Peli's Heavy Loadouts
Just wanted to toss out my load outs to give people some ideas of how I set my character up and explain why.
Load out 1: Team Anchor- Choke point bully
TL-50 with improved cooling capacity and reduced spread
Improved shield
Supercharged Sentry
Resourceful
This load out is designed to be a close range terror who is hard to remove when blocking choke points. The TL-50 has the highest damage output of any of the heavy weapons and rivals the output of the assault's CR-2. With the improved cooling capacity you can take out multiple enemies or one high hp reinforcement troop without having to reload. The reduced spread allows you to be able to spray fire at farther distances without having to pulse fire.
Improved shield is essential for this build. The TL-50 is a close range monster. Improved shield gives you the health pool to really utilize the TL-50's close range potential. Crouching while using the shield will protect your legs and allow you to soak the damage of multiple enemies as you mow them down.
Supercharged sentry is perhaps the best card the heavy has period and is essential to any heavy build in my opinion. It allows you to indirect fire your sentry which is the best way to use sentry. It allows you to choke groups of enemies in narrow hallways and doorways. It also makes your flanks deadly as you can damage and kill clustered enemies hitting multiple enemies with each bullet. The health regeneration granted by sentry is also high beneficial to help you recover your health pool sooner than you'd be able to otherwise.
Resourceful is my card of preference, but bounty hunter is also a legitimate choice. I like Resourceful because your cool downs will refresh as you use your other cool downs. By reducing those cool downs by an additional 26% you can constantly alternate between your shield and sentry with very high up time between the two, giving you a nearly constant advantage both defensively and offensively. You can use your shield to survive until sentry is up and then use sentry to survive until your shield is up. It also reduces the cool down of impact grenade which can give you a huge advantage in a 1 on 1 or chunk a whole group of enemies.
Load out 2: Anti-Material Artillery Build
FWMB-10K with cooling and night vision scope
Supercharged Sentry
Ion Turret
Resourceful
This load out is designed to maximize your objective score and drain enemy tickets as quickly as possible on maps where an AT-AT or MTT is present on defense and for removing the LAAT and other vehicles while on offense. When playing this build, support your troops but you don't necessarily want to be on the front line. Try to skirt the edge of the map and find spots that overlook the battlefield to set up your ion turret. If an LAAT spawns on the map make sure to constantly watch for it and eliminate it immediately each and every time it spawns. If an AT-AT or MTT is present find spots where you can quickly get line of sight on the objectives and make the objectives your priority even if it means a self sacrifice. Between the score you generate by taking out LAATs and the score your turret gains you, you should find yourself easily near the top on offense and way way above everyone else if there is an AT-AT or MTT to attack. Also look for opportunities to flank and eliminate enemy ground vehicles.
The FWMB-10K is the heavy's best long range weapon. When equipped with a night vision scope you can really spot and harass enemy troops at a distance while not gimping yourself too terribly at close range.
This build revolves around having your sentry ability up as much as possible and then pummeling the object vehicles. Resourceful reduces the cool down of sentry by 26%. A high level supercharged sentry card will further shave precious seconds off the cool down. Again supercharged sentry makes sentry a lot easier to use due to being able to indirect fire at enemies. You can force people into cover with your FWMB and then kill them behind the cover with the supercharged sentry.
The Ion Turret is one of the heavy's best cards in my opinion. It is able to take out any ground vehicle in a matter of seconds and has a ridiculously long target acquisition range. Once you find the best places on the map to put these turrets the turrets will account for a large portion of your score as they harass and often kill enemies you don't even see. It also gives the heavy a powerful tool when you flank vehicles as it will deal as much or more damage to a vehicle as your explosive sentry does.
In my opinion, resourceful again outshines bounty hunter for this build because all this build cares about is pummeling the objective. By getting 26% shorter cool downs you will probably drain more tickets from the enemy and make very similar battle point income as you would with bounty hunter.
Bounty hunter is a solid card, I won't knock it, but consider this: Bounty hunter only is a benefit if you want to purchase something but can't because you don't have enough BP (and bounty hunter would make up the difference). Personally, I don't run into this often. I prefer playing normal troopers in a lot of situations due to the heavy's ability to damage objectives better than most reinforcements and his ability to deny access to specific areas with the sentry ability. AND once you have purchased what you want with BP, additional BP gives you no benefit unless you die with the unit you purchased. Personally, I am very selective with my BPs. I buy top tier purchases at strategic points in the game and as such I tend to hold on to my purchased assets for a very long time. If you don't waste BP on ineffective units, you really don't need more than 8,000 BP per match which is easily achievable without the bounty hunter card. I prefer cards that help me drain tickets from the enemy faster up front. I find that without bounty hunter I can purchase what I want, went I want it, so what's the point right?