Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
DemonEyez91
Cowboy Bebop.
0
|
Posted - 2013.04.11 20:08:00 -
[1] - Quote
Tips, advice, tactics, fittings, SP use. Anything to help start and continually make a heavy something to fear on the battlefield. Thanks! |
SickJ
French unchained corporation
53
|
Posted - 2013.04.11 20:31:00 -
[2] - Quote
-Have someone follow you around with a repair tool (and don't run away if a blue starts repairing you! I hate it when you guys do that)
-Try to have someone give you a ride into battle (murder taxi/dropship) |
Luke Vetri
D3ath D3alers RISE of LEGION
60
|
Posted - 2013.04.11 21:13:00 -
[3] - Quote
Remember you don't have to reload after every burst of fire! I swap between playing as an assault and heavy, I'm forever hitting reload when I don't need to with the HMG |
Logi Bro
Eyniletti Rangers Minmatar Republic
1151
|
Posted - 2013.04.11 21:55:00 -
[4] - Quote
You aren't invincible, if you act like you are you will die very quickly. Use cover to your advantage just like the rest of us, and be wary of grenades thrown at your feet. |
Anmol Singh
The Unholy Legion Of DarkStar
18
|
Posted - 2013.04.11 22:42:00 -
[5] - Quote
DemonEyez91 wrote:Tips, advice, tactics, fittings, SP use. Anything to help start and continually make a heavy something to fear on the battlefield. Thanks!
A SNIPER!! no toll... |
Matakage
WildCard Ninja Clan
3
|
Posted - 2013.04.11 23:11:00 -
[6] - Quote
DemonEyez91 wrote:Tips, advice, tactics, fittings, SP use. Anything to help start and continually make a heavy something to fear on the battlefield. Thanks!
The very first thing you want to do is get off the Militia or [STARTER] dropsuits. Spend your first points on getting either the first or second level heavy suits. Next, you'll want to specialize in a heavy weapon -- either a heavy machine gun (HMG) or a forge gun (which is like a charge-up rocket launcher). Spend your next points on using those weapons. I wouldn't put too many points into using awesome guns right away, however. No need for advanced or prototype weapons just yet. Now, start dumping points into skills that allow suit modules and other passive bonuses.
To recap the priority of point spending: Step 1: Tier 1 or 2 dropsuit. Step 2: Basic HMG or Forge Gun usage Step 3: Upgrade various skills that give passive bonuses and/or open up more/better dropsuit modules |
DemonEyez91
Cowboy Bebop.
0
|
Posted - 2013.04.11 23:37:00 -
[7] - Quote
Thanks guys some really helpful tips so far. Keep them coming! |
Another Heavy SOB
TRUE TEA BAGGERS
23
|
Posted - 2013.04.12 08:41:00 -
[8] - 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.
|
pegasis prime
The Shadow Cavalry Mercenaries
125
|
Posted - 2013.04.12 11:40:00 -
[9] - Quote
heres a link to a thread i started a while ago if your thinking of running heavy have a look at the posts regarding fittings and tactics , as i said have a look at the fittings and skill accortingly
https://forums.dust514.com/default.aspx?g=posts&t=59112
|
ChromeBreaker
SVER True Blood Unclaimed.
363
|
Posted - 2013.04.12 14:36:00 -
[10] - Quote
Forge gun, get high, shoot the ants.
Aim low, lead slightly, remember splash.
Assault FG when you get your aim in. |
|
Coleman Gray
GunFall Mobilization Covert Intervention
178
|
Posted - 2013.04.12 14:43:00 -
[11] - Quote
Play to yoursuits strengths, the shield variant has both high armour and shields, meaning a greater bonus from shield control and field mechanics. Then in the slots use shield extenders and armor plates. Your already the slowest guy, ya may as well tank up as much as possible. For weapons HMG has raw killing power and you can rack up a high K/D, where as the forge gun won't get you as many kills, but it can blow up tanks,lav's and dropships for more points along with multiple kills. And it one shots people, maing it a nice anti proto weapon. |
XxWarlordxX97
Internal Error. Negative-Feedback
1434
|
Posted - 2013.04.12 17:55:00 -
[12] - Quote
Coleman Gray wrote:Play to yoursuits strengths, the shield variant has both high armour and shields, meaning a greater bonus from shield control and field mechanics. Then in the slots use shield extenders and armor plates. Your already the slowest guy, ya may as well tank up as much as possible.( For weapons HMG has raw killing power and you can rack up a high K/D,) where as the forge gun won't get you as many kills, but it can blow up tanks,lav's and dropships for more points along with multiple kills. And it one shots people, maing it a nice anti proto weapon.
he speaks the truth |
Matakage
WildCard Ninja Clan
3
|
Posted - 2013.04.12 23:24:00 -
[13] - Quote
XxWarlordxX97 wrote:Coleman Gray wrote:Play to yoursuits strengths, the shield variant has both high armour and shields, meaning a greater bonus from shield control and field mechanics. Then in the slots use shield extenders and armor plates. Your already the slowest guy, ya may as well tank up as much as possible.( For weapons HMG has raw killing power and you can rack up a high K/D,) where as the forge gun won't get you as many kills, but it can blow up tanks,lav's and dropships for more points along with multiple kills. And it one shots people, maing it a nice anti proto weapon. he speaks the truth
So "like" his post! |
ugg reset
ZionTCD Legacy Rising
249
|
Posted - 2013.04.13 00:01:00 -
[14] - Quote
If using type-1 or militia use damage mods in your high slots. don't even worry about shield extenders, you're an armor tank. adding shields on top just means you will die slowly. |
XxWarlordxX97
Internal Error. Negative-Feedback
1436
|
Posted - 2013.04.13 02:51:00 -
[15] - Quote
Matakage wrote:XxWarlordxX97 wrote:Coleman Gray wrote:Play to yoursuits strengths, the shield variant has both high armour and shields, meaning a greater bonus from shield control and field mechanics. Then in the slots use shield extenders and armor plates. Your already the slowest guy, ya may as well tank up as much as possible.( For weapons HMG has raw killing power and you can rack up a high K/D,) where as the forge gun won't get you as many kills, but it can blow up tanks,lav's and dropships for more points along with multiple kills. And it one shots people, maing it a nice anti proto weapon. he speaks the truth So "like" his post!
Why? |
Goric Rumis
Dead Six Initiative
149
|
Posted - 2013.04.19 00:17:00 -
[16] - Quote
Luke Vetri wrote:Remember you don't have to reload after every burst of fire! I swap between playing as an assault and heavy, I'm forever hitting reload when I don't need to with the HMG On the other hand, ALWAYS reload when it's safe, especially if your mag is below 200. It takes you 6 seconds to reload, which means if you run out of ammo when there are enemies around, you're dead. Always try to stay loaded. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
254
|
Posted - 2013.04.19 01:49:00 -
[17] - Quote
DemonEyez91 wrote:Tips, advice, tactics, fittings, SP use. Anything to help start and continually make a heavy something to fear on the battlefield. Thanks! Eat cupcakes, fried chicken, cake, cookies, cheetos, doritos, chocolate milk shakes, and frozen pizza by the pound.
Avoid exercise, vegetables, and anything that might be considered healthy. |
Goric Rumis
Dead Six Initiative
149
|
Posted - 2013.04.19 02:38:00 -
[18] - Quote
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. |
Another Heavy SOB
TRUE TEA BAGGERS
36
|
Posted - 2013.04.19 09:56:00 -
[19] - 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.
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
25
|
Posted - 2013.04.19 10:35:00 -
[20] - Quote
All these posts and nobody mentioned flux grenades? Forums, I am disappoint...
Despite what anyone claims or counter claims, the HMG is a solid ammunition Minmatar weapon. What that boils down to is that there's a slight damage reduction vs shields and a damage bonus against armor when using the HMG. So it's probably in your best interest to get at least lvl 1 in grenadier and carry flux grenades, which the basic ones will destroy dropsuit and militia LAV shields.
See an enclosed area swarming with redberries? Fully loaded? Toss a cooked flux grenade and mow them down. Since the majority of players are front loaded into shields nowadays, a few HMG rounds will mow them down that much faster.
Another thing that miraculously hasn't been covered: Crouching increases accuracy and effective range by a percentage. Whenever possible, crouch when firing for that extra bit of accuracy and range. |
|
martinofski
Rebelles A Quebec Orion Empire
49
|
Posted - 2013.04.19 14:29:00 -
[21] - Quote
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. |
Another Heavy SOB
TRUE TEA BAGGERS
37
|
Posted - 2013.04.19 23:13:00 -
[22] - 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.
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
27
|
Posted - 2013.04.20 04:10:00 -
[23] - Quote
Another Heavy SOB wrote: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. You need to take damage types into account. ARs are plasma based and deal equal damage to shields and armor. The HMG is solid ammunition that deals 80% of its base damage to shields and 110% damage to armor. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |