Heavies are exceptional weapons that aren’t “standard” implements of warfare in the world of Call of Duty. This includes rocket launchers and super-advanced energy weapons. You can’t get additional ammunition for these weapons, unless you find another copy of the weapon on the battlefield. However, some of the energy weapons automatically recharge between shots.
Most of these weapons are found by completing the Target of Opportunity missions and unlocking armories.
Eraser
Experimental energy-based handgun that blasts victims into a cloud of mist. (No ammo crate refills.)
| Accuracy | 82 |
| Damage | 95 |
| Range | 52 |
| Fire Rate | 45 |
| Mobility | 80 |
Unique Attachment: None
Strategy
As far as fun factor goes, the Eraser is at the top of the heap. Charge a shot up and it completely “erases” whatever enemy is standing in front of you. The gun has a small ammo clip, but the rounds automatically recharge, making it very useful on just about any mission. This weapon is found in Operation Deep Execute. Try using this weapon in conjunction with the Shield... The shield gives you time to approach enemies and line up easy one-shots, leading to entertaining, low-risk, point-blank ‘erasures’.
F-SpAr Torch
Powerful energy beam with auto tracking. (No ammo crate refills.)
| Accuracy | 95 |
| Damage | 30 |
| Range | 35 |
| Fire Rate | 100 |
| Mobility | 50 |
Unique Attachment: None
Strategy
The F-SpAr is actually the first heavy weapon you encounter in the game. It is located at the end of the first level, Rising Threat. However, you won’t unlock this weapon in your armory until you find it again. The first opportunity to do so is in another main campaign mission: Operation Port Armor. The F-SpAr is kind of like an energy minigun that never overheats. The limitation of the F-SpAr is its ammunition. Even with 100 rounds, the F-SpAr’s extreme fire rate, it can blow through a clip in seconds.
This weapon is difficult to use on Veteran and Hardened difficulties; it severely reduces your mobility, exposing you to enemy shots for as long as you are firing it. However, it is an excellent weapon to use against enemy armor, such as C12 tanks.
P-LAW
Charge-up plasma launcher with extreme splash damage. (No ammo crate refills.)
| Accuracy | 80 |
| Damage | 86 |
| Range | 80 |
| Fire Rate | 10 |
| Mobility | 70 |
Unique Attachment: None
Strategy
Found in Operation: Taken Dagger, the P-LAW is another auto-recharging energy weapon. It takes several seconds to fully charge a shot, but once you unleash it, does massive explosive damage on whoever’s on the other end of your barrel. Grabbing a P-LAW is well worth it. However, Operation Taken Dagger is one of the more difficult missions in the game, so you may want to hold off until you have more unlocks before trying to score it.
Spartan SA3
Anti-air launcher. Supports straight dumb fire and locking on to armored targets. (No ammo crate refills.)
| Accuracy | 85 |
| Damage | 80 |
| Range | 85 |
| Fire Rate | 5 |
| Mobility | 70 |
Unique Attachment: None
Strategy
The Spartan SA3’s lock-on mode makes it indispensable when faced with heavy armor enemies, such as C12 mechs. It can also be used to blow out enemies hiding behind cover. Most of the time, you want to use the lock-on mode. However, if you are taking heavy fire on Veteran difficulty, the dumb fire can come in handy to clear a tricky corridor.
Ballista EM3
Highly accurate electromagnetic projectile launcher with increased penetration capability. (No ammo crate refills.)
| Accuracy | 89 |
| Damage | 91 |
| Range | 88 |
| Fire Rate | 28 |
| Mobility | 70 |
Unique Attachment: None
Strategy
This incredibly powerful sniper rifle shoots three projectiles per shot. Aiming down sights will cause the three smart targeting reticles snap to the target, much like the Smart Shot shotgun scope snaps pellets to the target. Simply devastating to single targets.