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Heavy Discussion
01-20-2013, 04:55 PM
Post: #11
RE: Heavy Discussion
It sound doable, Vlad, but in my opinion you end up going to slow. You would have to rein in the runners and the heavies might get killed by snipers before you get there.

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01-20-2013, 09:15 PM
Post: #12
RE: Heavy Discussion
It's really about balance of using all your units wisely, and although I love the Heavy the Soldier is more reliable to use as a wall. Your opponents would be able to out-maneuverer you.

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01-21-2013, 12:42 AM
Post: #13
RE: Heavy Discussion
I'm probably a noob, but i like the heavy for defence when I'm overwhelmed, or when its a small map(glitch) and a heavy can easily(spawn effectively) take care of soldiers that could retreat to defend.

just spawn, and kill the invaders/border soldiers. makes defense harder when they r overwhelmed.

i personally spawn heavies when ever i don't plan on special, i have the budget or don't need a runner/soldier that turn.(or when i play adorables on glitch, as no mobi gives me like 12 wits at end of game)

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01-21-2013, 05:14 AM
Post: #14
RE: Heavy Discussion
(01-20-2013 04:25 PM)Vladaco Wrote:  Well....how about on some maps when u start with a heavy and u have 8 wit points to start off with. Would it be a good idea to:
1) take the wit point
2) make a heavy
3) position it with your other heavy together
4)Get a medic with them
4) try to get a runner (or if u have one) scout to see what's up with your opponent
5) push in with 2 tanks, a medic, some runners
Would that work?

I have tried this, mostly on Sweetie Plains. The problem is on a big map, pushing a heavy over is already very costly... trying to mobilize both of them without a whale to TP you is extremely difficult. You're better off with soldiers.

You think only Adorables use snipers on SFI?
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01-22-2013, 06:10 AM (This post was last modified: 01-22-2013 06:19 AM by bobolynx.)
Post: #15
RE: Heavy Discussion
I'm still only in gifted, but this is how I use heavies. when not mobiing I generally use overhealed heavies to threaten the opponent but not as major attack, because overhealed is just a sniper soldier combo, and not overhealed is a soldier soldier combo, so within snipe zone heavies arent worth the travel cost. on the other hand, as people dont attack so much wit heavies, an overhealed defensive heavy requires a soldier soldier soldier or soldier soldier runner combo. heavies are useful when capping wit tiles, as they create defense when they get there, and on the attack they can take out soldiers and require a combo just to defend against them, which is a bit expensive. I don't do heavy capping that often, but necrocat started me doing some xD

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01-22-2013, 08:11 AM
Post: #16
RE: Heavy Discussion
Heavies are also very good against veggies as veggies can't transport units that does 3+ damage effectively. If they go through wit the 3hp thorns heavies just got another use as well.

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01-22-2013, 09:29 AM
Post: #17
RE: Heavy Discussion
I usually use heavys with my mobi

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01-23-2013, 03:20 PM
Post: #18
RE: Heavy Discussion
I spawned it sometimes when I have Bombshell ready and wits left. (Both I and my opp turtle.) A 5-hp heavy gives the least wit-per-kill because it is the only unit that cannot be killed by only 2 soldiers. And when kill 3hp unit near the base when you know if spawning a sniper instead it will die the next turn. I don't use it on offense.
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01-23-2013, 03:30 PM
Post: #19
RE: Heavy Discussion
Since I use Feedback almost exclusively, I rarely spawn Heavies, but I use them a lot. I just steal the opponent's Tongue

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01-24-2013, 07:25 AM (This post was last modified: 01-24-2013 07:26 AM by Ja Karta.)
Post: #20
RE: Heavy Discussion
Has anyone ever beta'd the Heavy at a cost of 3 wits, instead of 4?

A boosted soldier costs 3 : 4 health; 2 damage; 3 move
A basic heavy costs 4(3?) : 4 health; 3 damage; 2 move

Now, a boosted soldier also requires a medic and a basic heavy has the potential to go to 5 health. On the other hand, 2 move is a HUGE disadvantage.

I'm just curious if anyone's ever tried adjusting the heavy cost. Perhaps it would promote overly defensive play. Would be nice to see more cause for diversity introduced though and even cheap heavies face a lot of danger from Scramblers, Mobis, and ~Scallywags.

If bramble barriers get boosted to 3 health (while returning a wit on kill) that might give heavies more purpose too...

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