So how do you guys stop base smashing heavies?

Pages : 1 2 [3]

HypnosisFX
10-12-2004, 12:50 PM
A good LD will always stop 1 or 2 mediocre heavy O from entering the base, if thats all they have to worry about. The advantage is on the LD if they want it to be.

The problem is when the really good Heavies get into spam position (like Z Saint) and then its hellish.. One heavy can not only clear flag defense, he can also remove most of the LD wandering around intercepting other heavies.

On a pub, thats usually lights out.

I agree with ya, i HO alot on and when its time to play on Isle its just a heavy fest, ive seen guys put up 4 turrets near there gens and sit by them and i still take both of them out and there turrets inclusing the gens. But when i know theres a good Light D siitting there waiting for me, i try to ajust my approach at attacking the gens. I like the challenge of fighting LD's in a heavy then taking base down. I stop HO if there no hope of someone trying to stop me. Ill go attack spawn 2 just to get into fire fights. lol

GIMPbeowulf
10-12-2004, 12:51 PM
Spam your hand nades and disc them while trying to stay away from walls, the floor, and the ceiling. You can kill even the shielded ones like that in just spawn. Even if they're taking the base down after dieing a few times to a spawn in an indoor duel, they tend to stop comming.

Still though, wacking their base or stopping them in the field is best.

MagicFire
10-12-2004, 12:55 PM
Lots of good advice.

I try to set some Remote Invs outside the base, where they don't get raped so easily. Usually near the burner turret. Most people ignore the burner turret because it fires so slow.

By the way, the burner(not the burner turret) and an ACTIVE speed pack is really a good tool to knock out heavies.

HypnosisFX
10-12-2004, 12:58 PM
ACK! Usless! Those turrets in-doors go down WAY too fast to be counted on. Better to hide them on the hillside near the flag base to help sofen up cappers.

On either side of WL, I much preffer to fight fire with fire. As Moblie heavy D keeping an eye on the front door, I've stopped HO trains cold.

I dont know there chief, ive played HD indoors on winterlake and held off all attackers, i set up 4 turrets on the top of the back door and 2 on the fake side door tops, plus 1 right in front of the gen and they mow down heavys with no issue. i kept that base up and running the whole time. Place them right and they will work for ya. as long as your there to keep the minor repairs up.


NOVA|MerauderFX

HypnosisFX
10-12-2004, 12:59 PM
Lots of good advice.

I try to set some Remote Invs outside the base, where they don't get raped so easily. Usually near the burner turret. Most people ignore the burner turret because it fires so slow.

By the way, the burner and an ACTIVE speed pack is really a good tool to knock out heavies.

Nice i gotta try the spped pack and burner.


NOVA|MerauderFX

Strider
10-12-2004, 01:09 PM
the vehicle rocket/missle spamming is much worse than HO owning your base. the vehicle weapon damage needs to either be limited in amount of ammo or lessened in damage. the maps are way to small.

Polaris
10-12-2004, 01:14 PM
ACK! Usless! Those turrets in-doors go down WAY too fast to be counted on. Better to hide them on the hillside near the flag base to help sofen up cappers.

On either side of WL, I much preffer to fight fire with fire. As Moblie heavy D keeping an eye on the front door, I've stopped HO trains cold.

You dont need every turret indoors. You do need some. Even a top HD wont stop a HO train without them for support. Not unless the HO sucks.

Mr.Sleep
10-12-2004, 02:30 PM
the vehicle rocket/missle spamming is much worse than HO owning your base. the vehicle weapon damage needs to either be limited in amount of ammo or lessened in damage. the maps are way to small.

Yeah, that's certainly the case in the demo. It does seem like the jump tank and fighter aren't balanced out right. On pubs you have to get right on them to try and discourage the other team, but if they manage to rape your base first - it's pretty hard to fight them in spawn gear. It takes 2-3 spawns to get the fighter down, and you really need to get the base up to attack the tank as HO or MO w/gren launcher & SP (+ regular nades to grenade the thing to death).

FreshMeat
10-12-2004, 02:48 PM
I think you have to be a more aggressive LD to be able to effectively stop HO. If you can team up with someone, wait out on their routes, don't wait for them to come to your base, because by then, it is just too late. You actually have to go HO Hunting (LoL). If you stop them on their routes. or before they hit their routes, then they won't be able to hit your base as hard. Here is a good loadout to go HO Hunting with.

Medium Armor
Shield Pack
Burner
Grenade Launcher
Disk Launcher
Hand Nades

If they are in the air try and Mid Air them with the DL. That stops their forward momentum, then switch to burner, that blinds them, then GL and HG them to death. Works really well.

Fool
10-12-2004, 02:54 PM
Most HO are mortar happy. They'll kill themselves if you give them enough opportunity to. You'll rarely see them switch to a more appropriate weapon because they love the big boomy. Now I know many base defenders choose to use the repair pack, but this is a mistake. It's not useful except for when your base is destroyed. It heals you sure, but not fast enough to keep you alive more than wearing a more useful defensive pack like the Speed pack.

Speed pack + blaster
Speed pack + discs
Speed pack + chaingun

You got yourself dead heavies with these combos. The emergency station is always nearby if they get a mortar in. Get a rep pack, repair, go suit up with a speed pack again and your good to go. It's a lot quicker to setup turrets using a speedpack as well. Use mines strategically as well. Put them in sheltered areas that the heavy has to pass by, but see no reason to mortar (ie don't put them in splash range of a gen or inv).

PyroTeknik
10-12-2004, 03:05 PM
Fool, that's good against a single HO, but I'm not sure it'd be viable againsta sustained offense. The problem is the massive damage you take unshielded from a mortar. In most cases, the HO can easily lob a mortar into the base before entering. Without shields, that's one third/half your health gone in a second, and since as you said most HOs are mortar happy, that second mortar will more often than not take you out before you can do as much damage as you should (not to mention they'll be chucking grenades as well, and the really good HO will be switching to other weapons in between mortar shots), hence making the shield pack essential in most cases.
However, the blaster + speedpack combo is very nice for times when there is a resupply station/deployable invo close by. I'm liking the blaster a lot, but I find its lack of knockback to be a major disadvantage when trying to keep HO out. The burner is nice too, but unfortunately given the relatively small size of bases, there is a great chance that you'll bbq a lot of your teammates and equipment (or yourself) in the process.

Pachacutec
10-12-2004, 03:07 PM
someone sticky this thread for the newbs :)