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Bears Beets
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Posted - 2013.07.29 18:59:00 -
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THE IMMORTAL HEAVY: A BASIC GUIDE
[1.0] THE HEAVY [2.0] DROPSUIT SLOTS [3.0] SKILL ALLOCATION [4.0] FITTINGS [5.0] TACTICS [6.0] HANDLING THE ENEMY [7.0] TIPS N TRICKS [8.0] ETC.
1.0 THE HEAVY
The Heavy. That big, bad, bullet-spittin' linebacker that you really really don't want to meet in a dark alley. Your enemies will cower before the rumble of your almighty HMG, and vehicles will burst into fiery rubble at the mercy of your Forge Gun. And yes, you are turtley enough for the turtle club.
If this sounds about right for you, read on.
I'd like to preface this by saying that there is no right or wrong when it comes to building your Heavy - only what is best for you. Hopefully in sharing what works for me, you will find what works for you. I would also like to warn you that pursuing a Heavy build can suck up a ton of SP. It's difficult to dip your toes in to Heavy-land. |
Bears Beets
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Posted - 2013.07.29 18:59:00 -
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2.0 DROPSUIT SLOTS
There are currently two dropsuit paths for the Heavy player. Amarr Basic and Amarr Sentinel dropsuits. No matter which route you go with, the modules you find most effective will remain largely the same.
HIGH Heavy Damage Modifier - My personal favorite choice for high slots. They increase the damage output for Heavy Weapons. Shield Extender - These will increase your Shield pool. Meaning they give you more shields. I personally find Damage Modifiers to be a better use of the high slots as you can use the low slots for armor tanking. Shield Recharger - These modules increase the rate at which your shields regenerate. They will get your shields back to full faster, but as Heavy dropsuits have a very low shield recharge rate, even the complex level Recharger (which is percentage-based) won't increase your regeneration any great amount.
LOW Armor Repairer - I believe this is a must-have on any fitting. At the complex level you will regenerate 6.25 armor per second with one module. While this doesn't have a wow factor, I promise you it adds up fast. Armor Plates - Plates are popular for Heavies as they are currently the most viable form of tanking. I would discourage skilling beyond enhanced Plates, as complex Plates just aren't worth the 10% speed decrease and SP sink, and only provide 1.7% more armor than the basic Plates. Shield Regulator - While Shield Recharger modules increase the rate at which your shields recharge, Shield Regulators decrease the delay before they start recharging. Both modules are similar in the fact that they make your shield come back to full quicker. They may be worth checking out, but only if you have the SP and room in a fitting. CPU/PG Upgrades - These are highly overlooked modules. The CPU and PG Upgrade modules will increase your total CPU and PG respectively. You will already have skilled up to enhanced level Upgrades just by following the path to other Heavy-necessary skills.
HEAVY WEAPON Heavy Machine Gun - This is the staple of the Heavy. The HMG is great for anti-infantry and absolutely shreds through armor with 110% damage bonus. Assault Heavy Machine Gun - This is basically a version of the standard HMG but with less damage output and more range. The AHMG has a similar base range to an Assault Rifle and does similar damage. If you find yourself on a map with wide open areas, this might be worth a try. Burst Heavy Machine Gun - Like the AHMG, this is a variant of the standard HMG. This one functions by shooting out high DPS bursts of bullets. If you can get the majority of the bullets in a burst to connect, you will drop almost anyone you point this thing at. However, it overheats fast and it can be difficult to get all the bullets to land. I find the standard HMG easier and more effective to use. Forge Gun - The second Heavy weapon of the game. This is primarily for AV, but can be used in anti-infantry application when you have the high ground. Assault Forge Gun - A variant of the standard Forge Gun, this has a faster charge, but fires the shot immediately upon reaching a full charge. It can be useful to quickly take down vehicles, and has higher damage output than the basic Forge Gun. Many people (myself included) prefer the Assault Forge Gun. Breach Forge Gun - This is a heavy-hitting alternative to the other Forge Guns. You have to hold still while charging, but it has an increased damage output over the other versions of Forge Guns. However, being unable to move is a major drawback. Other - Some people make good use of Sniper Rifles, Assault Rifles, and other weapons. But my personal belief is that if you skilled Heavy, use Heavy weapons. Light weapons on a Heavy suit are far more situational.
SIDEARM Other - Sidearms are the lowest priority I have on any fitting I make. The way I see it, if you have to get your sidearm out as a Heavy, you're already screwed. If you play smart and reload your HMG like you should (I know, 8 second reloads are a pain) you won't even need a sidearm. A good exception is when you're using a Forge Gun instead of an HMG.
GRENADE Flux - My grenade of choice. It has a higher radius than a Locus grenade and will strip anyone within its blast zone of all their shields. This means you can sweep in and mow them down with you HMG. Remember, your HMG does reduced damage to shields, but increased damage to armor. Locus - Some Heavies use these to great effect. If you plan on using Locus grenades, I highly recommend skilling up to use the M1 Locus variety. AV - A must-have. Definitely have a duplicate AV grenade variant of your main suit. They come in handy, I promise.
EQUIPMENT I wish |
Bears Beets
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Posted - 2013.07.29 18:59:00 -
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3.0 SKILL ALLOCATION
Since the skill tree can be a little overwhelming, I have provided blueprints for fresh off the press, 1 million SP, and under 4 million SP builds with sample fittings.
THE 500K SP HEAVY This build will cost a grand total of 485,050 SP. This should get you headed on your way if you absolutely have no idea what to do, and should be handy for those of you that want to try Heavy just for funsies on a budget.
Skills Needed: Dropsuit Command 3 > Amarr Heavy Dropsuits 1
Dropsuit Upgrades 2 > Dropsuit Armor Upgrades 1 >> Armor Repair Systems 1
Weaponry 5 > Heavy Weapon Operation 1 >> Heavy Machine Gun Operation 1
This allows you to fit: Suit Type: Amarr Heavy A-1 Primary Weapon: Heavy Machine Gun Secondary Weapon: Anything Grenades: Militia Locus High Slot 1: Anything (try militia damage modifier, militia shield extender, or just get creative!) Low Slot 1: Basic Armor Repairer Low Slot 2: Basic Armor Repairer
405 Shield 425 Armor 4.2 Armor Repair/Second 5.11 Sprint Speed
With a base of 77 CPU and 25 PG left over.
Each suit will cost 13,430 ISK.
This is a pretty good start and should let you hit the ground running as a Heavy. I recommend that after 1 or 2 battles (you will need 3,710 SP) you skill up Armor Plating to level 1, and put a Basic Armor Plate in your low slot 2.
From there, I would proceed on your merry way to The 1 Million SP Heavy. If you would like a specific order I think is most effective to level up your skills, I will gladly provide.
Please bear (hehe) in mind that this is just my knowledge with my experience. It is by no means gospel. I just want to help people get in to Heavy and not feel overwhelmed. I'm very thankful to have gotten a respec to get rid of my stupid SP mistakes. You guys may not be so lucky.
THE 1 MILLION SP HEAVY This whole build will cost you 1,125,530 SP. It's great for people just getting in to Heavy and is a solid fitting to give you a taste of what's in store for you.
Skills Needed: Dropsuit Command 3 > Amarr Heavy Dropsuits 1
Dropsuit Upgrades 2 > Dropsuit Armor Upgrades 1 >> Armor Plating 1 >> Armor Repair Systems 3
Weaponry 5 > Explosives 1 >> Grenadier 1 > Handheld Weapon Upgrades 3 > Heavy Weapon Operation 3 >> Forge Gun Operation 1 >> Heavy Machine Gun Operation 3
This allows you to fit: Suit Type: Amarr Heavy A-1 Primary Weapon: MH-82 HMG Secondary Weapon: Grenades: Flux High Slot 1: Enhanced Heavy Damage Modifier Low Slot 1: Enhanced Armor Repairer Low Slot 2: Basic Armor Plates
405 Shield 492 Armor 3.45 Armor Repair/Second 4.96 Sprint Speed
With 17 CPU and 15 PG left over.
Each suit will cost 28,310 ISK.
THE 4 MILLION SP HEAVY So if you've played as the 1 Million SP Heavy and still like being a fat boy, it's time to step up your game. Technically this build only costs 3,612,910 SP, not 4 million. But it's close enough and round numbers sound nice. This will build off of the skills already acquired with the 1 Mil Heavy and is the next step in becoming the ultimate fighting machine. I highly recommend skilling up Dropsuit Armor Upgrades and Dropsuit Shield Upgrades as the first part of this build. With both of these skills at 5, you will have gained 182 effective HP on every suit.
> Dropsuit Armor Upgrades 5 >> Armor Repair Systems 5 >Dropsuit Core Upgrades 1 >>Dropsuit Electronics 1 >Dropsuit Shield Upgrades 5
>Handheld Weapon Upgrades 5
This allows you to fit: Suit Type: Amarr Heavy A-1 Primary Weapon: MH-82 HMG Secondary Weapon: Grenades: Flux High Slot 1: Complex Heavy Damage Modifier Low Slot 1: Complex Armor Repairer Low Slot 2: Basic Armor Plates
506 Shield 573 Armor 6.25 Armor Repair/Second 4.96 Sprint Speed
With 1 CPU and 5 PG left over.
Each suit will cost 32,660 ISK.
WHAT NEXT?
Once you have the skills listed in the 4 Million SP build, you should have a pretty good idea of what direction you want to head with your Heavy self. Some general skills I recommend taking a peak at are
Heavy Machine Gun Operation Heavy Machine Gun Proficiency Heavy Machine Gun Ammo Capacity Forge Gun Operation Forge Gun Proficiency Amarr Heavy Dropsuits Dropsuit Electronics Dropsuit Engineering Systems Hacking
Use your best judgment. Only skill up Dropsuit Electronics and Dropsuit Engineering as needed. And I personally think it's better to get innate skills such as HMG Proficiency rather than just getting to Prototype Amarr Heavy Dropsuits as fast as possible. |
Bears Beets
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Posted - 2013.07.29 18:59:00 -
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4.0 FITTINGS
I have collected some fittings to provide examples of what you can do once you are more familiar with the Heavy way.
Suit Type: Amarr Heavy A-1 Primary Weapon: MH-82 HMG Secondary Weapon: Toxin SMG Grenades: EX-0 AV High Slot 1: Complex Heavy Damage Modifier Low Slot 1: Complex Armor Repairer Low Slot 2: Enhanced Armor Plates Suit Objective: All around anti-infantry
Suit Type: Amarr Heavy A/1-Series Primary Weapon: Boundless HMG Secondary Weapon: Grenades: Flux High Slot 1: Complex Heavy Damage Modifier High Slot 2: Complex Heavy Damage Modifier Low Slot 1: Complex Armor Repairer Low Slot 2: Militia CPU Upgrade Suit Objective: High DPS
Suit Type: Amarr Heavy A/1-Series Primary Weapon: Ishukone Assault Forge Gun Secondary Weapon: SMG Grenades: Flux High Slot 1: Complex Heavy Damage Modifier High Slot 2: Complex Heavy Damage Modifier Low Slot 1: Basic Armor Repairer Low Slot 2: Militia CPU Upgrade Suit Objective: Forge Gun sniping/AV
Suit Type: Amarr Heavy A-1 Primary Weapon: MH-82 HMG Secondary Weapon: Toxin SMG Grenades: Flux High Slot 1: Enhanced Shield Extender Low Slot 1: Enhanced Shield Regulator Low Slot 2: Militia Cardiac Regulator Suit Objective: Shield tanking |
Bears Beets
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Posted - 2013.07.29 18:59:00 -
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5.0 TACTICS
Playing as a Heavy you are strong. You are tough. But you aren't invincible. In order to be a successful Heavy, you have to be just as cunning as a Scout. A successful Heavy plays smart. You have to be on the bounce and aware of your surroundings at all times.
My first piece of advice is to always have a Logi friend whenever possible. They will make your life so much easier with their Repair Gun, Nanohives, and occasionally Nanite Injectors. Your strength will always be in surrounding yourself with friendlies, but there's a lot more to it than that.
You don't want to blindly wade in to a pack of reds. Skirt around them. Flank them. Chuck a Flux grenade in their midst and wipe their shields and laugh maniacally as you pick them off one by one. You are an ambush predator. Just remember when you're a red dot on an enemy's mini-map, they can't tell what class you are. Hold your fire until you have a clear shot. Many people will try to stalk you, only to turn tail when they realize you're a Heavy and not the Assault they expected. Use this blindness to your advantage.
Because you are such a successful ambush predator as a Heavy, and due to the relative short range of your HMG, it is strongly recommended that you stay in close quarters as much as possible. That's where the Heavy really shines. Always stay near cover, and always have a path of retreat if needed.
Tactical retreat is not weakness and is not failure. Even as a Heavy sometimes it's best to back up, regroup, and meet the enemy on your own terms if your position is getting overrun. Always fight the enemy on your own terms, and always try to engage one enemy at a time.
When you do engage, do not stand still. This is a mistake many Heavies make. When they fire on a target, they simply cease to move. This does nothing but get you dead faster. Practice shuffling around while tracking your target. You'll notice this makes you particularly deadly against other Heavies. They seriously never seem to expect that a Heavy target will actually move when they fire on it.
When playing with a squad, think of yourself as playing a support role. You're a giant dude with an enormous gun. People tend to shoot for you first. You are the guardian angel of the squad and will save many a life just by popping up and getting the attention of reds. The longer a red looks at a Heavy, the longer they're looking away from that friendly that's currently flanking them.
6.0 HANDLING THE ENEMY
Similar to the TACTICS section, this will just be a breakdown of how you can expect different classes to act and how you should kill them.
Scout GÇô These guys will be your worst nightmare. Don't let them get close to you. When a Scout gets in close, they can run around you faster than you can turn. And then you're dead. If you see a Scout heading straight for you, start thinking about how to deal with that bastard. On the plus side, if you so much as sneeze on them they'll die.
Heavy GÇô Try to get the jump on Heavies. If one isn't looking at you, shoot it. The majority of Heavies you will find to be relatively easy prey. This is because of the fact that 90% of them will stop dead in their tracks and start shooting you. Engage the boot scootin' shuffle and mow them down. Heavy vs Heavy is rarely about who has the better gear, it's about who got the jump on the other and who can dance better. Also, if you're carrying them, make use of your Flux grenades!
Assault/Logi GÇô These classes are relatively straight forward. Use cover, flank them, play smart, shoot them. |
Bears Beets
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Posted - 2013.07.29 18:59:00 -
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7.0 TIPS N TRICKS
Feather the trigger when you are firing an HMG. Holding down the trigger will eventually cause the HMG to shake and stray from target. You would think that letting off of the shoot button would be a bad idea, but the fact that it refocuses fire and lets more bullets hit means that you're actually getting more DPS.
Don't sprint around corners or between blind cover. To go from sprinting to firing takes time. Those are precious moments where your enemy has seen you, is firing on you, and you can't fight back. If you have your gun at the ready, you will be better prepared for whatever lies around that corner.
Reload tactically and often. Your HMG takes 8 seconds to reload. Even if you have -+ of your clip left, you should reload. Always try to be at full ammo when you start an engagement. Defense is different. Don't reload until it is safe to do so when your position is being assaulted. But when the enemy isn't aware of you and you're picking them off one by one, always reload. This ensures that when they discover where you are and 3 or 4 of them assault you, you will be ready to mow them down.
Fire preemptively. When you see that red chevron around a corner and it's moving your way, fire right before he rounds the corner. He'll have bullet landing in him the instant he pokes around that corner. This is also useful for people sprinting through cover. Track them and fire preemptively where you know their juicy little heads are going to pop out.
If you're far from cover and your enemy isn't, fire on them, wait for them to take cover, and rush their position as fast as you possibly can. The next time they pop out to shoot at you, you'll be right in their face and they'll die. But try not to get far from cover. Like, ever.
Get ammo before you need ammo. If there's a Nanohive, stand on it. If there isn't one, ask for one. If no one has a Nanohive, you complain a lot and haul your bootylicious self to the nearest Supply Depot. |
Bears Beets
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Posted - 2013.07.29 18:59:00 -
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8.0 ETC.
Amarr Basic vs. Sentinel I personally don't believe it is worth the SP to skill past Amarr Basic suits. The slot layout on Sentinel suits is undesirable as someone who likes to have as many Damage Modifiers as possible. In addition, the suit bonus or skill bonus is rather lackluster. 5% reduction to weapon feedback damage per level and +2% to heavy weapon reload speed? Not worth it. However, you will see a lot of people running around in Standard level Sentinel Dropsuits. This is because it has the same exact stats and slot layout as a Standard Amarr Basic Dropsuit, but costs less than 1/3 of the ISK.
Ferroscale and Reactive Plates For a Heavy, both of these modules are pretty useless. At the prototype level (complex module), the Reactive Plates give you +45 armor, 2 armor/s regen, and -4% speed. One Basic Armor Plate and one Basic Armor Repper will give you more armor, more regen, and less speed penalty for significantly less SP and ISK. So now imagine you have Enhanced Armor Plates and Complex Armor Repper. The Reactive Plates are just outclassed by the Plate/Rep combo. I would suggest sticking to them for a Heavy fitting.
Commando Dropsuit I have no experience with this Dropsuit, and as it uses a completely different skillset from the other Heavy Frames (biggest difference being no Heavy Weapon slot), I have decided to exclude it from my guide. However, if you wish to discuss the suit and its application feel free! |
Bears Beets
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Posted - 2013.07.29 18:59:00 -
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Reserved |
Bears Beets
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Posted - 2013.07.29 18:59:00 -
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Reserved |
Bears Beets
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Posted - 2013.07.29 22:21:00 -
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As far as I know, all SP usage is up-to-date. I made this guide using data from Uprising 1.2. If there's anything wrong with any of my information, please let me know though!
I will say that when using Driftward and Channk Saotome's skill planners, I got slightly different numbers.
1 Mil Heavy: Driftward's - 1,125,530 SP Channks's - 1,125,630 SP
4 Mil Heavy: Driftward's - 3,612,910 SP Channk's - 3,613,350 SP
Thanks a bunch for adding this to the list. That thread is what inspired me to finally post this thing. Hope some people find it helpful. |
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Bears Beets
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Posted - 2013.07.31 19:06:00 -
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Shattered Mirage wrote:Pretty useful actually.
Thanks!
Royce Kronos wrote:Though, I would probably post something on both Driftward's and Channk's threads if indeed you are coming up with different values. One of the calculators might have a multiplier off or something.
So I just went back and triple checked in each program. I plugged in my current build and calculated the SP required, and Driftward's spreadsheet is correct. For whatever reason, Channk's is giving me a difference of 1,650 SP. Minimal, so I wouldn't really worry about it, but for this guide I will be using Driftward's numbers.
Thanks for getting me to double check on that |
Bears Beets
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Posted - 2013.09.21 08:18:00 -
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Hey, thanks bud! Don't think this means I won't be gunning for you next time I see you roaming around with that Forge Gun of yours though
I should probably update this what with 1.4 being here and all. |
Bears Beets
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Posted - 2013.09.21 10:00:00 -
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Alright I've gone through and updated all information affected by 1.4 Tweaked some paragraphs here and there. Updated the builds to reflect the new awesomeness of Armor Plates and adjusted SP and fitting information. Also updated/changed all the fitting samples.
Thank you to all who have taken the time to stop by! I hope this helps any of you guys just starting out, and for those of you who have been around the block, please feel free to chime in. |
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Posted - 2013.09.22 06:21:00 -
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Turtle Hermit Roshi wrote:thanks bro and thanks mirrage ^.^ im a 9 mil sp heavy who is looking to skill up his game and i found some of your tactics quite well thought out and look forward to using them next match
Thanks! I'm certainly no pro, but I know how to waste SP on Heavy things :P If you have anything at all to add, feel free to share. Sounds like you're a Proto Sentinel, so I'd love to hear how you deck out your fits with those 4 low slots. I'm a Proto Basic so I have the 2 high 2 low setup. |
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Posted - 2013.09.25 00:21:00 -
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Jane Madson wrote:Good guide bro, as a 20mil sp heavy myself, its always nice to see others posting what they run. I run an asortment of different heavy fittings all dependent on the flow of the match i'm in. Here is a fitting i've have had some good luck in. adv. Sentinal. Heavy damage mod, complex ferscale plate, 2 complex repair, hm82, flux grenades. Fasr moving fitting that repairs your armor quick. Takes some getting used to, but the key is to never stop moving, stay by cover and be willing to wait till your armor starts its repair. But this fitting is a problem for red dots to deal with
Thanks for the feedback! I love hearing people's fits and playstyles. I'm jealous of all the good discussions the Scouts have If I had more points in to Sentinel suits I'd give this fit a go.
I am curious about the Ferroscale plate though. Is there a reason you don't just use a Basic Armor Plate? It gives you more armor for a fraction of CPU/PG (39 CPU/14 PG vs 10 CPU/1 PG) and only reduces your speed by 2%. If want to fit a sidearm or anything else that would need some fitting room, that might be something to think on |
Bears Beets
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Posted - 2013.09.26 02:15:00 -
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I appreciate the feedback, Dimitri and Fox Gaden. I've been a long time fan of your posts, Mr. Gaden
Fox Gaden wrote:Is this still true after 1.4? I edited a similar comment out of my Frontline guide when they buffed the HeavyGÇÖs turn speed, but I have not really gotten a good test of it. Now we turn at the same speed as an Assault suit, but can a Scout stay ahead of an Assault suitGÇÖs tracking? Possibly. I really need to test this more.
While we have a faster turn speed now, I've still had trouble tracking people who are right in my face (I mean like within melee distance). This may just be an issue of skillz, but I've still found the rare Shotgun or Nova Knife user to pose a pretty significant threat. Even with 1250~ EHP I drop to 3 shots of a Shotgun. I have yet to meet death by Nova Knife in 1.4, but I think that's because I've only seen one non-friendly NK user since the update.
Fox Gaden wrote:I have found that in Heavy on Heavy encounters, particularly if I get the jump on them, going for the head shot gives a Heavy a big advantage. I am not a great shot, but the hit box for a Heavy's head is the size of a microwave.
As Dimitri was saying as well, strafe is huge in Heavy vs Heavy encounters. I've dropped countless Heavies and escaped without so much as half my shields down simply because I dance around and the other Heavy doesn't.
Fox Gaden wrote:Do you find this still to be true after the buff to weapon switch speed in 1.3? I have not noticed any problems with this, and as a speed heavy I am sprinting all the time. I will watch for it though. Maybe I just did not notice.
This isn't necessarily an issue with weapon switch speed. If you notice, when you sprint you lower your HMG and it takes a brief moment to go from non-sprint to being able to fire you HMG. I think this is because Dust treats the end of a sprint as a weapon switch timer. For example, if you sprint with an SMG, you will be able to fire almost immediately upon walking because SMGs have a quick weapon switch time. It's hard to explain, but noticeable. There's a delay between stopping a sprint and being able to fire an HMG. So when in doubt, I just navigate by walking so when a red pops out, there's no delay on my pew pew.
As for Biotics on Heavies, that's actually what I'm skilling in to now. One point away from unlocking KinCats. I was wondering if you'd be willing to share your fits/playstyle when speed tanking (using the term loosely of course ).
And I completely forgot to link the directory! I knew I had forgotten something. It was tugging at the back of my mind. Added!
Thanks again for the input and apologies for the rambles. I'm by no means the Heavy Messiah and what I say is not absolute truth. If you disagree with anything I've written, tell me why! I'm here to learn and compile community information. |
Bears Beets
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Posted - 2013.09.26 08:27:00 -
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p4rkwaydrive wrote:Good stuff bears.
Should I post my 20 mil so set up lol..
I heart forgingg
Didn't know you were a Heavy these days. I could have sworn you were Assault.
But hell yeah post it up! |
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