Everything Heavy
Synopis
Game has finally been released and I've been dilly-dallying way too much, so I'm forcing myself in publishing the guide despite its unfinished nature. Will be updating this over time. Feel free to leave some criticisms and input.
Primary Components & Skills
The primary components are what make or break a Heavy Support Minigunner's ability to both suppress and deal damage to targets.
- -20% weapon damage, -30% enemy movement, increases cone area with minigun by 1
- -19% weapon damage, -35% enemy movement, increases cone area with minigun by 2
- -18% weapon damage, -40% enemy movement, increases cone area with minigun by 3
- -17% weapon damage, -45% enemy movement, increases cone area with minigun by 4, enables Mark Alley skill
- -15% weapon damage, -50% enemy movement, increases cone area with minigun by 5
- +12% damage, 17m radius
- +18% damage, 19m radius
- +24% damage, 21m radius
- +30% damage, 23m radius
- +36% damage, 25m radius
- +100 ammo capacity
- +200 ammo capacity
- +300 ammo capacity, enables Swap Ammo
- +400 ammo capacity
- +500 ammo capacity
Secondary Components and Skills
You've picked out three components, so that leaves one last component slot to fill. Consider this a freebie but still take into consideration what your team wants from you as a Heavy Support with Minigun.
- +15% critical chance and 200% critical damage
- +15% critical chance and 250% critical damage
- +15% critical chance and 300% critical damage
- +15% critical chance and 350% critical damage
- +15% critical chance and 400% critical damage
Don't know what to exactly take as the fourth component? Just take Critical Shot System, you honestly cannot go wrong with choosing it. Despite it only being +15% chance to do X amount of critical damage, the Minigun's sheer rate of fire and magazine size makes up for it and pump out decent amounts of damage. In my opinion, I'd prioritize this over any other skill, especially in anything pass Soldier mode.
- Generates 1 bullet per 2s and maximum ammo stashed 300. Reduces weapon reload by 25%
- Generates 1 bullet per 1.5s and maximum ammo stashed 375. Reduces weapon reload by 45%
- Generates 1 bullet per 1s and maximum ammo stashed 450. Reduces weapon reload by 45%.
- Generates 1 bullet per 0.5s and maximum ammo stashed 525. Reduces weapon reload by 55%.
- Generates 1 bullet per 0.25s and maximum ammo stashed 600. Reduces weapon reload by 65%.
Generating large amounts of ammo is by all means a great asset to the team, especially in large spacious maps such as Military Sector. Place armories in very easy to access areas and places you feel your team will backtrack to eventually. Take note that armories need a minimum of 250m between each other in order to be placed. Again while generating ammo is great, Armory Device is very much lackluster if not enough points are put into it. If you feel that your team can help make up the damage for you not taking Critical Shot System, by all means, invest two points into Armory Device. Points cannot be taken out of armory.
- 4 bonus bullets per reload within radius of 17m. Minimal damage threshold +2 that adds +1 true damage that ignores armor.
- 8 bonus bullets per reload within radius of 19m. Minimal damage threshold +4 that adds +2 true damage that ignores armor.
- 12 bonus bullets per reload within radius of 21m. Minimal damage threshold +6 that adds +3 true damage that ignores armor.
- 16 bonus bullets per reload within radius of 23m. Minimal damage threshold +8 that adds +4 true damage that ignores armor.
- 20 bonus bullets per reload within radius of 25m. Minimal damage threshold +10 that adds +6 true damage that ignores armor.
Beta-IV Frequency is a bit of a woozy as it adds a plethora of benefits but is rather vague in terms of the actual effects. Let's just get things out of the way as Beta-IV does not actually give bonus bullets per reload. It simply increases the magazine capacity of marines within its aura of effect.
This is where things get a bit confusing as I'm not too certain of it myself at the end of the day. For the other advertised effect, Beta-IV ensures that a certain amount of damage actually ignores a target's resistance, not actually increase a weapon's raw damage the same way Targeting Systems does. For example, using Hollow Point rounds at 50 damage per shot against a mob with 80 HP resistance will reduce that damage to 10 damage with Resist in bold red letters popping up above the character's head to indicate this. Beta-IV Frequency at lvl 1 increase this minimal damage threshold to 12 as well as true damage. In theory, a mob could have 100 resistance against HP or FMJ, but Beta-IV Frequency would allow rounds to by pass this resistance to an extent.
There is also an unlisted benefit of taking Beta-IV Frequency in that it lowers ammunition requirement for Vindicator users within its aura. It reduces ammo usage by 2 per level, reducing Vindicator ammo usage from 35 to 25 at level 5. This stacks with the Terminator's Vindicator Energy System.
Point Component Skill Distribution
For the sake of this guide, I picked Critical Shot System. Ammo Link System should have a minimum of 3 points at wave 5-6 as to allow switching from HP to FMJ when significant numbers of dogs and borrowing enemies start to spawn. It's a bit of a mix up between which should be maxed out first, Targeting System or Suppress Target Device. For Soldier and below, Targeting System should be maxed out in order to offset Suppress Target Device's damage reduction. For Veteran and above though, Suppress Target Device should be given higher priority as its enemy speed reducing effect will be a boon to your DPS teammates. As for Critical Shot Sysem, do as you see fit, but consider investing your first point into it for early waves 0-3 so you may deal effectively with trash mobs.
Power Ups
Secondary Weapons
Tip, Tricks, Tactics, and other words that start with the letter T.
Manual Fire is a must
This should be your bread and butter when it comes to attacking just about anything you come across. Simply hold down Left Shift and hold down MB1 in the direction of your intended target. This allows you to concentrate your efforts on high-threat targets as well as anything else caught within your Minigun's cone damage.
Though, the biggest boon to using Manual Fire is that the Heavy Support's cone of effect is capable of completely ignoring obstacles in regards to damaging enemies, regardless of what ammo type you are using. The affects of Suppress Target Device will apply. You can save teammates that are behind walls and buildings.
Attach to Team players
A significant disadvantage to Manual Fire is that it puts you into a tunnel vision and makes it harder to move while firing. You can alleviate this by attaching yourself to teammates that largely stay with the group, IE Medics, Marksmen, and Assaults. This allows you to scan for fast movers, manual fire, and stick with teammates that need your suppressing ability. Don't attach yourself to teammates such as Terminators, Recons, Demolitions, and Hellfires due to the nature of how they play. You may end up getting swarmed, left behind, or hit with some sort of Terminator blast.
Coordinate Your Fire
The Heavy Support's Suppress Target Device isn't all that if no one in your team is taking advantage of it. Be sure to communicate with your teammates such as the Assaults and Marksman so that you can quickly slow down targets and allow them to gun them down all the more quicker.
Avoid Prolonged Firing
This is very obvious as your Minigun will chew through ammo like it's nothing and you want a large enough magazine when engaging high threat targets. That and quick bursts works best when suppressing a target. The way to do this is again, Manual Fire. By using Manual Fire to control your burst, you can continously slow down targets while expending less of your ammo.
Ask for Ammo
Be vocal when you ask. You're slow, you eat ammo like nothing, and you can't really generate ammo all that easily. Everyone else and their mother except maybe the Marksman with Stinger will beat you out to ammo sources. Be sure to ask non-DPS classes or Assaults for some boxes. Oh, and try not to keep more than 500 rounds of ammo in your actual ammo pool.
Dual Heavy Support
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