Focus: Communication & Gun Fighting
Heavy Infantry are slower, more conservative Infantry, they excel in front line support and can turn the tide in any gun fight. Heavy Infantry use supportive tactics to aide team members in gun fights but need to remain versatile enough to survive or preferably win in one-on-one matches. Gear setups are generally an all-around weapon system focused on medium to long range with slightly reduced speed and slightly increased armor. Heavy Infantry are known for their ability to support their teammates and excel in team play, but often must improvise in solo play.
Class Equipment - Weapons
Versatile mid to low ranged weapons are the goal of most heavy infantry as landing shots on opponents is often more important than dominating gun fights. This is the main reason that battle rifles have come to be the dominate heavy infantry weapon of choice, as they are usable at all ranges but generally excel in mid to long ranges. Assault rifles are also a solid choice for heavy infantry as well due to the fact they are competitive with battle rifles at mid to long range and allow better short-range gun fighting with can mean a lot when the frontline breaks down or an aggressive push is required.
Battle Rifles: Often considered to be assault rifles or “marksman rifles”, we prefer to separate semi-automatic, high damage assault rifles as "battle rifles". These weapons can really excel at supporting infantry during gun fights and are heavy hitting and accurate to provide amazing assist/cleanup shots. Battle rifles often have the edge on assault rifles when engaging at long range which makes them great choices when playing with a team that works together as this is exactly the range heavy infantry should be at. These weapons can be a struggle if playing solo or on teams lacking any sort of teamwork or strategy as their close-range one-on-one ability is often lacking compared to both infantry and light infantry primary weapons.
Assault Rifles: As previously stated, these weapons pack a punch in a vast number of situations and are often considered to be the most versatile weapon available in nearly every shooter related game. Feel free to select the one most comfortable for you, or the one that best fits the map you are playing, as assault rifles will rarely let you down in this role.
Sniper Rifles: Generally, sniper rifles are not advised for any infantry based primary weapon due to their lack of versatility and extremely poor gun fighting ability (calm down all you quickscopers). However, thanks to games adding in high levels of customization and perks to wildly change how some weapons work, sniper rifles may be a useable solution on larger maps and matches where being outflanked is not a common concern. We highly advise selecting a sniper rifle that is better at mid to long ranges as your primary goal is to place assist shots and semi auto rifles can often do this much better than long-range bolt-action rifles.
Counter Weapons: Many teams (or pairs) are small and lack the option to have a dedicated anti-vehicle or anti-aircraft units. Like infantry, heavy infantry often have a primary weapon that negates the need of a pistol or similar weapon in nearly every situation and therefore are able to open their secondary weapon slot for team use. Packing a heat seeking missile on your back to counter a tank threat is more justifiable then going for the glory pistol elimination when the game is on the line. Heavy infantry are also sitting more towards the rear of the battles and this allows for safer air shots and such as being flanked or exposed during this time is less likely.
Range Dedicated Weapons: If using a battle rifle (or just to focus on a single range due to a map layout or objective), it is never a bad idea to supplement the weaknesses of your primary by equipping a pistol/shotgun for close range. Sniper rifles can also find a place in this role as heavy infantry will often find themselves in situations too far ranged to really engage opponents in on larger maps. Also, never forever your objectives, if you are guarding a small room or clearing an open hilltop, a secondary weapon just for that situation can be a game changer.
Class Equipment - Other
Heavy infantry need equipment to win gun fights, but not always their own gun fights. Selecting items that either enhance your team’s ability to win a team gun fight or reduce the oppressing team’s ability to do same is an amazing way for a support role to be the hero of a game winning push. Although do not forget that you are right next to the frontline and will often be on the frontline and will need to win one-on-one gunfights or escape from collapsing situations using equipment.
Grenades/Explosives: High damage, throw and forget style equipment (like frags, claymores, and timed explosives) are excellent choices as they allow supportive damage against oppressing teams and allow defensive moves like denying a hallway push for a few seconds so you can escape your compromised location. Disorientating style grenades can also be a highly effective support weapon as they are great at giving your infantry an advantage in a team fight while also being a great defensive weapon to escape a flank. Revealing/radar-based devices are an excellent item for heavy infantry as seeing where the opponents are provides a massive advantage in gunfights and objectives but remember that going too supportive will compromise your ability to survive those on-on-one fights and being in the respawn pool is terrible support.
Armor: In games that allow editing armor, it is recommended to start with a medium to heavy weight or 60/40 (armor/speed) setup and adjust for your play style. Remember, bulking up on armor is not the best solution as you need to keep up with your team and remain mobile enough to engage in direct gun fights.
Class Use - Communication
Heavy infantry are great communicators as they often sit in the rear of team fights and can see more than nearly every other player involved in the gunfight. Poor communication means a heavy infantry player is missing one of the most important roles of any support role as knowing what is happening is essential to win anything. Obviously making call outs of opponent locations is beneficial to both your teammates and you as it tells light infantry where to head while flanking and informs your infantry where to provide fire during engagements if their vision point is not the best. Not to mention that calling out when you get eliminated and what caused it (such as a big opponent flank) can vastly help your teammates from getting blindsided by someone or losing a point from a single player flanking from behind. Remember, you are the front-line support unit and are very often the first to know what is happening, do not be the only one to know.
Class Use - Close Quarters
Heavy infantry are highly effective at all ranges if they have a standard setup but often lack in close quarters when compared to roles that are focused in that range. The goal is to survive CQB and to get back into a supportive role for your team but allowing a flanking player to simply run past you is often going to lead to an overall team defeat. The best approach is to simply avoid close ranges and stay alert enough to stop the flank before it happens, but we all know that is not always possible. Improvising is a great solution to overcome your class’s short comings in this range as your equipment may allow a literal explosive edge or even seeing the flanker incoming and camping the doorway. You weapon is hard hitting but will not keep up with a submachine gun or CQB assault rifle so getting the first hit is essential. Starting this battle with your back turned to the opponent is rarely survivable.
Class Use - Medium Range
Medium range is often where your one-on-one gun fights will happen as it is generally where the engagement happens after the opponents push though your frontline and you end up being the frontline. Wining these battles is great but delaying the results or simply doing a combat retreat is often better for overall team goal. Going one for one as most classes is okay, but as heavy infantry it often means the rest of the opposing team to push to your spawn/objective while staying alive at this range can mean everything to getting your team back into the fight without losing much. Supporting in this range is all about limiting your exposure to shots as you need to be able to send shots downrange without being eliminated. It is perfectly fine to be hitting limbs so your infantry can clean up the now weakened opponent.
Class Use - Long Range
Long range is the home of the heavy infantry as it allows for great supportive fire and survivable direct engagements. Getting into a key point with an overview of the upcoming team fight is key to your team winning that engagement. However, you will be exposed to everyone who you can see and often targeted as the opponents do not want anyone to be exactly where you are. This leads to survival being far more important than anything else as it is not essential for you to finish eliminations as long as you are calling out the player you placed shots on and being in a key point and landing shots draws eyes to you and not to your frontline players moving up.