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Megaman Trigger
Beyond Gravity.OTF
2
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Posted - 2013.08.06 02:05:00 -
[1] - Quote
Damus, would you mind other Heavy users sharing their info for this guide? |
Megaman Trigger
Beyond Gravity.OTF Only The Famous
3
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Posted - 2013.08.06 23:50:00 -
[2] - Quote
I started using Flux grenades on my HMG Sentinel and it's worked out pretty well in a few matches. I run a armour heavy set-up, so stripping their shields gives me an edge in a firefight. |
Megaman Trigger
Beyond Gravity.OTF Only The Famous
4
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Posted - 2013.08.07 00:57:00 -
[3] - Quote
Medical Crash wrote:Megaman Trigger wrote:I started using Flux grenades on my HMG Sentinel and it's worked out pretty well in a few matches. I run a armour heavy set-up, so stripping their shields gives me an edge in a firefight. You're still stuck on Elysium, what are you doing here?
Accident with a rocket. |
Megaman Trigger
Beyond Gravity.OTF Only The Famous
4
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Posted - 2013.08.08 10:59:00 -
[4] - Quote
Flux are good if you can get the drop on someone or have the time to use them against a shield-focused enemy, but they're not so good if you run into a group and get seen.
I've found that A/V Grenades work as decoys if/when I get caught with them and need to fall back. Since the icon doesn't show what grenade it is and it's unsafe to look at the grenade in a firefight, most enemies will retreat to cover when you throw an A/V with the assumption it's a Locus Grenade. |
Megaman Trigger
Beyond Gravity.OTF Only The Famous
5
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Posted - 2013.08.08 22:35:00 -
[5] - Quote
Damus Trifarn wrote:Megaman Trigger wrote:Flux are good if you can get the drop on someone or have the time to use them against a shield-focused enemy, but they're not so good if you run into a group and get seen.
I've found that A/V Grenades work as decoys if/when I get caught with them and need to fall back. Since the icon doesn't show what grenade it is and it's unsafe to look at the grenade in a firefight, most enemies will retreat to cover when you throw an A/V with the assumption it's a Locus Grenade. As much as I dislike not being able to tell what grenade is being thrown at me, I would love to try A/V trolling sometime.
It'll only work once or twice. |
Megaman Trigger
Beyond Gravity.OTF Only The Famous
5
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Posted - 2013.08.09 23:14:00 -
[6] - Quote
I'll try and come up with a post for armour Heavy users over the weekend. It'll be basic, as I'm still learning. |
Megaman Trigger
Beyond Gravity.OTF Only The Famous
6
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Posted - 2013.08.10 11:39:00 -
[7] - Quote
I've found grenade viability to vary based on opponent and situation; for example: I've been chased by a very jumpy Nova Knifer and not been able to get a good bead on them with the HMG, they also had an insane recharge on their shields and would flee when I got them low enough, but took them out with a cooked Locus thrown where they'd land. On the other hand, Flux have made life easier when defending a point against a swarm of red-dots charging from one direction. |
Megaman Trigger
Beyond Gravity.OTF Only The Famous
7
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Posted - 2013.08.10 14:20:00 -
[8] - Quote
Novas got replaced by super-fast Flaylockers prior to 1.3 and were less common before that due to Shotgun being the weapon of choice; get in close and 1-shot Assaults and Logis. |
Megaman Trigger
Beyond Gravity.OTF Only The Famous
9
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Posted - 2013.08.11 18:16:00 -
[9] - Quote
Megaman's guide to Armour Heavies
NOTE: This is a work in progress and it based on my observations and experiences.
Thanks to Damus for letting me put this here and help out.
I run an armour based Heavy and I've been doing pretty well with it. This is actually my second account, originally intended to be an Alt to my Assault for when I hit the SP cap or wanted to go "Megaman" and charge shot stuff for the hell of it. It's now edging closer to being my main in terms of play time. My SP count is only about 4.5 million right now, and I botched a couple of skills early on, so take this guide with a pinch of salt.
First off, the Dropsuit. Anyone who runs Heavy knows that, right now, we only have the three Amarr Heavy Dropsuits to choose from; Amarr Basic, Sentinel and the Commando. I'll touch on the Commando from an Assault's perspective a little later, but I'll be focusing on the Sentinel and Basic more.
The Basic at Proto level gives you 3 low slots and 2 high slots, while the Sentinel gives 4 low slots and only 1 high slot. For this reason I use the Sentinel for the HMG and the Basic for the Forge. Is this madness? Maybe. Fact is it works for me and my style.
Regardless of the Suit, the basic skills are the same. Core Upgrades, Engineering and Electronics for the boosts to my PG and CPU for my fittings and Armor and Shield Upgrades to enhance the base levels. After those, if you have your weapon(s) sorted and have the SP to spare, you can put points into the Electronics sub-skills for scan profile etc. I don't have those, haven't need them, but they might be helpful to some.
My Sentinel set-up is only Advanced level right now but the basic set-up will run over into Proto with a greater effect. The Sentinel's high number of low slots lends perfectly to Armour Plates; 3 Complex Plates and an Enhanced Armour Rep on a Proto would give a staggering amount of armour and a decent repair. If you have a dedicated Logi, you could forgo the Rep for a 4th Plate. You're gonna be slow as hell, you lose 10% speed per plate, so this tactic is ideal for holding/pushing into objectives. This is the polar opposite of Damus's build.
If you're running a Boundless HMG with level 5 Proficiency, you can probably get away with not using any damage mods. If you're running anything lower than Proto level HMG, a Complex Damage Mod in your high slot is pretty much a must if you want your HMG to drop targets with minimal fuss. Lead with a Flux grenade to strip their shields and then hose 'em with the HMG. If you don't like Flux, a well placed Locus can take a chunk out of shields and help out, if not kill outright. Either way, cook properly, then serve.
Forge Guns take a bit of practice and aren't overly accurate at long range, but they can be devastating when used right. The standard model is the lowest powered but has a quick charge. The Assault charges in a couple of seconds but you can't hold the charge, it fires off the moment the charge is done. If you hold the fire button, it'll cycle into the next shot, giving you slow but automatic fire. The Breach is a monster in terms of power, but the slow charge and the fact you can't move and fire means that you would be a target if you try using one out in the open.
When it comes to Basic suits and Forge Guns; two Complex Damage mods, two Complex Plates and either a third Plate or an Armour Rep are what I recommend. I recommend Locus over Flux, so you have a quick kill option if someone gets close, but Flux and an SMG would work if you prefer. An Assault Forge or a standard Forge with Complex Mods will do nearly as much damage as a good Swarm Launcher, with the bonus of being Anti-Infantry. General tactic is to get up high and take your shots from above the target. Even if you don't get a direct hit, the splash damage will take out a chuck of shielding on even a Caldari and sow enough panic to give your team time to move in.
Note: This will be updated as and when new info and tactics come up. It's incomplete, so if you wanna point out any errors or add anything, feel free. |
Megaman Trigger
Beyond Gravity.OTF Only The Famous
10
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Posted - 2013.08.11 23:15:00 -
[10] - Quote
I'm not as 'static' as you might expect; I tend to patrol an area and hunker down if I find an enemy. I tend to provide a lot of overwatch or be the first to "breach" an area with a Flux Grenade or two. If the points are really spaced out, I might defend one point if the team can spare the body. If I'm needed elsewhere, I just pull out a Bolach and speed off to help.
I've also noticed that I don't seem to show up to enemies, since 90% of them completely bypass me while running around and I'm sneaking up on their position from behind. Dunno if this is because of my movement speed or just the enemy being oblivious. I may not be as mobile as you or Damus, but my high eHP makes me a nightmare in the right situation. Especially against other Heavy suits.
When I do when aiming at a strafing target is to back up while turning. This seems to let me keep up. That or it's my aiming speed in options. I learned long ago where to place grenades in an FPS and, with Locus, get my kill 9/10 times.
As for the Forge Gun, I'm only at Advance level. The twin Complex Damage mods are needed for me. If I drop one, I tend not to be able to drop things as quick as needed. Often this means an extra shot or two that I don't have time or ammo for. Once I get the skills up I might migrate over to Sentinel, but for now I find that the extra Complex is needed. I also don't worry so much about my armour while using Forge, so I have a Rep and a Plate on and run fairly well either taking out vehicles or overwatch/infantry suppression so long as I'm not charging in to a hail of Blaster fire. As for Snipers, I tend not to suffer too much since I tend to return fire with a vengeance; if I don't hit them, I force them into cover.
I offered up my guide, as incomplete as it is, so that anyone thinking of going Heavy had another option beside mobility. |
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Megaman Trigger
Beyond Gravity.OTF
14
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Posted - 2013.08.13 11:24:00 -
[11] - Quote
Bears Beets wrote:I'd really like to squad up with you guys some time to see how you behave differently from me with your different setups.
It would be interesting to get a bunch of different Heavies in a squad and compare their behaviors and tactics based on their fittings. Just need to make sure we have a Logi or two on hand. |
Megaman Trigger
Beyond Gravity.OTF
18
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Posted - 2013.08.13 22:56:00 -
[12] - Quote
Damus Trifarn wrote:Great guide Megaman, really gave me some insight on how armor tanking Heavies work. I'd love to get in a squad with all of you sometime and see how it goes. Bears and I are definitely more focused on mobility, so having you around would very interesting and a deadly combo to say the least. Thanks for putting the guide up, by the way. I'll be sure to refer others to your guide if they are interested in armor tanking a Heavy.
Thanks for the kind words. The guide isn't complete, and I'm not the most experienced Armor Heavy in this game in terms of SP or gameplay, so anything there should be taken with a pinch of salt. I'd like to get together with the both of you and see what kinds of damage we could do; just don't expect a mic unless it's a weekend. |
Megaman Trigger
Beyond Gravity.OTF
19
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Posted - 2013.08.13 23:14:00 -
[13] - Quote
I already saw the thread; here's hoping it gets some good discussion going. |
Megaman Trigger
Knights of Eternal Darkness
48
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Posted - 2013.11.11 23:43:00 -
[14] - Quote
Fox Gaden wrote:The was just about to be locked for inactivity! Every post after it was locked! Can't have that can we?
Thanks Fox. There's very little help out there for a Heavy.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
48
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Posted - 2013.11.12 23:57:00 -
[15] - Quote
I don't have a chat I hang out in as a Heavy. I have "Heavys only" but just lurk there.
Perhaps we should start a Heavy Discussion chat.
Quote:Sharp Shooter Skill referring of course to the skill that the SMG has now that reduces dispersion, which if applied to the HMG could actually make it do damage approaching what it is supposed to do on paper out to its optimal range.
This. 100% this. The HMG needs this more than the AR and SMG do, yet we're left to suffer with a weapon that's barely usable beyond 25m due to dispersion while the AR is free to easily rip apart even armour tanking Proto Sentinels at ranges of around 60m. 80m if they're Tactical Rifles.
The only maps the HMG can work as intended are Skim Junction if you're holding A, B or C and the map with the mushroom top (that Forgers camp on) and you're holding A, B or C there. These only work because the points have defensible choke points leading into the Null Cannons so the dispersion isn't a factor as they have to come at you.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
48
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Posted - 2013.11.13 02:29:00 -
[16] - Quote
Stick to this thread and feel free to post regularly. I run an armour tank Heavy, which means I run a lot of armour plates and a rep and try to hold a point in Skirmish. I do fairly well solo but can do exceptionally well with a Logi for support. I primarily use a HMG but have a good level of Forge for AV use or sniper shotting.
A lot of the Heavies who posted in here in the past run more mobile set-ups, which means using stamina boosters to allow longer sprinting.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
48
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Posted - 2013.11.13 12:30:00 -
[17] - Quote
Audacious Mandate wrote:I appreciate the encouragement. Just so you know where I sit right now: Amar Heavy DS, Lvl1 DS Upgrades, Armor, Lvl1; Armor Plates, Lvl1; Armor Repair, Lvl2 Grenades, Lvl1 Weapon Upgrades Lvl3 HMG, Lvl1
And 87,500 SP unspent, I'm intending to level up my Repper then do plates. I'm kind of torn because that HMG Lvl2 is just staring at me, I'd need 124K to get Lvl3 though... Does that sound reasonable for a starter build until I figure out my play style?
It sounds good if you don't know how you want to run your Heavy.
Personally, I recommend putting points into the core Armour and Shield upgrades when you can, since your base HP maxes at 600 each. If you find PG and CPU an issue later on, then put points into the Electronics and Engineering skills.
Maybe go for Grenade lvl2 so you can use Flux Grenades, they make a lot of difference when you can hit a target with one of those as it strips their shields completely, so you only need to chew through their armour. Grenade lvl 2 would also give you the option of AV Grenades to take out LAVs and HAVs, and even Dropships if your throw is good enough.
What sidearm are you using? Since the HMG is short range, having a good sidearm is a must.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
48
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Posted - 2013.11.13 23:46:00 -
[18] - Quote
Audacious Mandate wrote:On another note, had an awesome hour of play last night with 3 other heavies and 2 Logis. Skirm, Dom, Ambush...we mauled everybody. I did notice that my kill to assist ratio was highly skewed toward assist, is that typical?
That depends entirely on the map, mode and who you're with\up against. Typically my kills are at least double my assists with a HMG, but I'm running mostly advanced gear and am more point-defence/living turret in my style.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
48
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Posted - 2013.11.14 02:20:00 -
[19] - Quote
I have yet to try the HMG variants, I've stuck to just the base model.
The Assault, I assume, would be better for Ambush/ranged encounters since it has better range/less bullet spread at the price of less damage per round.
The Burst one....let's just say seeing the heat build up on on the specs put me off. I've seen people run it well, it just doesn't look right for me.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
48
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Posted - 2013.11.14 02:23:00 -
[20] - Quote
Audacious Mandate wrote:Megaman Trigger wrote:Audacious Mandate wrote:On another note, had an awesome hour of play last night with 3 other heavies and 2 Logis. Skirm, Dom, Ambush...we mauled everybody. I did notice that my kill to assist ratio was highly skewed toward assist, is that typical? That depends entirely on the map, mode and who you're with\up against. Typically my kills are at least double my assists with a HMG, but I'm running mostly advanced gear and am more point-defence/living turret in my style. That may just be it, other than holding a doorway in Ambush, I think I mostly did roving fire support. I was pleasantly surprised with my K/D, though I don't tend to worry about that usually. I think I only went negative one match, it was 3K/12A/5D if I recall correctly.
I personally avoid Ambush matches and stick to Skirmish and Domination. I perform better there.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
48
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Posted - 2013.11.14 02:48:00 -
[21] - Quote
Audacious Mandate wrote:Megaman Trigger wrote:Audacious Mandate wrote:Megaman Trigger wrote:Audacious Mandate wrote:On another note, had an awesome hour of play last night with 3 other heavies and 2 Logis. Skirm, Dom, Ambush...we mauled everybody. I did notice that my kill to assist ratio was highly skewed toward assist, is that typical? That depends entirely on the map, mode and who you're with\up against. Typically my kills are at least double my assists with a HMG, but I'm running mostly advanced gear and am more point-defence/living turret in my style. That may just be it, other than holding a doorway in Ambush, I think I mostly did roving fire support. I was pleasantly surprised with my K/D, though I don't tend to worry about that usually. I think I only went negative one match, it was 3K/12A/5D if I recall correctly. I personally avoid Ambush matches and stick to Skirmish and Domination. I perform better there. Yeah, on all my alts I only do ambush if grinding ISK and SP doesn't matter. I can really see just how important it is for a Heavy to have a specific objective to attack or defend, even in the Ambush if it weren't for that building we would have been hosed.
If I get dragged into an Ambush by my squad lead I only run one of my BPO starter suits, typically the Medic or Frontline (which has an added Militia Nanohive) and just work on ISK while trying not to get killed.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
48
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Posted - 2013.11.14 03:01:00 -
[22] - Quote
Audacious Mandate wrote:I just put a militia repper on my Frontline, ironically, I then chase Heavies around. :)
Being a Gallente means my BPO suits come with two reps and a plate, but have no Damage Mods, so I need to get the drop on targets.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
48
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Posted - 2013.11.19 12:52:00 -
[23] - Quote
I'd personally go for the CPU and PG skills over the weapon skill, unless you're set on getting access to the FG.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
48
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Posted - 2013.11.19 14:13:00 -
[24] - Quote
You're welcome. I've found that PG is rarely an issue for any Dropsuit.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
48
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Posted - 2013.11.19 17:56:00 -
[25] - Quote
Fox raises a good point.
Fitting just a single Enhanced Heavy Damage Mod will grant you a 5% bonus to your HMG damage, which is (I believe) equal to the damage increase of an Advanced HMG. Fitting a Proto Mod is 10%, meaning a basic HMG with a Proto Mod rivals the base power of the proto-level Boundless HMG. If you can fit two Proto Mods, you're looking at about a 19% increase in damage once you factor in the staking penalty, which out-powers even the Officer/Salvage class weapons.
Damage Mods might be the best way to go in terms of SP, fittings and ISK for starting Heavies looking to pump up their DPS.
If the math is wrong, feel free to point it out.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
49
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Posted - 2013.11.20 01:00:00 -
[26] - Quote
Be careful fitting multiple damage mods; every mod after the first has a stacking penalty. So two Enhanced is inferior to a single Complex.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
50
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Posted - 2013.11.20 15:00:00 -
[27] - Quote
Audacious Mandate wrote:Megaman Trigger wrote:Be careful fitting multiple damage mods; every mod after the first has a stacking penalty. So two Enhanced is inferior to a single Complex. True, but it should come out to around 9%, uses modules I'm currently skilled into and gets me into a suit with more CPU/PG. I do believe in leveling up modules before the suit, so I'll probably stay in Adv suits until I'm proto with everything else (with the possible exception of the HMG). I'll think on it awhile anyway as I only have 60,000 SP right now.
I believe the number is 8.5%, which is still a nice enough boost, although it will take up an awful lot of CPU.
If you have that much SP, it might be worth just sitting on it for now until you have more. No point spending it on something just because you can, and end up waiting longer for something important. I know I've made that mistake before.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
50
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Posted - 2013.11.20 16:38:00 -
[28] - Quote
I wonder if, once the other racial variants for heavy are available, we get a respec for the Heavy suit's SP (and solely that suit.)
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
50
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Posted - 2013.11.20 19:55:00 -
[29] - Quote
Fox Gaden wrote:That makes sense. Most of my fitting problems started when I upgraded to an Advanced Repper, but now I really want to find a way to fit a Propo Repper. It sure gets tiresome cowering in a corner waiting to get some health back.
That's an understatement.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
50
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Posted - 2013.11.20 22:38:00 -
[30] - Quote
Audacious Mandate wrote:Megaman Trigger wrote:Fox Gaden wrote:That makes sense. Most of my fitting problems started when I upgraded to an Advanced Repper, but now I really want to find a way to fit a Propo Repper. It sure gets tiresome cowering in a corner waiting to get some health back. That's an understatement. Yeah, if no one in squad has even a basic repair tool I run 2 Enhanced reppers, it's still woefully inadequate.
I've had that situation a few times; join a blueberry squad and not one of them has a Rep Tool, or can even figure out how to use an Injector. I tend to run Logi-reliant fittings, so I suffer with no support. Two Complex Plates + a Basic Rep keeps me in the fight for a while, but not forever.
I'm considering running a test fitting of 3 Enhanced Reps and a Shield Recharger, coupled with a HMG and SMG. I ran something like that with an AR to great affect, I think my score was something like 15/12/0, so I wonder how a HMG would do.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
50
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Posted - 2013.11.20 22:53:00 -
[31] - Quote
I plan on investing in Proto Reps as my next upgrade, followed by Proto Sentinel (if we don;t get the Galentee Heavy by then)
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
51
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Posted - 2013.12.11 02:27:00 -
[32] - Quote
That's a pretty good run. Was you running solo or supported?
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
51
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Posted - 2013.12.13 00:49:00 -
[33] - Quote
Congrats on the good run. Since 1.7 dropped I haven't been able to do squat against the new rifles.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
51
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Posted - 2013.12.13 03:18:00 -
[34] - Quote
Each new update, the Heavy feels like it becomes less and less viable. We only have two weapons, one weapon is broken worse than Batman's back after fighting Bane while the other is being bludgeoned repeatedly with the nerf hammer, compounded by having only a single racial variant for our suit.
We're on life support; may as well pull the plug on us.
Look out! Here comes the Megaman!
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Megaman Trigger
Knights of Eternal Darkness
51
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Posted - 2013.12.17 00:22:00 -
[35] - Quote
Finally felt like playing a couple of matches in 1.7; did they fix the HMG? The spread looks better now, but I'm not sure.
Look out! Here comes the Megaman!
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