There seems to be a bug with the Heavy class. After executing a Tyranid Warrior, if you hold down the special ability button for the Iron Halo, it somehow glitches and remains permanently active. Additionally, having unlimited Stomp, especially with melee damage bonuses, feels unbalanced and poorly designed. With the Chainsword, you can use a perk to perform two Stomps, which feels fair, but having the Heavy class able to perform unlimited Stomps in quick succession is not. link to video :




Furthermore, I noticed that enemies like Extremis Lictors and Raveners are currently susceptible to being staggered repeatedly. When staggered, the affected enemy enters an animation where it is hit so hard that it reels backward, interrupting any action it was performing. This makes the Heavy class not only overpowered but also disrupts the intended flow of combat mechanics. ​The Heavy class—essentially a Devastator on steroids—is supposed to be a support specialist. While I understand the idea of giving it some melee capabilities, this needs to be done with moderation. It’s fine to give it a knife and perhaps even a heavy pistol or a plasma pistol, but repeated Stomps combined with perks like +15% damage on charged attacks and another +15% on melee weapons seem a bit over the top. Currently, there are already perks that aim to increase ammo limits or help recover some ammunition, but it still runs out quickly. 


Perhaps, especially in harder difficulties like Lethal, having an ability to call down an ammo drop pod as a replacement for the Iron Halo wouldn’t be a bad idea. It could have a longer cooldown to balance it out while staying true to the Heavy’s role as a support specialist. What’s more, I noticed that if you perform a light melee attack on a Tyranid Warrior while it’s executing an unstoppable attack, you can actually interrupt it—something no other class can do. This seems overpowered and doesn't align with the Heavy's intended role.


Instead, the Heavy should have more perks to enhance its ranged capabilities, such as introducing new ammunition types inspired by the Codex:


Kraken Bolts – Increased armor penetration for dealing with heavily armored enemies. 

Hellfire Rounds – Enhanced damage against organic targets, particularly effective against Tyranids. 

Vengeance Rounds – Explosive rounds that deal splash damage to groups of enemies.


These would align better with the Heavy's role as a ranged support class while maintaining game balance and respecting the lore. In my opinion, the Heavy should be specialized in support, staying as far away from melee combat as possible, and relying on other melee-focused classes like the Bulwark for protection. This would promote teamwork and make gameplay more balanced. However, as it stands, the Heavy encourages a playstyle that feels more like exploiting mechanics and less like tactical team play. It incentivizes a "lame" or "childish" approach, which takes away from the overall experience.