Rapid Assault Forge Gun
fires rounds in rapid succession. pull the trigger and expend the clip slowly over time. these rounds charge and fire at 1 sec intervals for about 1200 damage over 6 secs and a clip size of 15-20 (maybe more). it would also have a shorter range similar to that of the hmg. this allows them to av but also be effective as ap weapon aswell (get some of those forge snipers on the ground)
High Caliber Machine Gun (HCMG)
fires high caliber explosive rounds which detonate on impact with heavy armor (vehicles). this weapon has a large rate of fire but with a large spread, this should limit its effectiveness against soft targets. its range should be limited to cqc with vehicles where other av would be less effective. this weapons does basic kinetic damage to soft targets but on contact with vehicles does explosive damage with no blast radius
some new weapon types
Multi Launch Rocket System (MLRS)
this fits on the heavies back as missile pods on either shoulder. the heavy with this fit carries a targeting device in his hand which sends targeting data to the missile pods. these missiles when fired shoot up into the air and dependant on version (ap/av) carpet bomb the target area with proximity devices which detonate on contact with enemy or after a set period of time. the ultimate area denial but ultimately less effective than the direct heavy weapons
Mortar
this is a short to mid range low accuracy weapon able to fire either smoke or HE rounds with varying accuracy dependant on range. you can only carry 1 version or the other so making this a support weapon in either damage or defence. the heavy can run with this out much like players can run with equipment but when deployed immobilises the user and gives them a 45 degree arc and a range of 100-200m or a 90 degree arc and a range of 50 -100m. the player can then use this to lay down cover or suppressing fire onto any open area. smoke would detonate as a 10m diameter smoke screen and HE would be approx 5m. diameter would vary with level of weapon and skills and the inaccuracy would spread the rounds over a small area for coverage.
Bomb's
only a heavy can carry these. they are large explosives which are placed and armed. they will detonate on a timed basis activated remotely. they can only be disarmed through hacking. place this device and activate the timer and wait for the boom. this has a large blast radius. these are indiscriminate and will kill anyone/thing friend or foe.
Duel Wield Heavy Pistols
very short range variants of some of the current pistol types. these pistols have similar damage as current ones but extra large clip size and are duel wielded.
Heavy Laser Cannon
single shot, charge and release weapon. fires a single beam at the target causing massive damage. different versions increase the beams duration from 1sec to 1.5sec at proto. damage is the same through all versions per sec so a gradual increase as the level goes up due to beam duration.
Juggernaut Shield & Pistol
this weapon is 2 items in 1. its a full body shield with a small slot to shoot through with the accompanying pistol. this is an always up front facing shield unless sprinting and is armor based. due to its high cpu/pg requirement it reduces suit tank fitting potential so as not to be op. to fit it in its role this item is used to protect troop advancement and it does it as follows. fitting this weapon adds an ability in the equipment wheel of the heavy that carries it. this ability extends a shield out to the side of the juggernaut shield for a period of time dependant on level and skill which cannot be depleted. the main armor shield howether can be depleted but in this mode has a damage reduction to it. the pistol is stowed during this mode.
the heavy can now protect player advancement absorbing most incoming fire. he protects the squad and the squad protects him
Heavy Flux Field Generator
this device emits a field of energy creating a dome around the user and his allies which disrupts enemy equipment. it does not destroy the device, only deactivate it. this aids his allies in capturing points and close defence from cloaking and RE. the user cannot attack while the device is active. instead he/she receives WP for every second a piece of enemy equipment is deactivated and guardian points for every cloaked player killed after passing through the field.
origional thread
https://forums.dust514.com/default.aspx?g=posts&t=137177&find=unread