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Posted

Heavy Infantry

Class Stats
Offense: 5
Defense: 6
Speed: 4
Objective: 5
Teamwork: 10
Solo: 6
Versatility: 9

Playstyle: Conservative
Focus: Communication & Gun Fighting

Class Description

Heavy Infantry players are slower, more conservative Infantry that excel in front-line support and can turn the tide in any team gunfight.  Heavy Infantry users utilize supportive tactics to aid team members in gunfights but need to remain versatile enough to survive or preferably win during 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 medium to long-ranged weapons are the goal of most Heavy Infantry as landing shots on opponents is often more important than dominating gunfights.  This is the main reason that battle rifles have come to be the dominant Heavy Infantry weapon of choice, as they are usable at all ranges but generally excel in medium to long ranges.  Assault rifles are also a solid choice for Heavy Infantry due to the fact they are competitive with battle rifles at long-range and allow better short-range gunfighting which can mean a lot when the frontline breaks down or an aggressive push is required.

Primary Suggestions

Marksman Rifles: These weapons can excel at supporting teammates during gunfights and are heavy-hitting and accurate to provide assist/clean-up shots during team fights.  Marksman rifles often have the edge over 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 as their close-range one-on-one ability is often lacking compared to both Infantry and Light Infantry primary weapons.

  • Suggestions: DM7, SVK, VCAR

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.  Selecting a longer-ranged focused assault rifle can often mean the user is fully capable of the required long-ranged supportive fire of the role, but can also compete in nearly all other positions when the need arises.

  • Suggestions: M5A3, AK-24, SFAR-M GL, AC-42

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 medium 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.

  • Suggestions: SWS-10

Operator Suggestions

Assault Operators: The Assault Operator group in Battlefield 2042 is strategically designed for the Heavy Infantry role. With benefits to assault rifles and each operator presenting unique advantages, this group is a strong choice for players. Key operators include Mckay, who excels in accessing critical points on the map, and Zain, known for his superior gunfighting skills. Sundance's glide ability might be less suitable for supportive roles; however, her enhanced grenades offer significant utility. Dozer, while useful, may not be as effective at range, and his passive explosive resistance is more situational. It's important to note that the assault rifle perk mainly provides extra ammunition, which may not be a decisive factor in direct combat, especially considering the team's ability to resupply ammo.

  • Suggestions: Mackay, Zain

Support Operators: Support Operators are vital for Heavy Infantry, focusing on team support and resupply. These operators are particularly effective in Heavy Infantry roles, offering perks that significantly benefit the team’s collective strength. While this class gains enhancements for SMGs, which might not align perfectly with Heavy Infantry's typical engagement range, their resupply capability allows them to adapt and potentially offset the Assault operators' ammo perk.

  • Suggestions: All

Engineers and Recon Operators: Engineers and Recon Operators bring more specialized skills to the table, which can be leveraged by Heavy Infantry for broader team support. For example, Boris's sentry guns not only provide fire support but are also excellent for enemy detection. Recon's enemy identification abilities can be invaluable in team fights. However, players should be mindful that embracing these roles might reduce their overall versatility. As Heavy Infantry, ensuring readiness to adapt to a more supportive and strategic role is crucial for maximizing the effectiveness of these specialized operators.

  • Suggestions: All

Class Equipment - Other

Heavy Infantry need equipment to win gunfights, but not always their gunfights.  Selecting items that either enhance your team’s ability to win a team gunfight or reduce the oppressing team’s ability to do the same is an amazing way for a support role to be the hero of a game-winning push.  However, do not forget that you are right next to the frontline and will often be on the frontline requiring the need to win one-on-one gunfights or escape from collapsing situations using the equipment.

Throwable Items and Grenades: 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 also an excellent item for Heavy Infantry as seeing where the opponents are located provides a massive advantage in gunfights and objectives but remember that going too supportive will compromise your ability to survive those one-on-one fights and being in the respawn pool is terrible support.

  • Suggestions: Frag Grenade, Smoke Grenade, Prox Sensor, EMP Grenade

Gadgets: Gadget selection should focus on bolstering defense and team support. Utilizing deployable shields or barricades can provide critical cover in exposed areas or key objectives, thereby strengthening the team's defensive position. Equally important is the use of area-denial gadgets like claymores or mines, which can secure flanks and prevent surprise enemy incursions. Heavy Infantry should also consider gadgets that support the team's sustainability, such as ammo crates or repair tools, especially when vehicles are involved. These tools not only aid in holding strategic positions but also ensure the team's longevity in the field. By carefully selecting gadgets that enhance both defense and team support, Heavy Infantry players can effectively fortify their positions, making them a bulwark against enemy offenses and a reliable anchor for their squad's operations.

  • Suggestions: Recoilless M5, FXM-33 AA Missile, Ammo Crate, Medical Crate, IBA Armor Plate, Insertion Beacon

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 winning those tough team fights.  Making call-outs of opponent locations is beneficial to both your teammates and yourself as it tells Light Infantry where to head while flanking and informs your Infantry where to provide fire support 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 players 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 shortcomings in this range as your equipment may allow a literal explosive edge or even see the flanker incoming and camp the doorway.  Your 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 gunfights will happen as it is generally where the engagement happens after the opponents push through your frontline and you end up being the frontline.  Winning these battles is great but delaying the results or simply doing a combat retreat is often better for the 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 can push to your spawn/objective without much delay.  This often creates a situation where staying alive at this range can mean everything to get your team back into the fight without losing much or getting your rear support completely wiped out.  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 player 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.  Survival as a Heavy Infantry player is far more important than anything else as you don’t have to finish eliminations as long as you are calling out the player you placed shots on for your team to clean up.  Being in a key point and landing shots draws eyes to you and not to your frontline players moving up.


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