THUNDERGROOVE wrote:Hi, one of the many things I hear from people who defend the HMG is
Quote:don't engage them in their optimal
with the way some of the maps are especially the Gallente research facility that's nearly impossible. What do they expect us to do exactly? Go for a walk until that heavy gets bored and stops defending the domination point just so I can just get rushed by 5 heavies when they discover I hacked it?
I can often deal with one heavy, sometimes two if they're horrible. But most of the time there are six + of them on one team.
Having quite a lot of respect for you for a lot of your threads, I'm curious about how you feel about this? I just don't entirely agree with having anywhere from 500 and 1000 more HP while having the range(not saying it's long) + DPS it has for marginally lower speed compared to medium frames.
It puts a lot of suits at
massive disadvantages if they can't even get near them. There isn't even a reward to try flanking as they can turning around so quickly that even having the first shots on them isn't enough to be at an advantage. The only suit able to compete is the Amarr assault and shotgun scouts which is easily negated by more heavies and/or logis.
I feel bad for the poor blueberries going 1/20 just throwing themselves into the meat grinder because there's just nothing they can do. ;_;
First, Manis Peak Domination favours Medium Frame suits with rifles just as much as the Research Facility favours HMG Heavies. Those are the two ends of the spectrum. In Manis Peak I donGÇÖt even play a Sentinel most of the time, even on my Heavy character who is not skilled into anything else. I just run a Dren Logi with a Standard Rail Rifle (skilled to level 1), because there is often no way for a HMG Sentinel to get into range on Manis Peak Domination.
I would suggest using Scouts or Sentinels to deal with HMG Heavies in Research Facility domination, but if you have neither available then you will have to do a rotating advance.
Rotating advance:
You advance until you start taking too much damage, then you stop and your squad mate steps in front of you and you both continue the advance with him providing cover. A half second later a third squad member steps in front of him.
By this time you should have gotten most of the way down the hallway. Dive for cover on either side of the door and wait for your shields/armour to recover. Kill anything that steps through the door in a crossfire from both sides. When you have regained help, step out and focus fire. Return to cover on either side of the door when you get low. Repeat this until you ware them down. If you see Uplinks/Triage Hives in the room then toss a grenade and return to cover. Look for logi and ware them down/take them out. If a friendly logi can get a Nano Hive to your position you can use Grenades more.
As for the poor Blueberries, if your squad does it right, then they might learn something. They often copy the stuff they see to be effective.
Another tactic is the strafing advance.
Several people charge down the hallway while zig zagging from one side of the hall to the other. An HMG Heavy is most effective when they stay on one target, but with many moving targets in a small space it is psychologically difficult to focus on just one target, particularly when they are strafing past each other. This prevents focus fire and can help to get all your guys to the end of the hall with minimal casualties.
Whatever maneuver you use there are some important key points:
- DonGÇÖt interfere with your team mateGÇÖs movement. Watch they guys around you, and try not to block them.
- Use cover whenever possible. Try to remain in cover long enough for your shields to start to regenerate.
- Support your team mates with suppression fire. Any enemy who steps in front of the door should be hit by at least 3 if not 5 weapons. This will help to prevent them from coming out where they can shoot the guys who have taken cover.