Heavy Augmented Armor
From Dystopia Wiki


Overview
Heavy armour is the slowest but most powerful of armour classes. Despite having access to only a few implants, in very limited combinations, the weapons they can equip enable them to vastly outgun other classes in many situations.
The heavy class' primary purpose is providing and absorbing firepower, either as a last line of defence or as the front line of a push into enemy territory. They cannot give support such as decking, healing or detection, but can guard or assault key locations better than the other classes. Heavies need to be able to survive a lot of damage - they are primary targets in combat, slow moving and vulnerable at long range, and need support from other classes to be most effective.
The heavy weapons all do large amounts of damage and have large magazines, enabling the heavy to take on multiple enemies at once.
Important Facts
- Has access to the most powerful weaponry.
- Largest amount of armour and health.
- Lowest implant slots of the three classes.
- Slowest movement speed.
- Can absorb considerable damage and outguns everything else, but vulnerable if caught in the open without support.
- Unlike the other classes, the heavy's significant respawn time is a very important consideration in team makeup. Having too many heavies on a team can guarantee failure due to massive respawn times.
Statistics
| General | Weapons | Available Head Implants | Available Body Implants |
| 6 second spawn time | Ion Cannon | Thermal Vision | Coldsuit |
| 140 health | Minigun | Sound Wave Triangulator | Leg Boosters |
| 100 armor | Rocket Launcher | IFF Info | Sound Suppressor |
| 2 head implant slots | Basilisk | Cortex Bomb | Wired Reflexes |
| 2 body implant slots | Fatman Fist | Superconductor Capacitor Storage (SCS) | |
| Running speed 160 | Machine Pistol | ||
| Sprinting speed 200 | Spider Grenade | ||
Tips & Tricks
- None of the heavy's weapons excel in long range combat. Avoid unnecessary travel out in the open, where the heavy is a big, slow, easy target for enemy snipers.
- The heavy relies on armour for survival far more than the other classes. This makes them very vulnerable to explosives.
- Heavies are tough, but not invincible. One well-thrown Frag Grenade and a burst of Assault Rifle fire can kill a heavy in seconds.
- Thermal Vision and SWT are important implants for the heavy. Thermal Vision reduces the heavy's vulnerability to stealthers (lights using Stealth), and assists with aiming by providing high contrast between targets and background. SWT allows the heavy to detect enemies through walls, which provides extra time and information to choose a position for an attack.
- Although the heavy can take the Cortex Bomb implant, it is rarely effective. Although a cortexing heavy deals an extreme amount of damage upon detonation, is a big target, and easy to finish off before the blast. Fast enemies can also flee outside the radius of the bomb before it explodes, but Leg Boosters can usually solve this problem.
- Leg Boosters will give a heavy some much-needed mobility in combat, and can be used with the Fatman Fist to great effect.
- Taking Coldsuit will allow the heavy to ambush enemies using Thermal Vision; it can also be useful in open areas where the heavy is particularly vulnerable to sniper weapons.
- Wired Reflexes does not affect the Ion Cannon or the Rocket Launcher, but decreases reload time for all other weapons the heavy carries. It is especially useful with the Minigun, because it also decreases spin-up and spin-down times.
- Sound Suppressor renders a heavy undetectable to SWT and silences all weapons sounds. This is very practical for the heavy's loud, rapid-firing weapons (the Basilisk and the Minigun). Some enemies will be momentarily surprised and confused by the lack of noise.
- The heavy cannot ledge-grab like the two other classes, but does have a much higher maximum jump height. This added height can be useful for avoiding friendly fire with the Rocket Launcher and the Ion Cannon.

