Post by TheGrandKababi on Oct 2, 2011 21:01:45 GMT -8
Heavies are specialists in high rate of fire blasters and are generally used for large scale combat against hordes.
Overview
A heavy has the overall goal of assisting in group survival. Be it attack or defense situations, a heavy should use the high rate of fire to support the other humans. The current objective may change with the mission be it to break charges in defense or to repel attackers in escort scenarios, the role of the heavy is always destruction of the horde.
Usage
Strategy
A heavy is a support class and should never be alone. Large blasters and long reload times reduce mobility and the inherent spray function of automatic blasters reduces accuracy. These factors make a lone heavy venerable even to single zombies.
This being said, small human groups need to be wary of using a
In a large group setting, a heavy provides extra firepower that greatly increases the group’s survivability. In situations such as static defense where movement is limited, retreats can be regulated by a barrage of fire from heavy, greatly reducing human casualties. Used in conjunction with other classes, traps can be set using Scouts to herd zombies as the hammer into awaiting heavies as the anvil.
A Heavy has four things to keep in mind when engaging zombies: Horde size, remaining ammo, group size, and mission goals. A heavy should only consider engaging large hordes, in order to maximize the effectiveness of their fire. Remaining ammo is vital to zombie combat, and if other encounters are expected than ammo should be conserved (especially for blasters that use specialized darts). A Heavy in a small group should avoid combat when possible, as any casualties are that much more damaging, where one in a large group should consider temporarily breaking off to damage a horde, preferably with several other Humans. Most importantly, mission goals should be taken into consideration. Time constraints on things like escort missions, siege breaks, and point defense can dictate weather or not to fight visible zombies.
Timeline
Standard heavy usage is during the early to mid-game to improve day to day survival. During mid to late game, the heavy becomes useful for breaking sieges and clearing paths for humans in dangerous areas, such as around dorm halls. In the closing of the game, movement becomes critical to avoid being turned and it is suggested that a transitional class be adopted to promote player survival over group defense in unwinnable battles.
These trends apply to missions as well since objectives shift from stand up defensive battles in which a heavy is best used, to mobile, and target based objectives which lend towards lighter classes.
Load Out
To meet the requirements of a heavy weapon, a blaster should have a high rate of fire, a high ammo capacity or a quick reloading mechanism to compensate. Most frequently blasters that are able to meet these criteria are electronic and based on flywheels or are pneumatic and are powered by hand pumped air.
Good Choices
Vulcan
Power Strike 48
Stampede
Punisher
Good with Mod
Magstrike
Raider
Berserker
Alpha Trooper
Subclasses
Guard
The Guard, as a subclass of the Heavy, is devoted primarily towards defending a non-moving or slow moving area against zombies for as long as possible. Firepower and mobility are sacrificed in lieu of the ability to maintain a steady stream of darts for massive amounts of time. A Raider, Vulcan or Stampede is ideal for this situation, with a Raider clip added to the Stampede or several combined chains for the Vulcan. Additionally, it may be wise with the Vulcan or Stampede to not over volt the blaster, in order to conserve ammo.
Attacker
The Attacker is the second subclass of the Heavy. It sacrifices ammo capacity and efficiency for a boost in mobility and overall firepower. In terms of sheer damaging ability, it is unparalleled. The goal of an Attacker should always be to devastate the Horde as a whole. A minimized Stampede or Vulcan with a battery replacement is key to this role. Dual wielding is also a possibility.
Overview
A heavy has the overall goal of assisting in group survival. Be it attack or defense situations, a heavy should use the high rate of fire to support the other humans. The current objective may change with the mission be it to break charges in defense or to repel attackers in escort scenarios, the role of the heavy is always destruction of the horde.
Usage
Strategy
A heavy is a support class and should never be alone. Large blasters and long reload times reduce mobility and the inherent spray function of automatic blasters reduces accuracy. These factors make a lone heavy venerable even to single zombies.
This being said, small human groups need to be wary of using a
In a large group setting, a heavy provides extra firepower that greatly increases the group’s survivability. In situations such as static defense where movement is limited, retreats can be regulated by a barrage of fire from heavy, greatly reducing human casualties. Used in conjunction with other classes, traps can be set using Scouts to herd zombies as the hammer into awaiting heavies as the anvil.
A Heavy has four things to keep in mind when engaging zombies: Horde size, remaining ammo, group size, and mission goals. A heavy should only consider engaging large hordes, in order to maximize the effectiveness of their fire. Remaining ammo is vital to zombie combat, and if other encounters are expected than ammo should be conserved (especially for blasters that use specialized darts). A Heavy in a small group should avoid combat when possible, as any casualties are that much more damaging, where one in a large group should consider temporarily breaking off to damage a horde, preferably with several other Humans. Most importantly, mission goals should be taken into consideration. Time constraints on things like escort missions, siege breaks, and point defense can dictate weather or not to fight visible zombies.
Timeline
Standard heavy usage is during the early to mid-game to improve day to day survival. During mid to late game, the heavy becomes useful for breaking sieges and clearing paths for humans in dangerous areas, such as around dorm halls. In the closing of the game, movement becomes critical to avoid being turned and it is suggested that a transitional class be adopted to promote player survival over group defense in unwinnable battles.
These trends apply to missions as well since objectives shift from stand up defensive battles in which a heavy is best used, to mobile, and target based objectives which lend towards lighter classes.
Load Out
To meet the requirements of a heavy weapon, a blaster should have a high rate of fire, a high ammo capacity or a quick reloading mechanism to compensate. Most frequently blasters that are able to meet these criteria are electronic and based on flywheels or are pneumatic and are powered by hand pumped air.
Good Choices
Vulcan
Power Strike 48
Stampede
Punisher
Good with Mod
Magstrike
Raider
Berserker
Alpha Trooper
Subclasses
Guard
The Guard, as a subclass of the Heavy, is devoted primarily towards defending a non-moving or slow moving area against zombies for as long as possible. Firepower and mobility are sacrificed in lieu of the ability to maintain a steady stream of darts for massive amounts of time. A Raider, Vulcan or Stampede is ideal for this situation, with a Raider clip added to the Stampede or several combined chains for the Vulcan. Additionally, it may be wise with the Vulcan or Stampede to not over volt the blaster, in order to conserve ammo.
Attacker
The Attacker is the second subclass of the Heavy. It sacrifices ammo capacity and efficiency for a boost in mobility and overall firepower. In terms of sheer damaging ability, it is unparalleled. The goal of an Attacker should always be to devastate the Horde as a whole. A minimized Stampede or Vulcan with a battery replacement is key to this role. Dual wielding is also a possibility.