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Call of Duty: Advanced Warfare Signature Series Strategy Guide
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Contents

  • SINGLE-PLAYER WALKTHROUGH
    • Induction
    • Atlas
    • Traffic
    • Fission
    • Aftermath
    • Manhunt
    • Utopia
    • Sentinel
    • Crash
    • Bio Lab
    • Collapse
    • Armada
    • Throttle
    • Captured
    • Terminus
  • ACHIEVEMENTS / TROPHIES
    • Complete the Campaign
    • Campaign Level-Specific Awards
    • Other Campaign Achievements/Trophies
    • Exo Survival
  • MULTIPLAYER INTRO & BASICS
    • Overview
    • Multiplayer Intro & Basics
    • Combat
  • SUPPLY DROPS
    • About Supply Drops
  • CREATE A CLASS
    • Create a Class
  • SCORESTREAKS
    • About Scorestreaks
  • EXO SURVIVAL
    • Overview
    • The Basics
    • The Upgrade Stations
    • The Map
  • ATTACHMENTS
    • Customizing With Attachments
  • MULTIPLAYER GAME MODES
    • MP Game Modes Overview
  • EXO SKELETON
    • About the Exo Skeleton
  • PERKS
    • About Perks
  • MULTIPLAYER WEAPONS
    • Overview
    • Weapon Charts and Recoil Plots
    • Primary Weapons
    • Assault Rifles
    • Submachine Guns
    • Sniper Rifles
    • Shotguns
    • Heavy Weapons
    • Special Weapons
    • Secondary Weapons
    • Pistols
    • Launchers
    • Combat Knife
    • Supply Drop Weapons
  • CREATE AN OPERATOR
    • Create an Operator
  • SPECIALIZED TRAINING
    • Overview
    • Campaign Basics
    • Exo Suits
    • Exo Upgrade System
  • MULTIPLAYER MAPS
    • Overview
    • Ascend
    • Bio Lab
    • Comeback
    • Defender
    • Detroit
    • Greenband
    • Horizon
    • Instinct
    • Recovery
    • Retreat
    • Riot
    • Solar
    • Terrace

Call of Duty: Advanced Warfare Signature Series Strategy Guide › MULTIPLAYER WEAPONS

Heavy Weapons

Powerful specialized weaponry, heavy weapons serve a variety of roles on the battlefield.

Intended Role: Long-range suppression, infrequent reloads

Ideal Range: Medium to long

CQC and Hip Fire Potential: Low

Precision and Long Distance Potential: Moderate to high

Heavy Weapons include directed-energy weapons, light machine guns, and the XMG heavy machine guns (HMGs). All three types have remarkably deep ammunition reserves (potentially infinite in the case of the energy weapons), though their uses diverge beyond that similarity.

Heavy Weapons serve as powerful range suppression weapons. They have similar damage to ARs, with good penetration but deeper magazines, allowing you to keep firing at distant targets long after an AR must reload. You can also abuse the penetration and magazine sizes by making use of Threat Grenades and other equipment and streaks that reveal your adversaries’ positions, and then shooting them directly through thin walls.

Directed-energy weapons have the benefit of potentially never needing to reload, and they also never run out of ammunition. Heat can be manually vented as a “reload,” but they do naturally cool off over time. The two energy weapons in this category, the EM1 and the EPM3, are a continuous-fire beam weapon and a pulse-fire beam weapon similar to the MK14 in functionality, respectively. Both weapons have the notable disadvantage of being very visible on the battlefield, especially the EM1. Don’t try to use them in a stealth setup, as the bright energy beams attract a lot of attention.

Finally, the XMG heavy machine guns are twin HMGs that would normally be impossible for a soldier to carry. Luckily, the strength of your Exo Suit lets you hold one in each hand.

Heavy Weapon Charts

Heavy Weapon Ammo Stats

Heavy Weapon Rate of Fire

Heavy Weapon Reload Times

Heavy Weapon Shots to Kill (STK)

Heavy Weapon Recoil Plots

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