~BGuide to being a Heavy Weapons v.1.00~B ~Bby TyraeL~B Table of Contents ---------------------------------------------------------------------------------------------- I) Introduction II) Getting started a) Buying the right Heavy equipment III) Role of the Heavy IV) Defending Your Base (D heavy) V) Attacking Your Enemy (O heavy) VI) Miscellaneous tips and tricks ---------------------------------------------------------------------------------------------- I) Introduction I started Infantry a long time ago, and the first class I played was the heavy weapons. Back then, we had the beachball Plasma Cannon and Mortars. Times have changed, and so have the weapons and armor. I have played as a heavy for the past 5 Seasons of CTFPL, and I am fond of using the class in public play as well. LETS BEGIN. ---------------------------------------------------------------------------------------------- II) Getting started The heavy weapons is a great class to start as, and also a wonderful asset to any team. Alot of people say that heavy is the easiest class, but I beg to differ. There is no "easiest" class, and there is no "hardest" class to play. I have always been a defensive person in sports and games, protecting what needs to be protected, and being sluggish and strong on the battlefield. The opinion of classes comes to how you view them and yourself. a) Buying the right Heavy equipment To me, the best possible heavy armor set is: Kevlite Combat Armor PF Generator SuitSuperCharger Some of you may prefer CMP4 or IDF Generator, but that is my personal setup. As for weapons, in public play I like to use whatever I feel like using, and you should, too! I always carry with me: 4 Frag Grenades 4 WP Grenades 20 bullet mines 5 EMP mines 2 energizers Stim Pack The heavies weapons are normally stand and fire, so having some sidearms to grab at while you dance is very useful. Only reason I carry EMP mines is because they do no damage to you, while dealing great drain and damage to the idiot that is on top of you :) Here is a list of weapons and my favorites. (note: my rating system is broken) Kuchler LMG: Starting weapon for heavies. Slow burst, but gets the job done. Move and fire. 2/5 xylophones Maklov LMG: If you want to use an LMG, use this. Fast firing burst, feels like the AR counterpart. 4/5 potatos RPG: The master of Offense. Moves, grooves, destroys. Watch out on the minimum range. 5/5 cups Kuchler PC: Eh, I guess it is fun. 2/5 yo-yos Maklov PC: Quicker version, yet heavier. 3/5 desks Micro Missile Launcher: Some complain about it, some abuse it. Overpowered weapon in all its glory. Why don't I like using it :( 4/5 P's Recoiless Rifle: Great weapon on offense, just slow, slow transition time. 3/5 tassels Maklov AC: Most popular Heavy weapon. Sleek,smooth,sexy feel. 5/5 phones Steiner AC: 10 shot clip, 2x the reload of Maklov. Used for long trips and turret happy engys. 3/5 carpets Kamenev SC: 2 shot burst, quick reload. Yes, a great weapon. 3/5 Ocean Avenues Unittech SC: If I could use you all the time and win I would. 5shot burst, insane reload. Glorious. 9/9 Super Stars Gauss Cannon: It used to be more powerful. 4 Shots will kill. 3/5 Yankees Both MGs: Use for fun only, an LMG is more useful :( 2/5 envelopes ------------------------------------------------------------------------------------------------ III) Role of the Heavy Heavies are made to kill. Kill players and machines. Kill anything that is red. Shoot anything and everything that moves. Since heavies are stand and fire (exception of 2 weapons), they are the 4th support class, although not listed. You are there to support and help your team. You kill the enemy, or you kill the enemy's turret. You are the backbone of the Defense, and the savior of the Offense. ------------------------------------------------------------------------------------------------ IV) Defending Your Base (D heavy) Ah, my favorite position. Everyone looks to the D heavy for taking out the trash. A heavy dosn't make a defense, though. All members of the defense are vital, but the heavy is the King of the Base. If the defense dies, they normally attach to the medic or the heavy, depending on the offense power. People do tend to say alot of the time that the D Infantries are there to protect the heavy, and that is false. A good heavy can always protect himself, and when a heavy can prove this to his partners, they do not need to worry about saving the heavy. I will talk about the 2 main bases for Twin Peaks, and my suggestions for them. A7 (Collective Side) Home, sweet, home. The A7 base is great for anti-flaggers, and can stop power offenses if conducted correctly. Mine up when you come home, because they are not just there for damage, but to use enemy repulsors. I like to put mines in spots where a rep is forced, especially with infiltrators in game. Normally, I stand Half to 3 quarters of the way up the main channel, giving me plenty of room to fire. You may find a different position helpful to you and your team, and that is alright. if you are an agressive player, you might want to start a bit closer to the Infantries, a passive further back. For weapons at this base, I start with the Maklov AC and the Micro Missile Launcher. If the enemy gets passed the AC and attacks me, the MML has a great chance of connecting due to the open area. I have seen heavies use AutoCannon/StubCannon setups, and depending on the heavy, can work wonders. My Ammo Split for AC/MML is: 200 MG Ammo 20 Rockets Overweight by 17% I like to be positive about clearing the enemy with AC, and having little MML to fall back on makes me want to due my job quicker. If you prefer SC/RPG at this base (maybe for fun, or a lacking offense) you will be 2% overweight if you carry what I carry. D7 (Titan Side) D7 is a strong base with the right defense attached to it. 99% of the time, the heavy stands at Turn2. This gives the heavy time to fall back and a wall to protect him, or to charge if the Offense dies fast. You may want to find your favorite spot in D7 and get comfortable. My main setup here is the Maklov AC and the Unittech SC. 250 MG Ammo, no split :) With all the fixing, you will be 0% overweight. Hooray! Keep the enemy in front of you at all times in this base, heavies can die quite quickly in this base if you do not pay attention. Mines are usually good ideas, but a correct rep from the Offense sends a plasma mine right into your wall, dealing damage to you quickly AND pulling you towards them. AC/SC tends to work great here, MML isn't so desired unless you just want to try and hit the first 2 rockets, but then again AC does the same thing, but faster. LMG and AC or SC is a quick heavy's setup if you want to fight with your Infs. Quick summary of what to use and where to use it. A7 (Collective Side) Long hallway. Make great use of it. AC/MML works great, as does SC/RPG (aim sold seperately). Make sure you split your ammo to your liking. If you don't mind being heavy, carry a bit more. AC/SC can be used if you think MML is too slow. Can't tell you against what offenses to use what weapons, that must be found out on your own :) D7 (Titan Side) Quick turns. MML is out of the question here. SC can be great, but you might need explosive. AC/SC is my first try here. If that dosn't work, try SC/RPG if you are courageous, but AC/SC should work if used correctly. LMG/SC is good vs an Infil/JT offense (hint). REMEMBER: ALWAYS WATCH WHAT YOU ARE DOING AND WHERE YOUR TEAMMATES ARE. KEEP THEM CLEAN, AND THEY DO THERE JOB BETTER. HEAVIES CANNOT WORK ALONE. THESE ARE MY SETUPS, AND YOU DO NOT NEED TO USE THEM. ---------------------------------------------------------------------------------------------------- V) Attacking Your Enemy (O heavy) Heavies can almost always be used on an offense, especially as turret killers. When at turrets, make sure your team knows to help keep you alive. Teams win games, not Cowboys. A7 (Collective Side) Long hallway again. What should we use? RPG: Goes great with ANYTHING here. Moves the D. Kills the D. Hurts the turrets. AC: Clears the way for your teammates. Also clears turrets with ease. SC: Although dosn't hurt MGs/RTs, it clobbers the defense. MML: Holding down MML does in fact work here. ~BLets mix and match.~B AC/RPG: You have a multi-shot bruiser, and a rocket launcher. Switch between them to kill quickly. AC the turrets. Although left with no short range weapon, make sure your offense can help if you need it. AC/SC: SC works great on killing defense, AC for turrets. AC/MML: A Defensive setup on O never hurts. MML can be used for both enemies and turrets. SC/RPG: If you get to turrets with this, switch to AC. SC/MML: Don't even :) Make sure you kill your enemy off before attempting to hurt the turrets. You will get more done with 10 extra seconds. D7 (Titan Side) Heavies CAN be so useful here, but you need to know what you are doing. RPG is really only useful to get thru turn1 and 2, then its bleh vs turrets. AC can keep everyone on their toes, as well as SC. MML is still out of the question unless you are using it to clear the top area. So our choices again are: SC RPG MML AC AC/RPG is probably the best for this situation. Stay high and dry in the base, space in your ally. Don't cut corners sharply, ease around in curves. If you take your time and line yourself up with the turn itself, you can place RPGs in great lines that will move the Defense in ways they don't want to be moved. SC/RPG is great for speed, but you wont do much with turrets. You can just kill people if you want, but noone clears the flag room like you. REMEMBER: KEEP YOUR SL SUPPLIED WITH STIMS, STAY BEHIND YOUR OFFENSE, KEEP YOUR TEAMMATES IN SIGHT, AND DESTROY ALL RED YOU SEE. ------------------------------------------------------------------------------------------------------- VI) Miscellaneous tips and tricks 1. Demo packs are wonderful tools. Use them to get people off of you quickly, or use them to set a quick "roadblock" for the enemy. Stupids will hit them! 2. Although it is fun to bounce grenades off walls, you won't hit often. Backpedal and tossing causes a quicker decrease of angle, making grenades hit a bit more often. 3. Although you can't right now in public, EB is neat with heavies. Try an MML/EB setup for lots of fun. 4. It is always ok to zoom in and out if you need to. Just be careful you don't get snuck up on. 5. Whether you like them or not, sports zones can help you with long distance aiming and other various tactics. 6. NEVER SWING UNLESS TOLD TO. 7. Always have fun playing as a heavy, or any other class you choose. -------------------------------------------------------------------------------------------------------- Did I forget anything? Questions? Comments? Confused? Ask me ingame! I don't mind! Want to play a game of BBX or GB? Ask me ingame! I'd love to! -TyraeL-