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Assault in PVP is Awesome - PLEASE Implement in Co-op!

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3 months ago
Sep 18, 2024, 10:05:01 PM

We've all been there, playing games where PVP imbalances break a PVE experience - people yowl about how OP something is in PVP and the Devs rush to nerf the bones of a class into the shadowrealm, leaving the PVE gameplay unnecessarily limited. 


HOWEVER - in SM2's case -its the other way around. Assault is aaaaamazing in PVP; it feels fast, dangerous, an overall high-risk / high-reward class. But in PVE you feel like you've been penalized with an anemic jump pack that only manages to drag you 10 feet in the air, fewer bases uses of the jump pack, a glacial recharge rate, and oddly mismatched perks (though these last are really a minor complaint). 


Now, I've heard the Devs say that they were worried that people would jump pack themselves into the stratosphere of the larger operations game maps and then get stuck or error out. Fair, but the limitations to vertical height still don't justify the weird disconnect between the horizontal mobility of the class in PVE vs PVP. Especially given how dependent Assault is on mobility (especially in higher difficulty operations - and no I dont support nerfing any enemy/boss hp/dmg) it seems a very strange choice to make the jump pack so much more flaccid in PVE. 


TL:DR - Make the jump pack the same as it is in PVP - but keep the vertical height limitations in Operations so people don't boost themselves into orbit. 

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3 months ago
Sep 18, 2024, 10:14:59 PM

I agree that the jump pack working like it does in Campaign/PvP is the better option.  That said, after dabbling in PvP, it seems to take 2 charges to go vertical+horizontal, whereas in Ops you can really cover a lot of quick distance with a single charge.  Of course, the ops cooldown is outrageous (unless you kill a bunch of enemies with the ground pound and have the perk to reduce the CD), but I came to appreciate some of how the Ops version works after PvPing for an hour or so last night.


But to repeat, I wish Ops still worked like PvP (3 charges, fast cooldown, vertical first, allowing floating, etc.).

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2 months ago
Oct 25, 2024, 8:21:11 PM

After the release of lethal mode and patch 4.1 I have to bump this back to the top of the list. We NEED assault to be changed to the pvp version of the jetpack. In a world where one teleporting rubric marine can hose all your armor in one burst - assault needs to have the gap closer we do in PVP. mobility is the only thing that keeps assault alive and fun and we feel EXTRA gimped on lethal difficulty now. Especially because of the ranged attack spam in Lethal modes and the damaged ranged does - there's currently NO reason to bring assault over bulwark. The enemies barely stagger from hammer swings and the risk to even attempt to land and fight is so high with little to no reward if they just port away. Further, the assault player cannot contribute to bosses as much due to the ammo limitations of the sidearms, so something needs to be done to get the jet pack closer to the pvp version. 

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2 months ago
Oct 26, 2024, 4:53:09 AM

Would be cool if they made a mission for operations that was like the assault-squad mission in the campaign, where every player would be an assault and you'd have a really cool "broment" mission with organized ground slams etc.

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2 months ago
Oct 27, 2024, 10:51:11 PM

After playing more lethal, I'm more than ever convinced that we need a jetpack rework. Especially as rubric marines are almost totally unwilling to EVER melee you (except for unblockables) and basically cant be staggered by any amount of normal hammer blows, not being able to dodge or take off rapidly (with the current glacial 2-charge recharge on the jetpack) before you get mulched by incoming ranged chip damage - there's just no point to playing assault on lethal when you can take a bulwark. 

Updated 2 months ago.
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2 months ago
Oct 27, 2024, 11:09:57 PM

100% it sucks that the OPERATIONS ASM has no Verticality to their jump packs.

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2 months ago
Nov 1, 2024, 8:58:01 PM

Bumping for visibility. Lethal is still a hate crime for melee classes - mostly because we run out of ammunition for flying boss fights and have no way to contribute. Especially in cases where the boss "arena" has no ammo pickups. 

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2 months ago
Nov 1, 2024, 9:58:45 PM

Vicious wrote:

Bumping for visibility. Lethal is still a hate crime for melee classes - mostly because we run out of ammunition for flying boss fights and have no way to contribute. Especially in cases where the boss "arena" has no ammo pickups. 

Assault was for me after sniper the easiest to solo lethal. Assault was more fun though. Sniper is just to easy. He is just unkillable with perma invis. You can watch tv, read the news and solo leathal with sniper.

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2 months ago
Nov 1, 2024, 10:03:14 PM

Vicious wrote:

After playing more lethal, I'm more than ever convinced that we need a jetpack rework. Especially as rubric marines are almost totally unwilling to EVER melee you (except for unblockables) and basically cant be staggered by any amount of normal hammer blows, not being able to dodge or take off rapidly (with the current glacial 2-charge recharge on the jetpack) before you get mulched by incoming ranged chip damage - there's just no point to playing assault on lethal when you can take a bulwark. 

The point is that you clear the map 3 times faster with assault than with bulwark and it is more fun.

But i admit, on chaos you need to take the 10% cd team perk and the 20% jetpack cd perk because you are not killing much with a ground pound in genral. Wtih that you still have some downtimes with your jet pack, so it is not as fast and fluent as on tyranid operations but still awsome.


I don't undertand your problems. Assault works solo in any letahl operation, yes best on tyranids, but works. And in teams i cannot remember when i was not 1. damage. Most of the time also most kills and almost always most special kills.

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2 months ago
Nov 2, 2024, 6:24:03 AM

That's not what the thread is about - it's about getting assault jetpack to be more like the PVP version of the jetpack. There's no compelling reason why it should be any different - its so much more dynamic in its PVP incarnation and we're all saying we would prefer a more dynamic play option than its confusingly neutered PVE state. 

a_user wrote:

Vicious wrote:

After playing more lethal, I'm more than ever convinced that we need a jetpack rework. Especially as rubric marines are almost totally unwilling to EVER melee you (except for unblockables) and basically cant be staggered by any amount of normal hammer blows, not being able to dodge or take off rapidly (with the current glacial 2-charge recharge on the jetpack) before you get mulched by incoming ranged chip damage - there's just no point to playing assault on lethal when you can take a bulwark. 

The point is that you clear the map 3 times faster with assault than with bulwark and it is more fun.

But i admit, on chaos you need to take the 10% cd team perk and the 20% jetpack cd perk because you are not killing much with a ground pound in genral. Wtih that you still have some downtimes with your jet pack, so it is not as fast and fluent as on tyranid operations but still awsome.


I don't undertand your problems. Assault works solo in any letahl operation, yes best on tyranids, but works. And in teams i cannot remember when i was not 1. damage. Most of the time also most kills and almost always most special kills.

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2 months ago
Nov 2, 2024, 12:49:26 PM

I just tried assault jetpack in pvp and it sucks. Yes, you get MUCH higher, but at leasst in my testing i cannot get the target cursor to point far away or even control it properly. I cannot attack an opponent further away. He must be close before i go high in the air.

In operations you can move the target far away while you are in the air to target what every you want at quite some distance.


In pvp the control of the yellow target seems to not work properly by pointing your center of the screen to where you want to go or it is VERY limited on how it can move.


Maybe i amd doing something wrong. Please explain it to me. In operations it is very simple: point your screen to where you want to go, the yellow target moves exactly there (with the known exceptions of stupid small obstacles). But this seems not to work in pvp and with a very very limited distance only.


EDIT: that is totally different from the campaign, where you had the hight of the pvp jetpack and even more distance than in operations. If i had to chose between current pvp and operations versions, ALL THE WAY operations!

Updated 2 months ago.
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2 months ago
Nov 3, 2024, 6:53:22 AM

Cool - but you seem to be the only one. Everyone else is on the same page seemingly. 

a_user wrote:

I just tried assault jetpack in pvp and it sucks. Yes, you get MUCH higher, but at leasst in my testing i cannot get the target cursor to point far away or even control it properly. I cannot attack an opponent further away. He must be close before i go high in the air.

In operations you can move the target far away while you are in the air to target what every you want at quite some distance.


In pvp the control of the yellow target seems to not work properly by pointing your center of the screen to where you want to go or it is VERY limited on how it can move.


Maybe i amd doing something wrong. Please explain it to me. In operations it is very simple: point your screen to where you want to go, the yellow target moves exactly there (with the known exceptions of stupid small obstacles). But this seems not to work in pvp and with a very very limited distance only.


EDIT: that is totally different from the campaign, where you had the hight of the pvp jetpack and even more distance than in operations. If i had to chose between current pvp and operations versions, ALL THE WAY operations!

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2 months ago
Nov 3, 2024, 9:44:28 AM

Vicious wrote:

Cool - but you seem to be the only one. Everyone else is on the same page seemingly. 

a_user wrote:

I just tried assault jetpack in pvp and it sucks. Yes, you get MUCH higher, but at leasst in my testing i cannot get the target cursor to point far away or even control it properly. I cannot attack an opponent further away. He must be close before i go high in the air.

In operations you can move the target far away while you are in the air to target what every you want at quite some distance.


In pvp the control of the yellow target seems to not work properly by pointing your center of the screen to where you want to go or it is VERY limited on how it can move.


Maybe i amd doing something wrong. Please explain it to me. In operations it is very simple: point your screen to where you want to go, the yellow target moves exactly there (with the known exceptions of stupid small obstacles). But this seems not to work in pvp and with a very very limited distance only.


EDIT: that is totally different from the campaign, where you had the hight of the pvp jetpack and even more distance than in operations. If i had to chose between current pvp and operations versions, ALL THE WAY operations!

3 or 4 people are everyone else? You are aware that usually only people that are unsatisfied with something post on the forums?


And btw. you could at least clarify the question i post: is my impression true that the pvp version has a MUCH reduced distance you can ground pound at? yes or is there something i do wrong?

If it is true you cannot stop any major from reinforcement in operation with the pvp version.

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2 months ago
Nov 3, 2024, 8:59:46 PM

Vicious wrote:

That's not what the thread is about - it's about getting assault jetpack to be more like the PVP version of the jetpack. There's no compelling reason why it should be any different - its so much more dynamic in its PVP incarnation and we're all saying we would prefer a more dynamic play option than its confusingly neutered PVE state. 

a_user wrote:

Vicious wrote:

After playing more lethal, I'm more than ever convinced that we need a jetpack rework. Especially as rubric marines are almost totally unwilling to EVER melee you (except for unblockables) and basically cant be staggered by any amount of normal hammer blows, not being able to dodge or take off rapidly (with the current glacial 2-charge recharge on the jetpack) before you get mulched by incoming ranged chip damage - there's just no point to playing assault on lethal when you can take a bulwark. 

The point is that you clear the map 3 times faster with assault than with bulwark and it is more fun.

But i admit, on chaos you need to take the 10% cd team perk and the 20% jetpack cd perk because you are not killing much with a ground pound in genral. Wtih that you still have some downtimes with your jet pack, so it is not as fast and fluent as on tyranid operations but still awsome.


I don't undertand your problems. Assault works solo in any letahl operation, yes best on tyranids, but works. And in teams i cannot remember when i was not 1. damage. Most of the time also most kills and almost always most special kills.


Agreed, I've seen people in the minority try and strawman by chalking it up to "skill issue" but truthfully it's not a skill issue, it's a fun issue. Buffing the jetpack in pve is a must. 

Updated 2 months ago.
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2 months ago
Nov 4, 2024, 5:52:10 PM

This. It's a fun issue. 

Kamswell wrote:

Vicious wrote:

That's not what the thread is about - it's about getting assault jetpack to be more like the PVP version of the jetpack. There's no compelling reason why it should be any different - its so much more dynamic in its PVP incarnation and we're all saying we would prefer a more dynamic play option than its confusingly neutered PVE state. 

a_user wrote:

Vicious wrote:

After playing more lethal, I'm more than ever convinced that we need a jetpack rework. Especially as rubric marines are almost totally unwilling to EVER melee you (except for unblockables) and basically cant be staggered by any amount of normal hammer blows, not being able to dodge or take off rapidly (with the current glacial 2-charge recharge on the jetpack) before you get mulched by incoming ranged chip damage - there's just no point to playing assault on lethal when you can take a bulwark. 

The point is that you clear the map 3 times faster with assault than with bulwark and it is more fun.

But i admit, on chaos you need to take the 10% cd team perk and the 20% jetpack cd perk because you are not killing much with a ground pound in genral. Wtih that you still have some downtimes with your jet pack, so it is not as fast and fluent as on tyranid operations but still awsome.


I don't undertand your problems. Assault works solo in any letahl operation, yes best on tyranids, but works. And in teams i cannot remember when i was not 1. damage. Most of the time also most kills and almost always most special kills.


Agreed, I've seen people in the minority try and strawman by chalking it up to "skill issue" but truthfully it's not a skill issue, it's a fun issue. Buffing the jetpack in pve is a must. 

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2 months ago
Nov 5, 2024, 5:29:45 AM

Vicious wrote:

We've all been there, playing games where PVP imbalances break a PVE experience - people yowl about how OP something is in PVP and the Devs rush to nerf the bones of a class into the shadowrealm, leaving the PVE gameplay unnecessarily limited. 


HOWEVER - in SM2's case -its the other way around. Assault is aaaaamazing in PVP; it feels fast, dangerous, an overall high-risk / high-reward class. But in PVE you feel like you've been penalized with an anemic jump pack that only manages to drag you 10 feet in the air, fewer bases uses of the jump pack, a glacial recharge rate, and oddly mismatched perks (though these last are really a minor complaint). 


Now, I've heard the Devs say that they were worried that people would jump pack themselves into the stratosphere of the larger operations game maps and then get stuck or error out. Fair, but the limitations to vertical height still don't justify the weird disconnect between the horizontal mobility of the class in PVE vs PVP. Especially given how dependent Assault is on mobility (especially in higher difficulty operations - and no I dont support nerfing any enemy/boss hp/dmg) it seems a very strange choice to make the jump pack so much more flaccid in PVE. 


TL:DR - Make the jump pack the same as it is in PVP - but keep the vertical height limitations in Operations so people don't boost themselves into orbit. 

Agree, excluding the 3 charges ability,removing hover ability and nerfing the vertical height jump is a crime

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