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Damus Trifarn
The Yellow Lantern Corps
4
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Posted - 2013.07.30 19:39:00 -
[1] - Quote
If you are reading this then you are interested in becoming a Heavy, and I salute you for your bravery. You have refused to take the easy way out and have denied the AR, choosing to eradicate your enemies the way you choose rather than with the weapon of the masses. I am writing about my journey as I invested in the heavy so that you may have a better journey and a better experience with this beast that is the Heavy Suit.
I started Dust 514 because, well, it's F2P, which is awesome (free stuff FTW!), and I've always been the kind of guy to use LMG's and I've always done well in this role, so why not do it now? For reference, I have always been the type to use the LMG in MAG, BF3, and CoD, though CoD does not count since it has none of the fun or the elements of the other games (I do like zombies mode, though). Anyway, I skilled into it after getting Dust sometime late last summer or something like that, and I didn't really like my experience as it seemed repetitive and bland, but I'm not the person to get rid of free stuff, so my character sat around for months collecting passive SP, and when I finally decided to come back (post-Uprising patch) I found that I had 4.5 million SP ready to put into anything I wanted. So naturally I decide to first pour it into the HMG and Heavy suit. Here are 2 things I quickly learned: aiming an HMG requires immense patience to master and requires anticipating the enemy, and that the Heavy suit requires very careful module specialization. I decided to invest in the Sentinel class (looking back I have no idea why), and hated it. The SP requirement was way higher than the basic and I thought I made the worst mistake ever. Over time, however, I have come to appreciate my choice, and I'll get to that later. Back to aiming: it requires time. Learning to aim it is a painfully long process but worth the effort. The points I emphasize on the HMG are to make use of cover, make the enemy chase you, and use hip fire sparingly. The only time to not aim is when you can no longer keep up with the enemy due to turning speed. The Heavy suit has slow turning speed, and the HMG is not very accurate so fight in a way to nullify those weaknesses (examples: the enemy chasing you around corners can use up his stamina, eliminating bunny hopping or out maneuvering in some instances, the aiming decreases bullet dispersion over time, letting you get more bullets in, and using cover helps eliminate your large hitbox). All of this suggests, of course, that you will be in a close quarters area, usually around those hubs that have 3 objectives close together in skirmish or in an area where many people are engaging each other in ambush. After learning about the HMG's best situational uses, and, consequently, where a Heavy should be, I catered my modules to suit it. Firstly, you'll want heavy damage modifiers to make your HMG's damage actually worth something. It takes a high slot, so if you want more than one go basic, if you want more low slots go sentinel.I invested in Armor Repairers and Cardiac Regulators, and trust me, you'll want these too. Armor repairers are very necessary because a) you are not entirely dependent on a Logistics merc, b) you increase overall survivability when defending, and c) you will have 20+ armor at minimum anyway from the bonus that comes with the skill that unlocks the ability to use armor repairers, so it's like you have an armor plate with no penalty on the side. Cardiac Regulators are also a must because a) your suit will definitely need the stamina to get from objective to objective in that hub to defend as needed, b) you can actually move decently for a period of time, and c) allows you to lead enemies around more easily or escape if you need time to let armor repairers do their thing. The combination of these modules helps immensely because they give your suit survivability and mobility, and once I discovered this I never looked back. I prefer to stack 2 enhanced armor repairers with 2 complex cardiac regulators on my Sentinel ak.0 to get immense stamina, though you may want the kinetic catalyzers for speed. If you have a suit with less low slots then stack armor repairers first, because there is a lot of armor that needs potential repairing. That said, I invested in armor repairers first and then went to cardiac regulators. My first suit has a basic HMG, Toxin SMG, locus grenades, a basic sentinel suit, basic damage modifier, and an enhanced armor repairer with a complex cardiac regulator. My next suit has the Sentinel A/1-Series with a MH-82 HMG, Toxin SMG, Locus grenades, an enhanced damage modifier, 2 armor repairers and a complex cardiac regulator. My best suit, simply dubbed "Titan", has the Sentinel ak.0, the Boundless HMG, complex damage modifier (bought with AUR for now), 1 enhanced armor repairer, 1 complex (bought with AUR for now), and 2 complex cardiac regulators. To get the loadout for the Titan you will need the electronics and engineering skills to get extra PG and CPU, and I'll have to get even more to get more proto stuff. If you have stayed with me this far, congrats and thank you for experiencing my time with the HMG. It will be a rough trek to get to that SP requirement to get all this stuff, and it will be stressful, but you can do it and be a force to be reckoned with on the battlefield. If you have any questions as to why I chose certain things or want more clarification on what to get in certain situations or just want more tips I'll be happy to help. If you want to see how I do in combat then add me as a contact and I'll invite you to my squad, and if you're impressed then I'd be happy to help you further. And while you're at it you can join my corporation too |
Bears Beets
Subdreddit Test Alliance Please Ignore
610
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Posted - 2013.07.30 22:35:00 -
[2] - Quote
Thanks for taking the time to write this! Coming in to the game post-uprising with 4.5 million SP, you actually have a very unique outlook on Heavy as a whole. I don't think I've really ever considered using stamina mods on my fittings, and you have to be one of only a handful of dudes who went proto Sentinel haha.
I for one would really like to see you continue these diary-like entries about what you've been messing with, how it works for you, etc. etc. Share your journey as a Heavy with us! Maybe in the future break up your points into paragraphs though so it's not a giant looming wall of text lol
I'll keep an eye out for ya in-game. Would like to see how those fittings work for you. |
Royce Kronos
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
86
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Posted - 2013.07.30 22:40:00 -
[3] - Quote
Wall of text. Cannot compute. Please reformat and resubmit.
Edit: Though I would agree. There is good advice in this post.
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Damus Trifarn
The Yellow Lantern Corps
4
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Posted - 2013.07.30 22:49:00 -
[4] - Quote
Royce Kronos wrote:Wall of text. Cannot compute. Please reformat and resubmit. Edit: Though I would agree. There is good advice in this post.
Hope that helps. As for making more of these, I will definitely do so. It's a fun way of sharing my experience and helping others decide what they want to do, and I'll help get some more Heavies out on the battlefield one day. |
Bears Beets
Subdreddit Test Alliance Please Ignore
610
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Posted - 2013.07.30 23:47:00 -
[5] - Quote
Much better formatting now!
Good stuff, bud. |
Damus Trifarn
The Yellow Lantern Corps
5
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Posted - 2013.07.31 00:51:00 -
[6] - Quote
Thanks, I just saw your "Immortal Heavy" guide. It's great stuff. Also, is your name a reference to Dwight from the Office? |
Michael Arck
sephiroth clones D.E.F.I.A.N.C.E
428
|
Posted - 2013.07.31 02:01:00 -
[7] - Quote
Yea it's a long uphill battle for my alt heavy character. I'm sticking with it. Just learning that the Sentinel could work wonders for me, so I'm SP grinding for that. |
Bears Beets
Subdreddit Test Alliance Please Ignore
612
|
Posted - 2013.07.31 06:14:00 -
[8] - Quote
Damus Trifarn wrote:Thanks, I just saw your "Immortal Heavy" guide. It's great stuff. Also, is your name a reference to Dwight from the Office?
Haha sure is.
But thanks for stopping by the guide! If you have any input, feel free to chime in. I'd like to hear more about your experience/opinion on Sentinel as I don't have any experience with them beyond the standard level. |
Shattered Mirage
The Enclave Syndicate Dark Taboo
27
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Posted - 2013.07.31 09:04:00 -
[9] - Quote
The SP requirements are annoying....
My current goal is to save up ~10,000,000 SP to completely max it out
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Slickeeboy
Frag1st
4
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Posted - 2013.07.31 09:40:00 -
[10] - Quote
I'm not even a heavy and I found that interesting. :D
I enjoy reading about other classes I haven't tried yet. Also kudos for talking about your frustrations. I've found the game frustrating at times too but I keep coming back. |
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Damus Trifarn
The Yellow Lantern Corps
9
|
Posted - 2013.07.31 14:38:00 -
[11] - Quote
As far as Sentinel, I've found that it does what the name suggests: defends. Module difference is the key give away. You have 4 low slots and 1 high slot in the proto Sentinel. This means two things:
1) You only have room for one heavy damage modifier since it's a high powered slot.
2) You have room for more armor repairers, armor plates, cardiac regulators, and kinetic catalyzers.
Basically this means that you sacrifice your ability to do more damage, decreasing offensive abilities somewhat, though you can easily increase damage through HMG proficiency if you have the SP. In return, you get increased mobility and armor, boosting defensive capability.
The Sentinel is a defense oriented Heavy suit while the basic is geared towards more offensive capability.
As to what to choose, I think it's a matter of preference. I don't mind less damage on my HMG (I rain death on my opponents regardless), but others may find the extra stamina, speed, or regen to not suit their style.
As for the SP requirements, I've only got 5.1 million SP so far and I've got proto HMG, Sentinel, Cardiac Regulators, and everything else is enhanced except for grenades. If you go Basic you can probably get something else to proto with the savings compared to Sentinel. I'd do proto heavy damage modifier if you go that route since you can get two of those on the basic suit. |
M3DIC 2U
Hellstorm Inc League of Infamy
84
|
Posted - 2013.07.31 19:00:00 -
[12] - Quote
If you're in a corp, find a logibro and stick with him. Fall back when he needs you to and work together. Have had numerous blueberry heavies disappear on me or take off all Rambo against high numbers. Don't be afraid to fall back firing and let me heal you around that corner instead of trucking off alone to get us both killed.
Also, mic up/squad up in all matches, you can leave the squad after. If I can't talk to you, you can't ask for a heal or ammo and are left to silly sign language such as squatting or hitting me, neither is 100% effective. I'll run across the map to drop ammo for a teammate who's called for it if I know he'll then support me and bring me along for the reps and kills. But elbowing me in the head will only anger me. |
Bears Beets
Subdreddit Test Alliance Please Ignore
616
|
Posted - 2013.07.31 19:25:00 -
[13] - Quote
Wow, you have Complex Cardiac Regulators on that thing? That's awesome! So if I'm looking at this right, it means you have 250 stamina and a stamina recovery rate of 30, correct? We should race some time so I can see if it's worth that 1 million SP you dumped in to it.
Sentinel is looking more and more appealing, but I don't think it would be worth it until I have the SP to throw at proto biotics (probiotics, heh).
As it stands, I'd probably just put 2 reppers and 1 plate on my lows for an ADV suit. |
Blake Kingston
Sinq Laison Gendarmes Gallente Federation
23
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Posted - 2013.08.01 01:43:00 -
[14] - Quote
Weird, I'm hip fire all the time. Maybe you can soak it with more powerful heavy suits, but starting off you just die if you stand still and aim (never mind that strafing can be used to help with aim). Why not crouch as well, if you're gunna aim? Slightly less profile that way as well? |
Damus Trifarn
The Yellow Lantern Corps
9
|
Posted - 2013.08.01 14:33:00 -
[15] - Quote
Blake Kingston wrote:Weird, I'm hip fire all the time. Maybe you can soak it with more powerful heavy suits, but starting off you just die if you stand still and aim (never mind that strafing can be used to help with aim). Why not crouch as well, if you're gunna aim? Slightly less profile that way as well?
I find that crouching to shoot with a Heavy suit makes me too ineffective at strafing cause I'm already slow enough as is, so I need all the speed I can get. When it comes to hip fire, I tend to rely on aiming more. I don't know what it is, but even going that slow my strafing does trick even while aiming. I just have to go out of aiming every once in a while to throw them off when my speed suddenly picks up.
Complex Cardiac regulators have definitely been worth it. I've got two Complex Cardiac Regulators which gives me a total of 518.59 Stamina and 62.23 stamina recovery rate.
Math time!
2% per level x 5 = 10% bonus to efficacy from Cardiac Regulation skill
+1% bonus to max stamina and stamina recovery from biotic upgrades skill (lvl 1)
Base stamina: 125, add 1% of 125 to get 126.25 base stamina
Cardiac Regulator with bonus multiplies it by 2.099, round it to 2.1, you get 265.125, actual upgrade goes to 265.12.
Add another cardiac regulator with 100% bonus you should get 265.12 + 265.12 = 530.24, but factor in stacking penalty (which is -1.72% of total efficiency if you calculate theoretical yield and actual yield) and you get 518.59 max stamina.
Stamina recovery is 15 + 1% bonus to make 15.15.
Add Cardiac Regulator with bonus and I get 15.15 x 2.1 to get 31.815, actual bonus is 31.81.
Add the second one and I get 31.81 + 31.81 = 63.32, factor in stacking penalty (-1.72% which in this case is -1.09) you get 62.23.
Well that was a nice warmup before school.
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Bears Beets
Subdreddit Test Alliance Please Ignore
647
|
Posted - 2013.08.04 00:57:00 -
[16] - Quote
Interesting stuff. Like I said, I never would have considered putting biotics on my heavy suit, but you're making me think twice.
Thanks for the math lesson :P |
Megaman Trigger
Beyond Gravity.OTF
2
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Posted - 2013.08.06 02:05:00 -
[17] - Quote
Damus, would you mind other Heavy users sharing their info for this guide? |
Damus Trifarn
The Yellow Lantern Corps
12
|
Posted - 2013.08.06 14:20:00 -
[18] - Quote
I wouldn't mind at all anyone can use the info or add onto it. |
Megaman Trigger
Beyond Gravity.OTF Only The Famous
3
|
Posted - 2013.08.06 23:50:00 -
[19] - 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. |
Medical Crash
Vacuum Cleaner. LLC RUST415
50
|
Posted - 2013.08.07 00:53:00 -
[20] - Quote
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? |
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Megaman Trigger
Beyond Gravity.OTF Only The Famous
4
|
Posted - 2013.08.07 00:57:00 -
[21] - 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. |
Damus Trifarn
The Yellow Lantern Corps
16
|
Posted - 2013.08.08 00:33:00 -
[22] - Quote
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.
Thanks for the recommendation; I've been thinking about using flux grenades for a while. I'll try it and see if I can have the same success that you are.
|
Megaman Trigger
Beyond Gravity.OTF Only The Famous
4
|
Posted - 2013.08.08 10:59:00 -
[23] - 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. |
Damus Trifarn
The Yellow Lantern Corps
16
|
Posted - 2013.08.08 16:55:00 -
[24] - Quote
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.
|
Megaman Trigger
Beyond Gravity.OTF Only The Famous
5
|
Posted - 2013.08.08 22:35:00 -
[25] - 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. |
Damus Trifarn
The Yellow Lantern Corps
16
|
Posted - 2013.08.09 21:54:00 -
[26] - Quote
Darn, guess I'll just have to rely on hurling death at my opponents with locus grenades. |
Megaman Trigger
Beyond Gravity.OTF Only The Famous
5
|
Posted - 2013.08.09 23:14:00 -
[27] - 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. |
Bears Beets
Subdreddit Test Alliance Please Ignore
682
|
Posted - 2013.08.10 05:57:00 -
[28] - Quote
The way I see it, I'd rather be able to throw a Flux grenade into a pack of people and wipe their shields so I can mop them up with my HMG (which has a 110% damage bonus to armor) than throw a Locus and MAYBE have the CHANCE of POSSIBLY killing someone who I would have killed with my HMG anyway.
The time you spend cooking a good Locus grenade could have been spent firing your HMG for much more damage anyway.
I will preach Flux grenades at any heavy. |
Megaman Trigger
Beyond Gravity.OTF Only The Famous
6
|
Posted - 2013.08.10 11:39:00 -
[29] - 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. |
Damus Trifarn
The Yellow Lantern Corps
16
|
Posted - 2013.08.10 14:03:00 -
[30] - Quote
Megaman Trigger wrote: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.
I hardly ever run into people brave enough to use nova knives, so I'll probably end up using my flux build more than my locus build. |
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Megaman Trigger
Beyond Gravity.OTF Only The Famous
7
|
Posted - 2013.08.10 14:20:00 -
[31] - 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
|
Posted - 2013.08.11 18:16:00 -
[32] - 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. |
Bears Beets
Subdreddit Test Alliance Please Ignore
683
|
Posted - 2013.08.11 22:03:00 -
[33] - Quote
I've actually never really done much armor tanking, so it's interesting to hear your take on it, Megaman. I've for the most part found that the Complex Armor Plates just aren't worth my time as I - like Damus - like to be as mobile as possible as a Heavy. With a 30%-40% reduction in speed, I'd like to see how you act on the playing field. You can't really run from point to point without it taking ages, so do you just camp on one point as long as possible?
It's interesting how you run both Basic and Sentinel. I was considering running solely Sentinel, though. For Forge Guns, by losing 1 Complex Heavy Damage Modifier, your shots go from 2286.8 to 2103.9 (Ishukone Assault Forge Gun with level 5 Proficiency) which is a hit of 182.9 per shot, or 731.6 per clip. This means that anything that wouldn't have otherwise died will take one more shot to kill. However, with the extra low slot, you can introduce a bigger buffer against snipers (my worst enemy as a Forge Sniper), biotics (for getting to tanks faster), or local reps. In this case, the extra low slot might be more beneficial. Kinda regretting getting PRO Basic suits now
I would also like to add that I am absolutely in love with my SMG. I grabbed an ADV Assault SMG (the M209) and added it to my Forge Gun fit, and now I can actually hold my own when reds get up close and personal. You don't necessarily have to skill in to SMGs, but I definitely recommend taking more of a look at sidearms if you find yourself running Forge Guns even close to often. I am loving mine and will be grabbing PRO and Proficiency ASAP.
Anyway, sorry for blabbing, I'm just really intrigued by all of the diversity going on here. I'd really like to squad up with you guys some time to see how you behave differently from me with your different setups. |
Megaman Trigger
Beyond Gravity.OTF Only The Famous
10
|
Posted - 2013.08.11 23:15:00 -
[34] - 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. |
Megaman Trigger
Beyond Gravity.OTF
14
|
Posted - 2013.08.13 11:24:00 -
[35] - 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. |
Damus Trifarn
The Yellow Lantern Corps
18
|
Posted - 2013.08.13 14:38:00 -
[36] - Quote
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. |
Megaman Trigger
Beyond Gravity.OTF
18
|
Posted - 2013.08.13 22:56:00 -
[37] - 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. |
Damus Trifarn
The Yellow Lantern Corps
19
|
Posted - 2013.08.13 23:09:00 -
[38] - Quote
No problem, and you have some great insight. Inspired me to put up a thread comparing Armor tanking Heavies vs. Mobile Heavies if you'd like to look into it. |
Megaman Trigger
Beyond Gravity.OTF
19
|
Posted - 2013.08.13 23:14:00 -
[39] - Quote
I already saw the thread; here's hoping it gets some good discussion going. |
Fox Gaden
Immortal Guides
1556
|
Posted - 2013.11.11 23:12:00 -
[40] - Quote
The was just about to be locked for inactivity! Every post after it was locked! Can't have that can we? |
|
Megaman Trigger
Knights of Eternal Darkness
48
|
Posted - 2013.11.11 23:43:00 -
[41] - 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!
|
XxWarlordxX97
Ancient Exiles.
5399
|
Posted - 2013.11.12 04:02:00 -
[42] - Quote
Give me some range and a sharp shooter skill
Level 5 forum warrior
Minmatar rule
Warrior of bacon
and defender of the bacon
|
Fox Gaden
Immortal Guides
1558
|
Posted - 2013.11.12 17:11:00 -
[43] - 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.
As for range, lets have the Dispersion issue fixed first, and then see if we have enough range. Our current range cap is a factor of our Dispersion rather than our actual Optimal Range. At our max Optimal range (the range within which individual rounds do full damage if they hit) we are only doing a small fraction of our max DPS due to dispersion (rounds not hitting even when we are on target).
If CCP gave the HMG a range of 500m we would not be able to tell the difference from our current range while standing, because our range is currently restricted by dispersion rather than weapon range. We would see a difference while squatting though, as squatting reduces dispersion, so I am certainly not asking for a 500m range. That was only an exaggerated figure to make a point.
Edit: Also, on my heavy I have switched to using a Dren Assault rifle (I have no Assault Rifle Skills) because it gets me twice as many kills as my HMG with Proficiancy 3. I am doing this as a protest, as I want CCPGÇÖs graphs to show Heavies getting kills with AR instead of HMG so that they can see that there is something wrong. Something is not right when a downgrade from a heavy weapon to a light weapon is actually an Upgrade! Heavies give up speed and an equipment slot to carry a more bad-ass weapon, so make the HMG bad-ass again! |
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
0
|
Posted - 2013.11.12 18:32:00 -
[44] - Quote
Out of curiosity, is there a chat where most of you hang out, other than Heavys Only? This is a new alt and dedicated heavy (almost 1mil SP), I'd love to learn the craft a little better. |
Megaman Trigger
Knights of Eternal Darkness
48
|
Posted - 2013.11.12 23:57:00 -
[45] - 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!
|
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
0
|
Posted - 2013.11.13 02:19:00 -
[46] - Quote
Yeah, I tried Heavys Only 2 days in a row and all I found were a couple resident Trolls that believe since the Heavies before had to learn by trial and error, all new Heavies should too. They also seem to think only an idiot would teach someone knowledge they could one day use against you, and anyone becoming a Heavy now is just because of the buff, what a couple of idiots. If that's the only chat for Heavies, guess I'll keep looking the old-fashioned way... |
Megaman Trigger
Knights of Eternal Darkness
48
|
Posted - 2013.11.13 02:29:00 -
[47] - 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!
|
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
0
|
Posted - 2013.11.13 02:47:00 -
[48] - Quote
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? |
Patrick57
GunFall Mobilization Covert Intervention
1425
|
Posted - 2013.11.13 03:14:00 -
[49] - Quote
I feel sorry for any and all heavies.
ö/\ö
:D
|
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
0
|
Posted - 2013.11.13 03:16:00 -
[50] - Quote
Patrick57 wrote:I feel sorry for any and all heavies. In AR514 it's hard not to, but it's also pretty fun in the right circumstance. |
|
Megaman Trigger
Knights of Eternal Darkness
48
|
Posted - 2013.11.13 12:30:00 -
[51] - 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!
|
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
0
|
Posted - 2013.11.13 13:42:00 -
[52] - Quote
Megaman Trigger wrote: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. Forgot to mention I have SMG Lvl1, and flux unlocks at Lvl1, I've been using them extensively after reading Bears Beats guide, great tip. |
Fox Gaden
Immortal Guides
1560
|
Posted - 2013.11.13 16:52:00 -
[53] - Quote
Audacious Mandate wrote:Yeah, I tried Heavys Only 2 days in a row and all I found were a couple resident Trolls that believe since the Heavies before had to learn by trial and error, all new Heavies should too. They also seem to think only an idiot would teach someone knowledge they could one day use against you, and anyone becoming a Heavy now is just because of the buff, what a couple of idiots. If that's the only chat for Heavies, guess I'll keep looking the old-fashioned way... I am trying to find some experienced Heavies to help out in Learning Coalition chat. See my Heavy Instructors needed post. We have all the other roles covered, so hopefully we will get some Heavies soon as well. Anyone wanting to Learn or Teach are welcome in Learning Coalition chat channel. |
Fox Gaden
Immortal Guides
1560
|
Posted - 2013.11.13 17:02:00 -
[54] - Quote
Audacious Mandate, once you have basic plate/repair I would definitely recommend maxing out your Armour and Shield skills to increase your base Armour and Shield stats. That will probably benefit you more than upgrading your weapon at this stage. Besides, you can save up some ISK while you are running cheap gear. |
Lanius Pulvis
Bojo's School of the Trades
47
|
Posted - 2013.11.13 17:52:00 -
[55] - Quote
Fox Gaden wrote:Audacious Mandate, once you have basic plate/repair I would definitely recommend maxing out your Armour and Shield skills to increase your base Armour and Shield stats. That will probably benefit you more than upgrading your weapon at this stage. Besides, you can save up some ISK while you are running cheap gear. Thanks for the advice.
Not new, just new to you.
|
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
0
|
Posted - 2013.11.13 20:32:00 -
[56] - Quote
Much obliged. |
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
0
|
Posted - 2013.11.13 20:40:00 -
[57] - Quote
Fox, if I recall correctly your alt Crash is a Heavy. Can you cover down on that role in LC chat? |
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
0
|
Posted - 2013.11.13 20:45:00 -
[58] - Quote
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? |
Megaman Trigger
Knights of Eternal Darkness
48
|
Posted - 2013.11.13 23:46:00 -
[59] - 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!
|
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
1
|
Posted - 2013.11.14 02:01:00 -
[60] - Quote
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. |
|
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
1
|
Posted - 2013.11.14 02:04:00 -
[61] - Quote
Incidentally, is the Assault HMG worth it for more open maps? |
Megaman Trigger
Knights of Eternal Darkness
48
|
Posted - 2013.11.14 02:20:00 -
[62] - 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!
|
Megaman Trigger
Knights of Eternal Darkness
48
|
Posted - 2013.11.14 02:23:00 -
[63] - 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!
|
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
1
|
Posted - 2013.11.14 02:28:00 -
[64] - Quote
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. |
Megaman Trigger
Knights of Eternal Darkness
48
|
Posted - 2013.11.14 02:48:00 -
[65] - 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!
|
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
1
|
Posted - 2013.11.14 02:52:00 -
[66] - Quote
I just put a militia repper on my Frontline, ironically, I then chase Heavies around. :) |
Megaman Trigger
Knights of Eternal Darkness
48
|
Posted - 2013.11.14 03:01:00 -
[67] - 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!
|
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
3
|
Posted - 2013.11.18 04:55:00 -
[68] - Quote
Fox Gaden wrote:Audacious Mandate, once you have basic plate/repair I would definitely recommend maxing out your Armour and Shield skills to increase your base Armour and Shield stats. That will probably benefit you more than upgrading your weapon at this stage. Besides, you can save up some ISK while you are running cheap gear.
So I finally got around to crunching numbers on the armor skills. I wish I still had them handy, but... The Armor core skill gives you 120 additional armor at level 5 for 5K and change SP per point of armor. The Armor Plates, if you go conservative and only do 2 Complex, gives you 270 additional armor for 3K and change SP per point. Bottom line, I'll definitely level the core Shield and Armor skills up, but I'll get to enhanced plates and reps before putting a couple levels in each. The last 2 levels of everything are where it gets really expensive anyway. Thanks for the advice, I might not have looked that closely at it otherwise. |
Fox Gaden
Immortal Guides
1570
|
Posted - 2013.11.18 16:59:00 -
[69] - Quote
Anyone who has not already done so should watch this video, from this thread. It went completely against what I thought was happening, but once I saw the truth, and used that knowledge in battle, I became a lot more effective with the HMG. No longer can an Assault with an Assault Rifle expect to beat me in a 1 vs 1 unless they are strafing like crazy.
____________________________________________________________________________ Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013. |
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
3
|
Posted - 2013.11.18 17:57:00 -
[70] - Quote
Fox Gaden wrote:Anyone who has not already done so should watch this video, from this thread. It went completely against what I thought was happening, but once I saw the truth, and used that knowledge in battle, I became a lot more effective with the HMG. No longer can an Assault with an Assault Rifle expect to beat me in a 1 vs 1 unless they are strafing like crazy. ____________________________________________________________________________ Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013. I had slowly been coming to this realization myself after running across enough stationary enemies that I could take my time aiming; it was good to see someone test it more rigorously than I had and prove it. I actually don't mind the ultra precise stream of fire, though it is a ***** at close range. |
|
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
3
|
Posted - 2013.11.19 00:20:00 -
[71] - Quote
So, I now have Plates, Reppers and Damage Mods at level 3, I had to put 1 level into Electronics to get a couple fittings to work though. That being the case I'm at a loss as to my next investment, not enough CPU for advanced weapons too. So should I invest in Electronics for more CPU, or will investing a few more levels in Heavy Weapons reduce CPU requirements enough to fit Adv. weapons (as well as allowing me access to FGs, which I want anyway). Or, should I bypass both and go for Adv. Heavy Suits. I'm going to level up Armor and Shield core skills until I figure it out, thoughts or suggestions? |
Megaman Trigger
Knights of Eternal Darkness
48
|
Posted - 2013.11.19 12:52:00 -
[72] - 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!
|
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
3
|
Posted - 2013.11.19 13:37:00 -
[73] - Quote
Although I do want to unlock FGs, I think my bread and butter will be the HMG. Oddly PG doesn't seem to be an issue yet, so I guess I'll do Electronics upgrades first, then PG as necessary. Thanks for the advice. |
Megaman Trigger
Knights of Eternal Darkness
48
|
Posted - 2013.11.19 14:13:00 -
[74] - Quote
You're welcome. I've found that PG is rarely an issue for any Dropsuit.
Look out! Here comes the Megaman!
|
Fox Gaden
Immortal Guides
1570
|
Posted - 2013.11.19 15:42:00 -
[75] - Quote
Audacious Mandate wrote:So, I now have Plates, Reppers and Damage Mods at level 3, I had to put 1 level into Electronics to get a couple fittings to work though. That being the case I'm at a loss as to my next investment, not enough CPU for advanced weapons too. So should I invest in Electronics for more CPU, or will investing a few more levels in Heavy Weapons reduce CPU requirements enough to fit Adv. weapons (as well as allowing me access to FGs, which I want anyway). Or, should I bypass both and go for Adv. Heavy Suits. I'm going to level up Armor and Shield core skills until I figure it out, thoughts or suggestions? I would go Damage Mods to 5 rather than upgrading to an Advanced HMG, unless you want the Assault HMG which I think is only available at Advanced. If I remember correctly upgrading from Advanced Damage Mod to Proto Damage Mod is 5% damage, and the fitting cost is much less than upgrading your weapon. Going Proto Damage Mod will cost you less ISK than going Advanced HMG. (Of course I am looking at this more from a fitting standpoint than a skills standpoint, as the HMG skill does reduce kick.)
I was running Proto Damage mod, Proto Kinetic Catalyser, with Basic Armour Repair and Basic HMG on Standard (Dren) suit, with Electronics and Engineering both at zero, for a while. I am upgrading Electronics and Engineering now to fit a Proto Armour Repair, or Proto HMG, but you can get a lot of bang for your buck out of Proto Modules.
That being said, getting your Armour and Shield skills up are also a priority. |
Megaman Trigger
Knights of Eternal Darkness
48
|
Posted - 2013.11.19 17:56:00 -
[76] - 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!
|
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
3
|
Posted - 2013.11.19 22:35:00 -
[77] - Quote
Great tip, I'll have to check out the numbers tonight.
I'm not fat, I'm just big boned!
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Audacious Mandate
Fraternity of St. Venefice Amarr Empire
3
|
Posted - 2013.11.20 00:54:00 -
[78] - Quote
With my usual fit, 1 Enhanced Plate, 1 Enhanced Repper, I still need to put Electronics to Level 2 to fit the Complex Damage mod. Even at that, it fits exactly, couldn't use it with my 2 Repper fit. This is a real toughie. Just to compare: it would take 578,290 SP for the Electronics and Damage mods, with that my standard HMG would do exactly the same DPS as the Proto HMG. It would take 609,400 SP to max my HMG. It would cost about 7,000 ISK for the mod and weapon together vs 47,000 for the Proto HMG. But it would only take 124,360 to get my suit to Adv, where I could fit 2 Enhanced Damage mods which I've already skilled into...I think you see which way I'm leaning here. Thanks for the help though, really, if you guys didn't make these specific suggestions, I wouldn't crunch numbers well enough.
I'm not fat, I'm just big boned!
|
Megaman Trigger
Knights of Eternal Darkness
49
|
Posted - 2013.11.20 01:00:00 -
[79] - 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!
|
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
3
|
Posted - 2013.11.20 02:28:00 -
[80] - Quote
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'm not fat, I'm just big boned!
|
|
Megaman Trigger
Knights of Eternal Darkness
50
|
Posted - 2013.11.20 15:00:00 -
[81] - 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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Audacious Mandate
Fraternity of St. Venefice Amarr Empire
3
|
Posted - 2013.11.20 15:59:00 -
[82] - Quote
Megaman Trigger wrote: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. Good point about saving the SP. As for the damage, I'll have to search for the post, but I read that in cases of a remainder, all figures are rounded in favor of the player. I don't know if this applies to the .5, or if that means actual bullet damage would be rounded to the nearest whole number...I'll do some more research and post the results.
I'm not fat, I'm just big boned!
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Fox Gaden
Immortal Guides
1578
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Posted - 2013.11.20 16:06:00 -
[83] - Quote
Audacious Mandate wrote:With my usual fit, 1 Enhanced Plate, 1 Enhanced Repper, I still need to put Electronics to Level 2 to fit the Complex Damage mod. Even at that, it fits exactly, couldn't use it with my 2 Repper fit. This is a real toughie. Just to compare: it would take 578,290 SP for the Electronics and Damage mods, with that my standard HMG would do exactly the same DPS as the Proto HMG. It would take 609,400 SP to max my HMG. It would cost about 7,000 ISK for the mod and weapon together vs 47,000 for the Proto HMG. But it would only take 124,360 to get my suit to Adv, where I could fit 2 Enhanced Damage mods which I've already skilled into...I think you see which way I'm leaning here. Thanks for the help though, really, if you guys didn't make these specific suggestions, I wouldn't crunch numbers well enough. Crunch the numbers to decide whether going advanced over basic on your plate is better than going with a Proto damage mod. As I understand it the increase from Basic to Advanced on plate is not as dramatic as with some other modules.
I went proto with my Kinetic Catalyser and my Damage mod first, while still using a Basic armour repair, and was able to fit it on the Standard Sentinel without any Engineering or Electronics skills. But that was before the health buff of 1.5, so the repair might be higher priority now. I assume that the Kinetic Catalyser has a different PG and CPU profile than the Plates, so I am not sure if my numbers will work for you. But I would try it with an Enhanced Repair, Basic plate and a Proto Damage mod, and see if it will fit.
Skilling to the Advanced suit is very tempting, and I would do it myself if I was sure I was going to stick with the Amarr Heavy suit, but with it's bonus to feedback damage (Laser) and my love for the HMG, I suspect I will be going with one of the other racial suits when they come out. (1.8?) |
Audacious Mandate
Fraternity of St. Venefice Amarr Empire
3
|
Posted - 2013.11.20 16:17:00 -
[84] - Quote
Fox Gaden wrote:Audacious Mandate wrote:With my usual fit, 1 Enhanced Plate, 1 Enhanced Repper, I still need to put Electronics to Level 2 to fit the Complex Damage mod. Even at that, it fits exactly, couldn't use it with my 2 Repper fit. This is a real toughie. Just to compare: it would take 578,290 SP for the Electronics and Damage mods, with that my standard HMG would do exactly the same DPS as the Proto HMG. It would take 609,400 SP to max my HMG. It would cost about 7,000 ISK for the mod and weapon together vs 47,000 for the Proto HMG. But it would only take 124,360 to get my suit to Adv, where I could fit 2 Enhanced Damage mods which I've already skilled into...I think you see which way I'm leaning here. Thanks for the help though, really, if you guys didn't make these specific suggestions, I wouldn't crunch numbers well enough. Crunch the numbers to decide whether going advanced over basic on your plate is better than going with a Proto damage mod. As I understand it the increase from Basic to Advanced on plate is not as dramatic as with some other modules. I went proto with my Kinetic Catalyser and my Damage mod first, while still using a Basic armour repair, and was able to fit it on the Standard Sentinel without any Engineering or Electronics skills. But that was before the health buff of 1.5, so the repair might be higher priority now. I assume that the Kinetic Catalyser has a different PG and CPU profile than the Plates, so I am not sure if my numbers will work for you. But I would try it with an Enhanced Repair, Basic plate and a Proto Damage mod, and see if it will fit. Skilling to the Advanced suit is very tempting, and I would do it myself if I was sure I was going to stick with the Amarr Heavy suit, but with it's bonus to feedback damage (Laser) and my love for the HMG, I suspect I will be going with one of the other racial suits when they come out. (1.8?) I'll check tonight if the Basic Plate frees up enough CPU, the Repper is the real CPU hog though and I definitely want to keep the Enhanced Repper on my fitting. If I could count on having a logi with a proto repair tool on a regular basis I could make the Complex Damage mod work (after grinding 500,000 SP that is). Guess I'll just hoard SP for now while number crunching.
I'm not fat, I'm just big boned!
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Megaman Trigger
Knights of Eternal Darkness
50
|
Posted - 2013.11.20 16:38:00 -
[85] - 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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Fox Gaden
Immortal Guides
1578
|
Posted - 2013.11.20 16:38:00 -
[86] - Quote
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. |
Megaman Trigger
Knights of Eternal Darkness
50
|
Posted - 2013.11.20 19:55:00 -
[87] - 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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Audacious Mandate
Fraternity of St. Venefice Amarr Empire
3
|
Posted - 2013.11.20 21:59:00 -
[88] - Quote
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'm not fat, I'm just big boned!
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Megaman Trigger
Knights of Eternal Darkness
50
|
Posted - 2013.11.20 22:38:00 -
[89] - 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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Audacious Mandate
Fraternity of St. Venefice Amarr Empire
3
|
Posted - 2013.11.20 22:49:00 -
[90] - Quote
I'd love to hear how that turns out, with the plates you can probably stay in the fight 1-2 seconds longer, but those Complex reps should get you back in the fight signifigantly quicker.
I'm not fat, I'm just big boned!
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Megaman Trigger
Knights of Eternal Darkness
50
|
Posted - 2013.11.20 22:53:00 -
[91] - 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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Audacious Mandate
Fraternity of St. Venefice Amarr Empire
3
|
Posted - 2013.12.08 20:52:00 -
[92] - Quote
So I've been trying something odd for a Heavy, I threw a Shield Recharger on, it seems to be helping a lot! I now have a better time buffer for my armor to rep and I go into armor less often. I think I'm going to drop 1 level into recharging so I can test Energizers.
In other news, my skills now are: Basic DSuits level 3 DS Upgrades lvl 2 Armor Upgrades lvl 3 Plates lvl 3 Reppers lvl 3 Core UG lvl 1 Electronics lvl 2 Shield UG lvl 3 Weaponry lvl 5 Explosives lvl 1 Grenades lvl 1 Weapon UG lvl 3 Heavy weapons lvl 3 HMG Ops lvl 3 HMG Ammo Cap lvl 1 HMG rapid reload lvl 1 Sidearms lvl 2 SMG Ops lvl 1
Any input on where to go from here is appreciated. I'm thinking of leveling up HMG support skills then my SMG. I can keep using Mlt FGs for now. But I also want biotics unlocked...decisions decisions...
I'm not fat, I'm just big boned!
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Audacious Mandate
Fraternity of St. Venefice Amarr Empire
3
|
Posted - 2013.12.08 22:49:00 -
[93] - Quote
Had my new best Heavy match, 14/7/4.
I'm not fat, I'm just big boned!
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Megaman Trigger
Knights of Eternal Darkness
51
|
Posted - 2013.12.11 02:27:00 -
[94] - Quote
That's a pretty good run. Was you running solo or supported?
Look out! Here comes the Megaman!
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Audacious Mandate
Fraternity of St. Venefice Amarr Empire
3
|
Posted - 2013.12.11 16:45:00 -
[95] - Quote
In squad but no logi, effectively solo most of the match.
I'm not fat, I'm just big boned!
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Megaman Trigger
Knights of Eternal Darkness
51
|
Posted - 2013.12.13 00:49:00 -
[96] - 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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Audacious Mandate
Fraternity of St. Venefice Amarr Empire
3
|
Posted - 2013.12.13 02:32:00 -
[97] - Quote
Honestly, I think all 4 deaths were RRs, though one might've been a CR... You don't even want to know how the 3 matches after that went...let's just say, I resorted to running starter fits for at least half of them. I got owned HARD by RRs, not so much CRs though.
I'm not fat, I'm just big boned!
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Megaman Trigger
Knights of Eternal Darkness
51
|
Posted - 2013.12.13 03:18:00 -
[98] - 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
|
Posted - 2013.12.17 00:22:00 -
[99] - 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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