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[GUIDE] Bears Beets' Intro To Heavy

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#1 Posted: 2013.07.29 18:59  |  Edited by: Bears Beets
THE IMMORTAL HEAVY: A BASIC GUIDE


[1.0] THE HEAVY
[2.0] DROPSUIT SLOTS
[3.0] SKILL ALLOCATION
[4.0] FITTINGS
[5.0] TACTICS
[6.0] HANDLING THE ENEMY
[7.0] TIPS N TRICKS
[8.0] ETC.
[9.0] LINKS


1.0 THE HEAVY


The Heavy. That big, bad, bullet-spittin' linebacker
that you really really don't want to meet in a dark
alley. Your enemies will cower before the rumble of
your almighty HMG, and vehicles will burst into
fiery rubble at the mercy of your Forge Gun. And
yes, you are turtley enough for the turtle club.

If this sounds about right for you, read on.

I'd like to preface this by saying that there is no
right or wrong when it comes to building your Heavy - only what
is best for you. Hopefully in sharing what works for
me, you will find what works for you.
I would also like to warn you that pursuing a Heavy
build can suck up a ton of SP. It's difficult to dip your toes in to Heavy-land.

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#2 Posted: 2013.07.29 18:59  |  Edited by: Bears Beets
2.0 DROPSUIT SLOTS


There are currently two dropsuit paths for the Heavy player.
Amarr Basic and Amarr Sentinel dropsuits. No matter
which route you go with, the modules you find most
effective will remain largely the same.

HIGH
Heavy Damage Modifier - My personal favorite choice
for high slots. They increase the damage output for
Heavy Weapons.
Shield Extender - These will increase your Shield
pool. Meaning they give you more shields. I
personally find Damage Modifiers to be a better use
of the high slots as you can use the low slots for
armor tanking.
Shield Recharger - These modules increase the rate
at which your shields regenerate. They will get
your shields back to full faster, but as Heavy
dropsuits have a very low shield recharge rate,
even the complex level Recharger (which is
percentage-based) won't increase your regeneration
any great amount.

LOW
Armor Repairer - I believe this is a must-have on
any fitting. At the complex level you will regenerate
6.25 armor per second with one module. While this
doesn't have a wow factor, I promise you it adds up
fast.
Armor Plates - Plates are popular for Heavies as
they are currently the most viable form of tanking.
With the recent update, armor tanking is finally viable.
However, I still believe that the increase from Enhanced to
Complex is not worth the SP or speed reduction.
Shield Regulator - While Shield Recharger modules
increase the rate at which your shields recharge,
Shield Regulators decrease the delay before they start
recharging. Both modules are similar in the fact
that they make your shield come back to full
quicker. They may be worth checking out, but only
if you have the SP and room in a fitting.
CPU/PG Upgrades - These are highly overlooked
modules. The CPU and PG Upgrade modules will
increase your total CPU and PG respectively. You
will already have skilled up to enhanced level
Upgrades just by following the path to other
Heavy-necessary skills.

HEAVY WEAPON
Heavy Machine Gun - This is the staple of the
Heavy. The HMG is great for anti-infantry and
absolutely shreds through armor with 110%
damage bonus.
Assault Heavy Machine Gun - This is basically
a version of the standard HMG but with less damage
output and more range. The AHMG has a similar base range to an
Assault Rifle and does similar damage.
If you find yourself on a map with wide open areas, this might
be worth a try.
Burst Heavy Machine Gun - Like the AHMG, this is
a variant of the standard HMG. This one functions by shooting
out high DPS bursts of bullets. If you can get the majority of
the bullets in a burst to connect, you will drop almost anyone
you point this thing at. However, it overheats fast and it can
be difficult to get all the bullets to land. I find the standard HMG
easier and more effective to use.
Forge Gun - The second Heavy weapon of the game.
This is primarily for AV, but can be used in
anti-infantry application when you have the high
ground.
Assault Forge Gun - A variant of the
standard Forge Gun, this has a faster charge, but
fires the shot immediately upon reaching a full
charge. It can be useful to quickly take down
vehicles, and has higher damage output than the basic
Forge Gun. Many people (myself included) prefer the Assault Forge Gun.
Breach Forge Gun - This is a heavy-hitting alternative to the other Forge Guns.
You have to hold still while charging, but it has
an increased damage output over the other versions
of Forge Guns. However, being unable to move is a
major drawback.
Other - Some people make good use of Sniper Rifles,
Assault Rifles, and other weapons. But my personal
belief is that if you skilled Heavy, use Heavy
weapons. Light weapons on a Heavy suit are far more
situational.

SIDEARM
Submachine Gun - Skilling in to SMGs for my
Forge Gun fitting is one of the best investments I have made for
my Heavy. Just when people think they have you cornered and helpless,
you whip out an Assault SMG, and they fall before you.
Other - Other Sidearms are much more situational
and generally much less useful to a Heavy. When using an HMG
you will seldom find yourself bringing out a Sidearm, and when using
a Forge Gun, you will want the best close-range Sidearm option which
is a SMG.

GRENADE
Flux - My grenade of choice. It has a higher radius
than a Locus grenade and will strip anyone within
its blast zone of all their shields. This means you
can sweep in and mow them down with you HMG. Remember,
your HMG does reduced damage to shields, but increased damage to armor.
Locus - Some Heavies use these to great effect. If
you plan on using Locus grenades, I highly
recommend skilling up to use the M1 Locus variety.
AV - I was once all for AV grenades, but have
since found that it much more useful to switch in to a
Forge Gun fit with a quality anti-infantry Sidearm than fuss with
waddling up to a vehicle to chuck grenades at it. AV grenades
are much more useful to more mobile suits.

EQUIPMENT
I wish

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#3 Posted: 2013.07.29 18:59  |  Edited by: Bears Beets
3.0 SKILL ALLOCATION


Since the skill tree can be a little overwhelming, I have provided blueprints for fresh off the press, 1 million SP, and under 4 million SP builds with sample fittings.

THE 500K SP HEAVY
This build will cost a grand total of 485,050 SP.
This should get you headed on your way if you absolutely have no idea what to do, and should be handy for those of you that want to try Heavy just for funsies on a budget.

Skills Needed:
Dropsuit Command 3
> Amarr Heavy Dropsuits 1

Dropsuit Upgrades 2
> Dropsuit Armor Upgrades 1
>> Armor Repair Systems 1

Weaponry 5
> Heavy Weapon Operation 1
>> Heavy Machine Gun Operation 1

This allows you to fit:
Suit Type: Amarr Heavy A-1
Primary Weapon: Heavy Machine Gun
Secondary Weapon: Anything (try a Militia Submachine Gun)
Grenades: Militia Locus
High Slot 1: Anything (try Militia Damage Modifier, Militia Shield Extender, or just get creative!)
Low Slot 1: Basic Armor Repairer
Low Slot 2: Basic Armor Repairer

405 Shield
425 Armor
4.2 Armor Repair/Second
5.11 Sprint Speed

With a base of 77 CPU and 25 PG left over.

Each suit will cost 13,430 ISK.

This is a pretty good start and should let you hit the ground running as a Heavy.
I recommend that after 1 or 2 battles (you will need 3,710 SP) you skill up Armor Plating to level 1, and put a Basic Armor Plate in your Low Slot 2.

From there, I would proceed on your merry way to The 1 Million SP Heavy. If you would like a specific order I think is most effective to level up your skills, I will gladly provide.

Please bear (hehe) in mind that this is just my knowledge with my experience. It is by no means gospel. I just want to help people get in to Heavy and not feel overwhelmed. I'm very thankful to have gotten a respec to get rid of my stupid SP mistakes. You guys may not be so lucky.

THE 1 MILLION SP HEAVY
This whole build will cost you 1,125,530 SP. It's great for people just getting in to Heavy and is
a solid fitting to give you a taste of what's in store for you.

Skills Needed:
Dropsuit Command 3
> Amarr Heavy Dropsuits 1

Dropsuit Upgrades 2
> Dropsuit Armor Upgrades 1
>> Armor Plating 1
>> Armor Repair Systems 3

Weaponry 5
> Explosives 1
>> Grenadier 1
> Handheld Weapon Upgrades 3
> Heavy Weapon Operation 3
>> Forge Gun Operation 1
>> Heavy Machine Gun Operation 3

This allows you to fit:
Suit Type: Amarr Heavy A-1
Primary Weapon: MH-82 HMG
Secondary Weapon:
Grenades: Flux
High Slot 1: Enhanced Heavy Damage Modifier
Low Slot 1: Enhanced Armor Repairer
Low Slot 2: Basic Armor Plates

405 Shield
512 Armor
3.45 Armor Repair/Second
5.01 Sprint Speed

With 15 CPU and 15 PG left over.

Each suit will cost 28,310 ISK.

THE 4 MILLION SP HEAVY
So if you've played as the 1 Million SP Heavy and still like being a fat boy, it's time to step up your game. Technically this build only costs 3,892,700 SP, not 4 million. But it's close enough and round numbers sound nice. This will build off of the skills already acquired with the 1 Mil Heavy and is the next step in becoming the ultimate fighting machine. I highly recommend skilling up Dropsuit Armor Upgrades and Dropsuit Shield Upgrades as the first part of this build. With both of these skills at 5, you will have gained 182 effective HP on every suit.

Skills Needed:
Dropsuit Command 3
> Amarr Heavy Dropsuits 1

Dropsuit Upgrades 2
> Dropsuit Armor Upgrades 5
>> Armor Plating 3
>> Armor Repair Systems 5
>Dropsuit Core Upgrades 1
>>Dropsuit Electronics 2
>Dropsuit Shield Upgrades 5

Weaponry 5
> Explosives 1
>> Grenadier 1
> Handheld Weapon Upgrades 5
> Heavy Weapon Operation 3
>> Forge Gun Operation 1
>> Heavy Machine Gun Operation 3

This allows you to fit:
Suit Type: Amarr Heavy A-1
Primary Weapon: MH-82 HMG
Secondary Weapon:
Grenades: Flux
High Slot 1: Complex Heavy Damage Modifier
Low Slot 1: Complex Armor Repairer
Low Slot 2: Basic Armor Plates

506 Shield
623 Armor
6.25 Armor Repair/Second
4.96 Sprint Speed

With 0 CPU and 0 PG left over (whew!).

Each suit will cost 34,175 ISK.

As you can see, this is pretty big jump in fitting quality with only a few more skills. You will be getting 1,129 EHP (212 more than the 1 Mil Heavy), and will be hitting for 20.79 damage per bullet (at a ROF of 2,000 RPM!)

WHAT NEXT?

Once you have the skills listed in the 4 Million SP build, you should have a pretty good idea of what direction you want to head with your Heavy self. Some general skills I recommend taking a peak at are

Heavy Machine Gun Operation
Heavy Machine Gun Proficiency
Heavy Machine Gun Rapid Reload
Forge Gun Operation
Forge Gun Proficiency
Dropsuit Electronics
Dropsuit Engineering
Amarr Heavy Dropsuits
Systems Hacking

Use your best judgment. Only skill up Dropsuit Electronics and Dropsuit Engineering as needed. And I personally think it's better to get innate skills such as HMG Proficiency rather than just getting to Prototype Amarr Heavy Dropsuits as fast as possible, though it wouldn't be a bad idea to skill in to Advanced Amarr Heavy Dropsuits after grabbing a couple more levels of Dropsuit Electronics and Dropsuit Engineering.
Just make sure whatever fit you're planning will actually work before investing the SP! I recommend hydraSlav's Fitting Tool for this purpose.

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#4 Posted: 2013.07.29 18:59  |  Edited by: Bears Beets
4.0 FITTINGS

I have collected some fittings to provide examples of what you can
do once you are more familiar with the Heavy way.

Suit Type: Amarr Heavy A/1-Series
Primary Weapon: MH-82 HMG
Secondary Weapon:
Grenades: EX-0 AV
High Slot 1: Complex Heavy Damage Modifier
High Slot 2: Complex Heavy Damage Modifier
Low Slot 1: Complex Armor Repairer
Low Slot 2: Enhanced Armor Plates
Suit Objective: All around suit with focus on anti-infantry

Suit Type: Amarr Heavy A/1-Series
Primary Weapon: Ishukone Assault Forge Gun
Secondary Weapon: M209 Assault SMG
Grenades: Flux
High Slot 1: Complex Heavy Damage Modifier
High Slot 2: Complex Heavy Damage Modifier
Low Slot 1: Basic Armor Repairer
Low Slot 2: Militia CPU Upgrade
Suit Objective: Forge Gun sniping/AV

Suit Type: Amarr Heavy Ak.0
Primary Weapon: Boundless HMG
Secondary Weapon: SMG
Grenades: Flux
High Slot 1: Complex Heavy Damage Modifier
High Slot 2: Complex Heavy Damage Modifier
Low Slot 1: Complex Armor Repairer
Low Slot 2: Enhanced Armor Plates
Low Slot 3: Enhanced Armor Plates
Suit Objective: High DPS anti-infantry

Suit Type: Amarr Heavy Ak.0
Primary Weapon: Ishukone Assault Forge Gun
Secondary Weapon: Ishukone Assault SMG
Grenades: Flux
High Slot 1: Complex Heavy Damage Modifier
High Slot 2: Complex Heavy Damage Modifier
Low Slot 1: Enhanced Armor Repairer
Low Slot 2: Enhanced Armor Plates
Low Slot 3: Militia CPU Upgrade
Suit Objective: All around suit, though slightly lacking against large groups in CQC (Close Quarter Combat)

But always feel free to experiment!

Suit Type: Amarr Heavy A-1
Primary Weapon: MH-82 HMG
Secondary Weapon: SMG
Grenades: Flux
High Slot 1: Enhanced Shield Extender
Low Slot 1: Enhanced Shield Regulator
Low Slot 2: Militia Cardiac Regulator
Suit Objective: Shield tanking

Suit Type: Amarr Sentinel A/1-Series
Primary Weapon: MH-82 HMG
Secondary Weapon:
Grenades: Flux
High Slot 1: Complex Damage Modifier
Low Slot 1: Complex Armor Repairer
Low Slot 2: Complex Armor Repairer
Low Slot 3: Complex Armor Repairer
Suit Objective: All the reps!

Suit Type: Amarr Heavy Ak.0
Primary Weapon: Boundless HMG
Secondary Weapon:
Grenades: M1 Locus
High Slot 1: Complex Damage Modifier
High Slot 2: Complex Damage Modifier
Low Slot 1: Complex Codebreaker
Low Slot 2: Complex Armor Repairer
Low Slot 3: Complex Armor Plates
Suit Objective: Point hacking

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#5 Posted: 2013.07.29 18:59  |  Edited by: Bears Beets
5.0 TACTICS


Playing as a Heavy you are strong. You are tough. But you aren't invincible. In order to be a successful Heavy, you have to be just as cunning as a Scout. A successful Heavy plays smart. You have to be on the bounce and aware of your surroundings at all times.

My first piece of advice is to always have a Logi friend whenever possible. They will make your life so much easier with their Repair Gun, Nanohives, and occasionally Nanite Injectors. Your strength will always be in surrounding yourself with friendlies, but there's a lot more to it than that.

You don't want to blindly wade in to a pack of reds. Skirt around them. Flank them. Chuck a Flux grenade in their midst and wipe their shields and laugh maniacally as you pick them off one by one. You are an ambush predator. Just remember when you're a red dot on an enemy's mini-map, they can't tell what class you are. Hold your fire until you have a clear shot. Many people will try to stalk you, only to turn tail when they realize you're a Heavy and not the Assault they expected. Use this blindness to your advantage.

Because you are such a successful ambush predator as a Heavy, and due to the relative short range of your HMG, it is strongly recommended that you stay in close quarters as much as possible. That's where the Heavy really shines. Always stay near cover, and always have a path of retreat if needed.

Tactical retreat is not weakness and is not failure. Even as a Heavy sometimes it's best to back up, regroup, and meet the enemy on your own terms if your position is getting overrun. Always fight the enemy on your own terms, and always try to engage one enemy at a time.

When you do engage, do not stand still. This is a mistake many Heavies make. When they fire on a target, they simply cease to move. This does nothing but get you dead faster. Practice shuffling around while tracking your target. You'll notice this makes you particularly deadly against other Heavies. They seriously never seem to expect that a Heavy target will actually move when they fire on it.

When playing with a squad, think of yourself as playing a support role. You're a giant dude with an enormous gun. People tend to shoot for you first. You are the guardian angel of the squad and will save many a life just by popping up and getting the attention of reds. The longer a red looks at a Heavy, the longer they're looking away from that friendly that's currently flanking them.

6.0 HANDLING THE ENEMY


Similar to the TACTICS section, this will just be a breakdown of how you can expect different classes to act and how you should kill them.

Scout – These guys will be your worst nightmare. Don't let them get close to you. When a Scout gets in close, they can run around you faster than you can turn. And then you're dead. If you see a Scout heading straight for you, start thinking about how to deal with that bastard. On the plus side, if you so much as sneeze on them they'll die.

Heavy – Try to get the jump on Heavies. If one isn't looking at you, shoot it. The majority of Heavies you will find to be relatively easy prey. This is because of the fact that 90% of them will stop dead in their tracks and start shooting you. Engage the boot scootin' shuffle and mow them down. Heavy vs Heavy is rarely about who has the better gear, it's about who got the jump on the other and who can dance better. Also, if you're carrying them, make use of your Flux grenades!

Assault/Logi – These classes are relatively straight forward. Use cover, flank them, play smart, shoot them.

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#6 Posted: 2013.07.29 18:59  |  Edited by: Bears Beets
7.0 TIPS N TRICKS


Feather the trigger when you are firing an HMG. Holding down the trigger will eventually cause the HMG to shake and stray from target. You would think that letting off of the shoot button would be a bad idea, but the fact that it refocuses fire and lets more bullets hit means that you're actually getting more DPS.

Don't sprint around corners or between blind cover. To go from sprinting to firing takes time. Those are precious moments where your enemy has seen you, is firing on you, and you can't fight back. If you have your gun at the ready, you will be better prepared for whatever lies around that corner.

Reload tactically and often. Your HMG takes 8 seconds to reload. Even if you have ¾ of your clip left, you should reload. Always try to be at full ammo when you start an engagement. Defense is different. Don't reload until it is safe to do so when your position is being assaulted. But when the enemy isn't aware of you and you're picking them off one by one, always reload. This ensures that when they discover where you are and 3 or 4 of them assault you, you will be ready to mow them down.

Fire preemptively. When you see that red chevron around a corner and it's moving your way, fire right before he rounds the corner. He'll have bullet landing in him the instant he pokes around that corner. This is also useful for people sprinting through cover. Track them and fire preemptively where you know their juicy little heads are going to pop out.

If you're far from cover and your enemy isn't, fire on them, wait for them to take cover, and rush their position as fast as you possibly can. The next time they pop out to shoot at you, you'll be right in their face and they'll die. But try not to get far from cover. Like, ever.

Get ammo before you need ammo. If there's a Nanohive, stand on it. If there isn't one, ask for one. If no one has a Nanohive, you complain a lot and haul your bootylicious self to the nearest Supply Depot.

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#7 Posted: 2013.07.29 18:59  |  Edited by: Bears Beets
8.0 ETC.


Amarr Basic vs. Sentinel
I personally don't believe it is worth the SP to skill past Amarr Basic suits. The slot layout on Sentinel suits is undesirable as someone who likes to have as many Damage Modifiers as possible. In addition, the suit bonus or skill bonus is rather lackluster. 5% reduction to weapon feedback damage per level and +2% to heavy weapon reload speed? Not worth it.
However, you will see a lot of people running around in Standard level Sentinel Dropsuits. This is because it has the same exact stats and slot layout as a Standard Amarr Basic Dropsuit, but costs less than 1/3 of the ISK.

Ferroscale and Reactive Plates
For a Heavy, both of these modules are pretty useless.
At the prototype level (complex module), the Reactive Plates give you +45 armor, 2 armor/s regen, and -4% speed. One Basic Armor Plate and one Basic Armor Repper will give you more armor, more regen, and less speed penalty for significantly less SP and ISK.
So now imagine you have Enhanced Armor Plates and Complex Armor Repper.
The Reactive Plates are just outclassed by the Plate/Rep combo. I would suggest sticking to them for a Heavy fitting.

Commando Dropsuit
I have no experience with this Dropsuit, and as it uses a completely different skillset from the other Heavy Frames (biggest difference being no Heavy Weapon slot), I have decided to exclude it from my guide.
However, if you wish to discuss the suit and its application feel free!

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#8 Posted: 2013.07.29 18:59  |  Edited by: Bears Beets
9.0 LINKS


Here are some links to tools and discussions that I have found useful:

Tools:
Driftward's Skill Planner - This spreadsheet will allow you to plan and calculate all
SP needed for any given skill. Great for planning out builds.
hydraSlav's Fitting Tool - Just like Driftward's spreadsheet allows you to plan
SP builds, this tool allows you to plug in skills and test out fittings.

Other Guides:
The New Guide Compilation: A one-stop-shop for all your guides - An excellently organized collection of the best guides, tools, and information the DUST 514 community has to offer.

More coming...

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#9 Posted: 2013.07.29 18:59
Reserved

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Sanguis Defense Syndicate
#10 Posted: 2013.07.29 21:34
Awesome. Finally a guide for heavies. Thanks for writing this.

I would recommend redoing the SP usage in your guide to reflect the Skill Point changes from Uprising.

Apart from that, +1 man. I will add this to my Guide Compilation.

Pirate

The future belongs to the few of us still willing to get our hands dirty.

SDSyn

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#11 Posted: 2013.07.29 22:21  |  Edited by: Bears Beets
As far as I know, all SP usage is up-to-date. I made this guide using data from Uprising 1.2.
If there's anything wrong with any of my information, please let me know though!

I will say that when using Driftward and Channk Saotome's skill planners, I got slightly different numbers.

1 Mil Heavy:
Driftward's - 1,125,530 SP
Channks's - 1,125,630 SP

4 Mil Heavy:
Driftward's - 3,612,910 SP
Channk's - 3,613,350 SP

Thanks a bunch for adding this to the list. That thread is what inspired me to finally post this thing.
Hope some people find it helpful.

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Kirkinen Risk Control
Caldari State
#12 Posted: 2013.07.31 09:14
Pretty useful actually.

There are no facts, only interpretations.

I am a monument to all your sins

Sanguis Defense Syndicate
#13 Posted: 2013.07.31 15:21
Bears Beets wrote:
As far as I know, all SP usage is up-to-date. I made this guide using data from Uprising 1.2.
If there's anything wrong with any of my information, please let me know though!

I will say that when using Driftward and Channk Saotome's skill planners, I got slightly different numbers.

1 Mil Heavy:
Driftward's - 1,125,530 SP
Channks's - 1,125,630 SP

4 Mil Heavy:
Driftward's - 3,612,910 SP
Channk's - 3,613,350 SP

Thanks a bunch for adding this to the list. That thread is what inspired me to finally post this thing.
Hope some people find it helpful.

No problem. Glad to finally have a heavy guide.

Yeah, my mistake with the SP. I think I misread the way you set it up. I didn't realize that the first item/ header was the first skill. My bad. Roll

Though, I would probably post something on both Driftward's and Channk's threads if indeed you are coming up with different values. One of the calculators might have a multiplier off or something.

Pirate

The future belongs to the few of us still willing to get our hands dirty.

SDSyn

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#14 Posted: 2013.07.31 19:06
Shattered Mirage wrote:
Pretty useful actually.


Thanks!

Royce Kronos wrote:
Though, I would probably post something on both Driftward's and Channk's threads if indeed you are coming up with different values. One of the calculators might have a multiplier off or something.


So I just went back and triple checked in each program. I plugged in my current build and calculated the SP required, and Driftward's spreadsheet is correct. For whatever reason, Channk's is giving me a difference of 1,650 SP. Minimal, so I wouldn't really worry about it, but for this guide I will be using Driftward's numbers.

Thanks for getting me to double check on that P

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Kirkinen Risk Control
Caldari State
#15 Posted: 2013.09.21 07:01
You should really try to keep this visible on the front page for questions like this...

After all, its an amazing guide Big smile

There are no facts, only interpretations.

I am a monument to all your sins

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#16 Posted: 2013.09.21 08:18
Hey, thanks bud! Don't think this means I won't be gunning for you next time I see you roaming around with that Forge Gun of yours though Pirate

I should probably update this what with 1.4 being here and all.

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#17 Posted: 2013.09.21 10:00
Alright I've gone through and updated all information affected by 1.4
Tweaked some paragraphs here and there. Updated the builds to reflect the new awesomeness of Armor Plates and adjusted SP and fitting information.
Also updated/changed all the fitting samples.

Thank you to all who have taken the time to stop by! I hope this helps any of you guys just starting out, and for those of you who have been around the block, please feel free to chime in.

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D.A.R.K L.E.G.I.O.N
D.E.F.I.A.N.C.E
#18 Posted: 2013.09.22 00:40
thanks bro and thanks mirrage ^.^ im a 9 mil sp heavy who is looking to skill up his game and i found some of your tactics quite well thought out and look forward to using them next match Cool

Anything worth fighting for is worth fighting dirty for, welcome to New Eden

-ill b there Soon™

KAMEHAMEHA TANK KILLA

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#19 Posted: 2013.09.22 06:21
Turtle Hermit Roshi wrote:
thanks bro and thanks mirrage ^.^ im a 9 mil sp heavy who is looking to skill up his game and i found some of your tactics quite well thought out and look forward to using them next match Cool


Thanks! I'm certainly no pro, but I know how to waste SP on Heavy things :P
If you have anything at all to add, feel free to share. Sounds like you're a Proto Sentinel, so I'd love to hear how you deck out your fits with those 4 low slots. I'm a Proto Basic so I have the 2 high 2 low setup.

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Onuoto Uakan Huogaatsu
Lokun Listamenn
#20 Posted: 2013.09.24 22:36
Good guide bro, as a 20mil sp heavy myself, its always nice to see others posting what they run. I run an asortment of different heavy fittings all dependent on the flow of the match i'm in. Here is a fitting i've have had some good luck in.
adv. Sentinal. Heavy damage mod, complex ferscale plate, 2 complex repair, hm82, flux grenades. Fasr moving fitting that repairs your armor quick. Takes some getting used to, but the key is to never stop moving, stay by cover and be willing to wait till your armor starts its repair. But this fitting is a problem for red dots to deal with

"Honored are the dead, for their legacy guides us" join OUKH, fight for the State

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