I feel like these weapons are not fully utilized because of there low overall stats and low damage over time output. The exception is the flame thrower, with the unique burn effect. I propose unique effects for all heavy weapons to make for more dynamic and tactical options for fights and balance the low accuracy with a valuable effect, allowing players to create a "Risk vs reward" load out where you can mix up what kind of opening attack from a heavy weapon you want and follow up with your secondary weapon of choice.
For example, the RPG and Anti-tank could have something like a "Shell-Shocked" effect that could lower the targets defensive stat, like a armor piercing rocket would do. Maybe have the Mini Gun be "Suppressive Fire" and lower the targets Dexterity, like a machine gun pining down a target using its high rate of fire.
For example, the RPG and Anti-tank could have something like a "Shell-Shocked" effect that could lower the targets defensive stat, like a armor piercing rocket would do. Maybe have the Mini Gun be "Suppressive Fire" and lower the targets Dexterity, like a machine gun pining down a target using its high rate of fire.