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Operations - Assault Jetpack is... superlatively disappointing.

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8 months ago
Sep 8, 2024, 6:19:22 PM

When I first saw this (after playing Story) I assumed it was a bug, it is so bad. But it isn't a bug, it really is this useless. Even in the Trials for the Assault, there are ledges only 2-3 meters high that you can't even jump pack on top of.


I believe the likely explanation is that the level layouts have issues that preclude the kind of mobility that you have in the Story missions where jump packs are present, as those specific levels are designed for them.


However, it should be possible to make the assault pack both jump higher and boost forward much further without creating an issue with respect to level design. Making the recharge time for a single charge very short and increasing the number of charges will turn it into a general mobility tool and assault charge tool, which is a different overall character than the extreme verticality available in the campaign. But it will be effective, useful, and thematically appropriate.

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8 months ago
Sep 8, 2024, 9:36:11 PM

I completly agree. I should be able to jet in and out of combat anywhere. I keep getting stuck on ledges or stunlocked so I can't escape. 

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8 months ago
Sep 8, 2024, 11:13:36 PM

Agreed..  I thought assault was going to be a go in smash get out..  instead it plays more like go in and become a weaker bulwark class. The smash and go feel of the campaign is definitely not there 

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8 months ago
Sep 9, 2024, 3:34:16 AM

Assault Jump pack mobility is in a weird spot, sometimes you can't simply jump over ledges you have to be in the floor that you wanna execute the ground pound.  Even speccing into ground pound kill = recharge bonus I don't feel that I can get much mileage from it.

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8 months ago
Sep 9, 2024, 6:49:47 AM

The story jetpacks are pretty good. Once you go into Operations or PvP, the design is so preoccupied with restricting them that they become borderline useless. I'm not sure why, I just noticed an intense difference.

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8 months ago
Sep 9, 2024, 7:29:08 AM

The combination of the very small effect and the very long cooldown means that it is almost completely ignorable that you even have the jump pack. Except you occasionally (~2 minutes) get to make a special attack that is about as effective as a frag grenade.


It should be a very significant part of playing Assault that you have the jump pack level mobility which you will use all the time. The Vanguard gets far superior mobility and doesn't even give up a primary weapon to do it.

Updated 8 months ago.
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8 months ago
Sep 9, 2024, 9:14:06 AM

It's terrible compared to the PvP and Story version , its weird because the PvP version is done really well , you can go up really high in the sky so you can make flanks or get targets up on ledges and you can hover aim and it regenerates decently fast, then you play it in operations and you barely go up in the sky so you can't really make distance with your melee dive attack and you absolutely cant even get up on height. Same with Vanguard grapple in PvP you can grapple to floors and walls to manuever around the battlefield and up onto ledges in operations you can only use it on enemies which severly limits its maneuvering capability especially for such a squishy class

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8 months ago
Sep 9, 2024, 9:24:05 AM

PersonallyI think the main problem with all melee in PvP is that melee weapon attacks don't stop the enemy from shooting at you. In the first Space marinestrong blows stunned the enemy for a fraction of a second, preventing him from shooting, which allowed him to play in close combat. I am sure that the parry system that exists in Space marine 2 could work perfectly with what I described above, making melee interesting and deep, and not useless, as it is now.

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8 months ago
Sep 9, 2024, 10:15:09 AM

I agree with everything said here. The lack of verticality, charge speed of the skill and NO HOVER FUNCTION just makes it feel like a lackluster version of the Campaign/PVP jump pack. The assault needs a rework in that regard. /sad

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8 months ago
Sep 9, 2024, 11:56:34 AM

I only made an account on this website for this very post,  Assault class in Story and PVP feel amazing, in Operations it feel unplayable at higher levels, you jump in cant escape and get absolutely destroyed, just change the cooldown to the PVP version with 3 charges and it will be great, its my biggest criticism on the game (other than low rewards per mission)

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8 months ago
Sep 9, 2024, 1:21:21 PM

Arkilonn wrote:

PersonallyI think the main problem with all melee in PvP is that melee weapon attacks don't stop the enemy from shooting at you. In the first Space marinestrong blows stunned the enemy for a fraction of a second, preventing him from shooting, which allowed him to play in close combat. I am sure that the parry system that exists in Space marine 2 could work perfectly with what I described above, making melee interesting and deep, and not useless, as it is now.

Really? I found kind of the opposite in PVP I found that it was kind of one big stunlocking fest where a vanguard grapples into your face and by the time you can actually do something 99% of your health is gone and he's just putting the last hit/shot into you.
Or bulwarks just walking forward ignoring unholy amounts of firepower coming their way with their shields up.

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8 months ago
Sep 10, 2024, 7:36:58 AM

they should just make the assualt jump pack work the same across all 3 game modes. the jump pack is extremely nerfed in operations and PVP

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8 months ago
Sep 10, 2024, 8:16:32 AM

To whoever said level up first, having to level up first to make the class remotely functional is not good game design.


Even levelled up, I can't see how it can possibly play well. The wait between jumppack uses is still too long, the jumppack is so restricted it sometimes doesn't even work, and the dash ability costing jumppack uses needs to be reverted. You sacrifice having a shield or a gun and gain so little.


Easy fix, let the assault marine freely dodge/dash with their jumppack without cooldown. Remove restrictions to activating the jumppack and let it hover a bit higher, just restrict where you can land to be in the play area. And boost the damage, make them squishy but deadly.

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8 months ago
Sep 10, 2024, 8:35:15 AM

Nigwyn wrote:

To whoever said level up first, having to level up first to make the class remotely functional is not good game design.


Even levelled up, I can't see how it can possibly play well. The wait between jumppack uses is still too long, the jumppack is so restricted it sometimes doesn't even work, and the dash ability costing jumppack uses needs to be reverted. You sacrifice having a shield or a gun and gain so little.


Easy fix, let the assault marine freely dodge/dash with their jumppack without cooldown. Remove restrictions to activating the jumppack and let it hover a bit higher, just restrict where you can land to be in the play area. And boost the damage, make them squishy but deadly.

It's because they haven't leveled up and just talking out of their behind. They watched some YouTuber thinking it's because they are leveled not understanding that the massive cool down was from another class team perk not from the class itself.

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8 months ago
Sep 10, 2024, 8:54:27 AM

Gary_The_Metro wrote:

Arkilonn wrote:

PersonallyI think the main problem with all melee in PvP is that melee weapon attacks don't stop the enemy from shooting at you. In the first Space marinestrong blows stunned the enemy for a fraction of a second, preventing him from shooting, which allowed him to play in close combat. I am sure that the parry system that exists in Space marine 2 could work perfectly with what I described above, making melee interesting and deep, and not useless, as it is now.

Really? I found kind of the opposite in PVP I found that it was kind of one big stunlocking fest where a vanguard grapples into your face and by the time you can actually do something 99% of your health is gone and he's just putting the last hit/shot into you.
Or bulwarks just walking forward ignoring unholy amounts of firepower coming their way with their shields up.

I'm not talking about a special force such as the vanguard hook, I'm talking about an average melee weapon fight, which in 90% of cases will be a loose for a player who decides to switch in melee, because his opponent will shoot him without any problems even if he is bitten by a thunder hammer in melee at that moment. For hand-to-hand combat to work in PvP both players must switch in melee, and for this to happen, mechanics must be provided that would make it difficult to shoot when you take some damage from melee weapons

Updated 8 months ago.
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8 months ago
Sep 10, 2024, 10:19:17 AM

It really does feel bad. The perks also aren't good for the harder difficulties (charging heavy attacks, no knock backs). If you stay in one spot charging your heavy attack in higher difficulty operations, you're dead. They need to add more melee damage mitigation.  A third jump pack charge is also necessary. Ultimately the class is just a worse version of the Bulwark  most of the time. 

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8 months ago
Sep 10, 2024, 11:13:51 AM
I agree, I was completely taken aback how poorly the jump pack performed ... it needs to either be better ( high / longer boost) and / or have the cool down reduced straight out of the gate...also , why cant we make the short boost take away less of "fuel" so it is usable more often and needs less time to cool down 
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8 months ago
Sep 10, 2024, 3:53:20 PM

Warbringer wrote:
I agree, I was completely taken aback how poorly the jump pack performed ... it needs to either be better ( high / longer boost) and / or have the cool down reduced straight out of the gate...also , why cant we make the short boost take away less of "fuel" so it is usable more often and needs less time to cool down 

It needs to be the same as campaign for operations. Dash should not use up a charge and should be on a sperate small cooldown of its own.

Having said that the jetpack is only a small part of the assault classes problem. Damage output and survivability needs a major buff. No point making it easier to get into combat when the class feel like a glass canon without the canon.


minions should not be able to block attacks from the hammer!...Your a PRIMARIS space marine swinging a 2 handed thunder hammer! instead it feels like im swinging a wet noodle :(

Updated 8 months ago.
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