Immortal Guides
2072
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Posted - 2014.01.07 18:23:00 -
[17] - Quote
The Sentinel bonuses CCP is currently testing. These could change before they go live, but it gives us a good hint of where CCP is going with the Heavy Suit.
Quote:Amarr Sentinel Skill: Sentinel Suit Bonus: 5% resistance to blast damage per level Amarr Sentinel Bonus: 3% armor resistance to projectile weapons, 2% shield resistance to hybrid - blaster weapons.
Caldari Sentinel Skill: Sentinel Suit Bonus: 5% resistance to blast damage per level. Caldari Sentinel Bonus: 3% shield resistance to hybrid - blaster weapons, 2% shield resistance to laser weapons.
Gallente Sentinel Skill: Sentinel Skill: 5% resistance to blast damage per level. Gallente Sentinel Bonus: 3% armor resistance to hybrid - railgun weapons, 2% armor resistance to projectile weapons.
Minmatar Sentinel Skill: Sentinel Suit Bonus: 5% resistance to blast damage per level. Minmatar Sentinel Bonus: 3% shield resistance to laser weapons, 2% armor resistance to hybrid - blaster weapons. Basically, all Sentinel suits get 5% resistance to explosive damage per level, 3% resistance to their opposing factionGÇÖs damage, and 2% resistance to their opposing factionGÇÖs allyGÇÖs damage type.
I like that the Sentinal bonuses do not tie us into a specific weapon. Defensive bonuses are the way to go for the Sentinel suit in my opinion.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
51
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Posted - 2014.01.09 02:51:00 -
[18] - Quote
Fox Gaden wrote:The Sentinel bonuses CCP is currently testing. These could change before they go live, but it gives us a good hint of where CCP is going with the Heavy Suit. Quote:Amarr Sentinel Skill: Sentinel Suit Bonus: 5% resistance to blast damage per level Amarr Sentinel Bonus: 3% armor resistance to projectile weapons, 2% shield resistance to hybrid - blaster weapons.
Caldari Sentinel Skill: Sentinel Suit Bonus: 5% resistance to blast damage per level. Caldari Sentinel Bonus: 3% shield resistance to hybrid - blaster weapons, 2% shield resistance to laser weapons.
Gallente Sentinel Skill: Sentinel Skill: 5% resistance to blast damage per level. Gallente Sentinel Bonus: 3% armor resistance to hybrid - railgun weapons, 2% armor resistance to projectile weapons.
Minmatar Sentinel Skill: Sentinel Suit Bonus: 5% resistance to blast damage per level. Minmatar Sentinel Bonus: 3% shield resistance to laser weapons, 2% armor resistance to hybrid - blaster weapons. Basically, all Sentinel suits get 5% resistance to explosive damage per level, 3% resistance to their opposing factionGÇÖs damage, and 2% resistance to their opposing factionGÇÖs allyGÇÖs damage type. I like that the Sentinal bonuses do not tie us into a specific weapon. Defensive bonuses are the way to go for the Sentinel suit in my opinion.
That all looks a hell of a lot better than the current Sentinel bonus of reducing weapon feedback damage.
In theory, resistance to blast damage would affect Forge Guns as well as obvious things like Grenades, REs and other splash damage. Right?
Purifier. First Class.
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Fox Gaden
Immortal Guides
2102
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Posted - 2014.01.09 12:54:00 -
[19] - Quote
Megaman Trigger wrote:That all looks a hell of a lot better than the current Sentinel bonus of reducing weapon feedback damage.
In theory, resistance to blast damage would affect Forge Guns as well as obvious things like Grenades, REs and other splash damage. Right? The Forge Gun is a Hybrid - Railgun, so Gallente Sentinel gets 3% resist per level. I am guessing that the 2% hybrid - blaster resist bonus for Minmitar is a typo and will probably be hybrid - Railgun resists. These resists would be good against the Forge Gun, Rail Rifle, Sniper Rifle, and Rail Turret.
Despite being a Speed Heavy, I am seriously thinking about skilling up the Amarr Sentinel. I would not mind an extra 15% resistance to projectile damage, particularly when facing an HMG. The Amarr suit would be vulnerable to Rail Rifles though, so it is a trade off.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
51
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Posted - 2014.01.14 23:59:00 -
[20] - Quote
Fox Gaden wrote:Megaman Trigger wrote:That all looks a hell of a lot better than the current Sentinel bonus of reducing weapon feedback damage.
In theory, resistance to blast damage would affect Forge Guns as well as obvious things like Grenades, REs and other splash damage. Right? The Forge Gun is a Hybrid - Railgun, so Gallente Sentinel gets 3% resist per level. I am guessing that the 2% hybrid - blaster resist bonus for Minmitar is a typo and will probably be hybrid - Railgun resists. These resists would be good against the Forge Gun, Rail Rifle, Sniper Rifle, and Rail Turret. Despite being a Speed Heavy, I am seriously thinking about skilling up the Amarr Sentinel. I would not mind an extra 15% resistance to projectile damage, particularly when facing an HMG. The Amarr suit would be vulnerable to Rail Rifles though, so it is a trade off.
I think the Amarr will be a slower Heavy, like it currently is. Only Speed Heavy suits I foresee are Caldari and Minmitar.
Purifier. First Class.
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Fox Gaden
Immortal Guides
2170
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Posted - 2014.01.15 01:57:00 -
[21] - Quote
Megaman Trigger wrote: I think the Amarr will be a slower Heavy, like it currently is. Only Speed Heavy suits I foresee are Caldari and Minmitar.
As a Speed Heavy I can tell you that I donGÇÖt mind going slow when I am shooting. I just want to be able to sprint fast. The Amarr Heavy will likely have more Low Slots than the Caldari or Minmatar Heavies.
On the other hand, the Minmatar heavy will have a higher base speed, so Kinetic Catalyzers will be modifying a larger number. You will be giving up a lot of health for this though.
I expect their will be two schools of thought on speed heavies. More Low Slots, or More Base Speed?
I am expecting to level the Amarr Heavy first, but I may also level either the Minmatar or Caldari heavy later.
Fox Gaden: DUST Wall of Fame, 2014
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Apothecary Za'ki
Biomass Positive
4
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Posted - 2014.01.15 06:23:00 -
[22] - Quote
i as a fledgling logibro support this thread for major war point accumulation
Nanite Injectors! Nanite Injectors Everywhere!
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50LD13R
Bullet Cluster Legacy Rising
8
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Posted - 2014.01.16 14:05:00 -
[23] - Quote
On my Heavy alt I actually run an energizer in my high slot. I find the quicker recharge helps get my shield buffer back in place quick enough to assist my armor reppers. +1 nice guide as usual. I would also emphasize the use of forecasting CPU requirements ahead of upgrading items you can't fit though. |
Fox Gaden
Immortal Guides
2199
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Posted - 2014.01.17 16:54:00 -
[24] - Quote
Added a section describing the HMG as well as its Assault and Burst variants.
Fox Gaden: DUST Wall of Fame, 2014
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
51
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Posted - 2014.01.17 17:08:00 -
[25] - Quote
50LD13R wrote:On my Heavy alt I actually run an energizer in my high slot. I find the quicker recharge helps get my shield buffer back in place quick enough to assist my armor reppers. +1 nice guide as usual. I would also emphasize the use of forecasting CPU requirements ahead of upgrading items you can't fit though.
An energizer on a Heavy? I'll have to try that.
Purifier. First Class.
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J4yne C0bb
molon labe. Public Disorder.
169
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Posted - 2014.01.17 21:10:00 -
[26] - Quote
Megaman Trigger wrote:50LD13R wrote:On my Heavy alt I actually run an energizer in my high slot. I find the quicker recharge helps get my shield buffer back in place quick enough to assist my armor reppers. +1 nice guide as usual. I would also emphasize the use of forecasting CPU requirements ahead of upgrading items you can't fit though. An energizer on a Heavy? I'll have to try that.
It's helpful, in that you can get back into action a bit quicker. I've been running with an energizer and a regulator for a while now, but lately I've been trying out suggestions in this thread. I've been trying out fittings with only Advanced dam mods, plates and a repper, and I have to say, I've been pretty happy with it.... seems like my survivability seems to have gone up a bit, if I remember to play cautiously (i.e., stick to confined areas where a heavy is most effective, wait until I'm fully recharged on shields/armor before engaging again).
I still think the basic advanced heavy frame is a bit too expensive for my tastes for running solo or a squad I don't know, but the above setup has been working pretty well on the advanced Sentinel. I can output more damage, and while I still can't out dps a lot of assault, I can frequently out-tank them with the extra plate if I'm within range.
I think the energizer/regulator combo is still good for when you are running in a tight squad with logi support, and the dam mod/plate combo good for running solo.
Min Logi | aka Punch R0ckgroin, Fatsuit
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Megaman Trigger
Knights of Eternal Darkness League of Infamy
51
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Posted - 2014.01.18 13:38:00 -
[27] - Quote
J4yne C0bb wrote:Megaman Trigger wrote:50LD13R wrote:On my Heavy alt I actually run an energizer in my high slot. I find the quicker recharge helps get my shield buffer back in place quick enough to assist my armor reppers. +1 nice guide as usual. I would also emphasize the use of forecasting CPU requirements ahead of upgrading items you can't fit though. An energizer on a Heavy? I'll have to try that. It's helpful, in that you can get back into action a bit quicker. I've been running with an energizer and a regulator for a while now, but lately I've been trying out suggestions in this thread. I've been trying out fittings with only Advanced dam mods, plates and a repper, and I have to say, I've been pretty happy with it.... seems like my survivability seems to have gone up a bit, if I remember to play cautiously (i.e., stick to confined areas where a heavy is most effective, wait until I'm fully recharged on shields/armor before engaging again). I still think the basic advanced heavy frame is a bit too expensive for my tastes for running solo or a squad I don't know, but the above setup has been working pretty well on the advanced Sentinel. I can output more damage, and while I still can't out dps a lot of assault, I can frequently out-tank them with the extra plate if I'm within range. I think the energizer/regulator combo is still good for when you are running in a tight squad with logi support, and the dam mod/plate combo good for running solo.
I find the Damage Mod/Plate combo works better with logi support that it does as a solo fitting, since the Rep will take too long to heal anything worth while. Its there just to keep you up really. A/1 Sentinel with duel Plates, a Rep and a Complex Damage Mod backed by a Logi can hold a choke point or objective pretty well.
That said, I do get quite good results from running solo with a basic A/1 suit fitted with duel Damage Mods and duel Reps. Hell, even a basic A-1 with all Militia gear (and a basic HMG) holds up well against anything that's not a full Proto Sentinel if you play right. These two are working great for Operation Shadow Hunt, the latter costs only 12k a fitting and drops Scouts well and the former costs a bit more buck packs even more punch.
Had the Amarr suits more high slots, or we had the other racial suits, I could see a very viable Shield Heavy given the lack of Flux use in 1.7. An Energiser and Extenders, coupled with a Regulator and a Rep, would be just as effective as stacking plates. perhaps even more so, since it'd recover faster.
Purifier. First Class.
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Crash Gaden
Immortal Guides
27
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Posted - 2014.01.25 00:05:00 -
[28] - Quote
The updated Amarr Sentinel was practically made for my Sports Turtle fit.
3% per level resist to other HMG Heavies. 2% per level resist to the dreaded Rail Rifle. Most Stamina of any Heavy. Best Stamina regen of any Heavy. Plenty of low slots for Kinetic Catalyzers & Cardiac Regulators. Most Armor, and still a decent amount of shields, so decent health without mods. Same base speed as Gallente & Caldari Heavies. (Minmatar does not have enough low slots.)
I am starting to get a little excited... |
Crash Gaden
Immortal Guides
27
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Posted - 2014.01.25 00:07:00 -
[29] - Quote
The Caldary Heavy will likely be a natural Assault Heavy. |
Megaman Trigger
Knights of Eternal Darkness League of Infamy
52
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Posted - 2014.01.25 00:36:00 -
[30] - Quote
Gallente Heavy is going to be my choice; locking down an objective with lots of eHP and a built in (albet very small) regen. 3% resist per level to the Rail Rifle (and I believe Sniper Rifles) and 2% to lasers and scramblers makes it a good point-defence option. Still gonna need a Logi tho.
I foresee the Caldari Heavy being the go-to for AV fits.
Purifier. First Class.
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