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Another Heavy SOB
TRUE TEA BAGGERS
23
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Posted - 2013.04.12 08:41:00 -
[1] - Quote
Weaponry to V immediately. Next get to lvl 2 Amarr heavy dropsuit. Then field mechanic's to a minimum of 3, Circuitry to atleast 4, and armor repair lvl1 minimum. I recommend training in HMG's and Forge guns, get to advanced HMG then Assault forge guns ASAP. At this point you may look into Skilling into lvl1 SMG or pistol, and lvl1 grenadier for the reduced CPU costs. Also now is a good time to get Heavy weapon sharpshooter to a min of 2, And armor repair up to 3. After that finish off HMG Operation, and get to lvl4 Forge gun operation for the DAU assault forge. I strongly recommend getting a min of 3 levels into HMG proficiency before getting into the Type A heavy. Once you get Heavy Type B It's time to consider filling out your shield skills.
IMO armor tanked heavy suits are terrible, especially against shield heavys. I consistently win 1v1 against Type A heavys in my Type II because HMG's are weak to shields and stronger against armor. Not to mention the difference in strafe and sprint speeds.
No matter what suit you chose Armor repair modules are absolutely necessary. There aren't to many options for high slot modules, if you haven't skilled to lvl 4 shield enhancments (which you shouldn't....yet) then there's really only one option...damage mods. With circuitry V and couple levels of Heavy weapon upgrade you can fit 2 complex damage mods with an MH-82 and a basic repair module, although there's not even room for an SMG much less grenades. This is a risky fit bit can deal some nasty DPS especially with operation proficiency. Now the second mod only adds approximately another 8.7%, so you can give up one for a ****** militia shield extender or recharger to fit both an SMG, grenades and Enhanced armor repair module. I have fittings of each. If you're really ballsy you can ditch the repair mod for a CPU extender and fit the 2 DMG mods with nades and an SMG, but unless you've got a pro logi bro at you side it's suicide.
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Another Heavy SOB
TRUE TEA BAGGERS
36
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Posted - 2013.04.19 09:56:00 -
[2] - Quote
Goric Rumis wrote:In terms of tactics: With the HMG, always stay in cover. Hug walls, weave between containers, take the low road through open fields. Your range is short to medium. At least 70% of the other players can kill you at ranges where you can't even fight back (assault rifles, laser rifles, mass drivers, sniper rifles, forge guns, vehicles, installations, and very rarely scrambler pistols can all out-range you). On the other hand, in CQC you're an easy kill for shotguns, so always pay attention to your mini-map and never let anyone get too close.
One of the weird things about firefights, when compared to other suits anyway, is that you can't really do any meaningful movement with your body. On the other hand, assaults and scouts are going to be strafing and jumping all over the place trying to keep you from hitting them. You have to keep the reticle on them if you want to have any hope of winning, because for DPS, a Duvolle is going to outclass your standard HMG, so you'll have is to rely on your effective HP and land every bullet.
While I agree with just about everything you said, there is one issue... Duvolle does not have higher DPS than a Standard HMG, here's the math with no damage mods or proficiency only Weaponry V considered.
Duvolle. 34.1+ù1.10 = 37.51 +ù 750 = 28132.5 ++ 60 = 468.875 DPS
Basic HMG 16.0+ù1.10 = 17.6 +ù 2000 = 35200 ++ 60 = 586.66 DPS
So the HMG has much higher DPS, but agree it is more difficult to stay on target in CQC with an HMG than it is an AR, as it should be.
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Another Heavy SOB
TRUE TEA BAGGERS
37
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Posted - 2013.04.19 23:13:00 -
[3] - Quote
martinofski wrote:Another Heavy SOB wrote:Goric Rumis wrote:In terms of tactics: With the HMG, always stay in cover. Hug walls, weave between containers, take the low road through open fields. Your range is short to medium. At least 70% of the other players can kill you at ranges where you can't even fight back (assault rifles, laser rifles, mass drivers, sniper rifles, forge guns, vehicles, installations, and very rarely scrambler pistols can all out-range you). On the other hand, in CQC you're an easy kill for shotguns, so always pay attention to your mini-map and never let anyone get too close.
One of the weird things about firefights, when compared to other suits anyway, is that you can't really do any meaningful movement with your body. On the other hand, assaults and scouts are going to be strafing and jumping all over the place trying to keep you from hitting them. You have to keep the reticle on them if you want to have any hope of winning, because for DPS, a Duvolle is going to outclass your standard HMG, so you'll have is to rely on your effective HP and land every bullet. While I agree with just about everything you said, there is one issue... Duvolle does not have higher DPS than a Standard HMG, here's the math with no damage mods or proficiency only Weaponry V considered. Duvolle. 34.1+ù1.10 = 37.51 +ù 750 = 28132.5 ++ 60 = 468.875 DPS Basic HMG 16.0+ù1.10 = 17.6 +ù 2000 = 35200 ++ 60 = 586.66 DPS So the HMG has much higher DPS, but I agree it is more difficult to stay on target in CQC with an HMG than it is an AR, as it should be. Note that not every bullet hit the target with the HMG, depending on the distance. 20% miss, you get about the same DPS. Also, the headshot bonus, way easier to get with a AR. I guess it need to be considered too.
How often do you shoot an HMG? Yes the accuracy spools up but Once it's there it has much less dispersion than an AR, if anything the increase in reticule bounce from sustained fire is the only detrimental effect to accuracy within an an HMG'S optimal range.
And if you're engaging an AR outside of your efficiency range then quit simply...you're doing it wrong. If your engaging them within your optimal range headshots really aren't that difficult.
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