The Heavy Assault has access to 3 different toggle-able* overshields that absorb damage and decay while toggled:
Nanite Mesh Generator (default)
All Overshields reduce movement speed by 25% while active.
Tip: All overshields do not benefit from any forms of damage reduction (e.g. the Nanite Mesh Generator’s Overshields don’t get the bonus 20% small arms reduction from Nanoweave).
*The default ability keybinding is [F]
Killing an enemy partially recharges the Adrenaline Shield’s (Adren) capacitor by 31/35/38/41/44%* (143/160/173/186/200 energy).
The activation cost is 43 energy, and decays at 18 energy/second while active.
*The rest of the statistics are exactly the same as the first level of Nanite Mesh Generator – 450 energy that passively regenerates to full in 31 seconds.
Tip: Kills will recharge Adrenaline Shield whether it’s activated or not.
150/200/400/500/1000 certs per level, respectively
The Nanite Mesh Generator (NMG) spontaneously creates a dense projectile-absorbing shield around the user. This shield absorbs a set amount of damage, and will need to recharge after stopping several projectiles.
Generates a dense mesh of nanites around the soldier that decays slowly while active, and absorbs up to 450 damage before failing. Regenerates to full in 31/28/26/24/22/20 seconds.
The activation cost is 10 energy, and it decays at 12.5 energy/second while active
Auto Granted/1/30/100/200/500 certs per level, respectively
Generates a decaying shield of nanites around the soldier that mitigates 35% of incoming damage instead of preventing it. Damages taken does not cause this shield to drain more quickly. Lasts up to 9/10.5/12/13.5/15 seconds and recharges to full in 17 seconds
The Heavy Assault has access to 6 different passive suit slot abilities:
Advanced Shield Capacitor
Nanoweave Armor (default)
Increases the speed at which your shields recharge to full by 33/38/42/45/50% (4/3.75/3.5/3.25/3 seconds), and reduces the delay before your shield begins recharging by 1 second
Tip: Standard infantry shields recharge in 6 seconds after not taking damage for 6 seconds
Recharge delay reduction does not stack with the implant Survivalist
Allows soldiers to carry additional magazines for both their primary and sidearm weapons.
Grants access to the Ammunition (Ammo) Belt which allows soldier to carry 1/2 additional magazine for both their primary and sidearm weapons.
Tip: You carry at least 4 primary and 5 secondary magazines in reserve
Flak Armor reduces the amount of damage taken from explosions.
Reduces damage taken from frag grenades and common explosions by 50%/+ infantry rockets by 20%/+ light anti-vehicle explosives by 20%/+ air-to-ground explosives by 20%/+ tank mines and C-4 by 50%
Allows 1/2/3 additional grenade of any type* to be carried.
*You cannot carry more than one type of grenade at one time.
Allows 1/2/3/4 additional rockets of any type* to be carried in reserve.
*You cannot carry more than one type of rocket at one time.
Reduces damage taken* from non-explosive projectiles.
Reduces damage taken from small arms, heavy machine guns, gatling guns, aircraft noseguns, and anti-aircraft machineguns, and anti-materiel rifles by 20%.
*Does not stack with the implant Symbiote, nor reduce damage received from headshots.
The Heavy Assault has access to 3 different throw-able* grenades:
Frag Grenades (default)
Tip: Grenades bounce off of everything, including friendlies!
You cannot hold/”cook” grenades before you throw them.
*The default ability keybinding is G.
Anti-Vehicle (AV) Grenades can stick to and damage vehicles and MAX units, but are less harmful to standard infantry.
Damage: 750 @ 1m – 100 @ 5m.
The Concussion Grenade disorients targets in the blast area, slightly blurring their vision and lowering movement and mouse sensitivity control.
Being hit by a second concussion grenades vastly increases the effect and inverting the victim’s aim.
Damage: 100 @ 0.5m – 1 @ 10m
The standard frag grenade, capable of heavily damaging infantry targets.
Damage: 1275 @ 1m – 50 @6.5m
The Heavy Assault has access to 4 different utilities:
Auxiliary Shield (default)
C-4 Explosives are capable of incredible damage to infantry and vehicles alike.
Increases total C-4 capacity by 1.
1250 damage before 2.5m and 10 damage after 5m