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Assault Rework in PvP? (I couldn't be the only person that is annoyed by their bs)

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a month ago
Nov 1, 2024, 2:33:40 PM

I swear every engagement is get hit by the Assault's jump pack slam, get stunned into another one and die. This would be fine if it requires more skill on the player using the Assault to pull off, but the radius of the slam is too large and it's impossible to defend against. The Assault can also go directly into the second jet pack slam after your stun animation finishes, meaning you can't even get any damage off.   


You can't have 3 charges of the thing that kills players in 2 attempts. Either the radius needs to be reduced so opposing players can actually dodge out of it and not be affected by the slam or get rid of the AoE damage done by the slam and limit the damage to the point of impact only and keep the radius the same for the AoE stun. The AoE can't have both traits, hard hitting and CC, it's just way too OP in PvP. Another option is for the slam to use up an ability charge, meaning they get one slam in. 


To recap options.


1. Reduce radius on slam

2. Remove AoE damage and keep AoE stun on slam (still does damage to target hit)

3. Slam uses up a Jet Pack ability charge


I'm also in the camp that the Assault should have 3 Armor Bars due to their Tacticus Power Armor. I thought they'd be more of a brawler than an assassin in-game.  

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a month ago
Nov 1, 2024, 7:08:58 PM

I do not agree.

I think Assault is in a good spot - his less armour than other classes makes up for the "bs" you mention. 
Plenty of games I have played are in no way dominated by the Assault class and if you stick together with your team there is usually enough people to deal with them.

It's also not impossible to roll away from their slam, I do it all the time. 19/20 bring a Thunder Hammer, so their attacks are super slow giving you time to run or kill them.

People have also complained about Bulwark extensively but to no avail. I just work around the solutions.
Or try and play with friends to team up against them.

Gl out there!

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a month ago
Nov 2, 2024, 2:22:29 AM

Lol you just say that cause you play Assault! That would probably be my next class to level up honestly. 


I'm always trying to roll away... the stun always gets me even if they don't land near me. The only time I can actually down an Assault is when they're literally attacking someone else or spent their 3 charges for whatever reason. 


Perfect dodge isn't a thing in PvP and you can't parry the slam. 


And a simple change to the Bulwark would be to break their immaculate defense when they absorb a certain amount of damage (has to be a decent amount so they're not nerfed too hard). Yes, I agree that it's bs that they can absorb the range damage of an entire team. However, to shoot a Bulwark is a choice and it's easier to avoid the engagement with a Bulwark than the Assault for obvious reasons.


There's no way in hell that I'm the only one with this sentiment. And I also provided 3 options for changes (so just one of the 3, not all 3) along with 1 buff to compensate lol so it's not all that bad.


Anyways here's to agreeing on disagreeing, thank you for posting. 

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a month ago
Nov 2, 2024, 3:12:23 AM

I also don't agree, assault is in a good spot. This game's PvP doesn't need to tun into a B-tier pew-pew fest, since melee is already pretty terrible. Assault makes it interesting and opens up some plays. If you can't counter it it just means you got caught in the open with no back up, and deserve to die to a f'ing space marine coming down on you from above with a thunder hammer - lore accurate.

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a month ago
Nov 7, 2024, 1:34:26 AM
PvP assault really isn't that busted in my opinion, his ground pound is very punishing but depending on the team's awareness it can be very high risk/high reward and I've noticed that most assault players suck 80% of the time and even that other 20% is still pretty manageable. 
In my experience Assault really only thrives against teams that don't ping or pay enough attention to the skies and jump pack sound queues. The best way to beat a good/competent assault across the board is to hard focus him, give them no room to breath and don't allow them to get any momentum. Anytime I play and I can tell the enemy assault player is competent I ping them the moment I see them and start chipping away at those shields, If I cant get the kill at the very least I can make them as uncomfortable as possible to remove that threat against my team. 
Also feel like the best classes to hard counter assault are another assault on your team since you can basically use his own kit against him or a vanguard who can momentarily trap an assault on the ground and allow your team the time to kill him before he jumps again.
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a month ago
Nov 7, 2024, 4:46:47 PM

Bundeez wrote:

I do not agree.

I think Assault is in a good spot - his less armour than other classes makes up for the "bs" you mention. 
Plenty of games I have played are in no way dominated by the Assault class and if you stick together with your team there is usually enough people to deal with them.

It's also not impossible to roll away from their slam, I do it all the time. 19/20 bring a Thunder Hammer, so their attacks are super slow giving you time to run or kill them.

People have also complained about Bulwark extensively but to no avail. I just work around the solutions.
Or try and play with friends to team up against them.

Gl out there!

Although you have somewhat of a valid defense of the current Assault, I disagree... Assault is a problem on the battlefield with the extremely large radius of the Ground Pound from Hammer. It needs to be toned down because I myslef play Assault & I go 30+ in drawn out matches. Any slightly distracted enemy is fair game as long as Assault is on the other side. There is no realistic & consistent way to deal with Assault unless they Assault player messes up or is outnumbered from some angles, even then Assault can kill one or more teammates. Up, Down, Up, Down, Up, Down is extremely fast so that can also be something looked into so there is actually some delay in the sequence. Bulwark pales in comparison to Assault in that the Hammer charge Heavy & light into heavy combo seems to be the best melee option that beats everything else in close quarters... Why use Bulwark if Assault is available? Assault holds points better with it's ability alone to escape & counter attack. the list goes on & on. These are the main "Overtuned" aspects of Assault & it should be looked into.

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a month ago
Nov 7, 2024, 4:50:13 PM

Kamswell wrote:
PvP assault really isn't that busted in my opinion, his ground pound is very punishing but depending on the team's awareness it can be very high risk/high reward and I've noticed that most assault players suck 80% of the time and even that other 20% is still pretty manageable. 
In my experience Assault really only thrives against teams that don't ping or pay enough attention to the skies and jump pack sound queues. The best way to beat a good/competent assault across the board is to hard focus him, give them no room to breath and don't allow them to get any momentum. Anytime I play and I can tell the enemy assault player is competent I ping them the moment I see them and start chipping away at those shields, If I cant get the kill at the very least I can make them as uncomfortable as possible to remove that threat against my team. 
Also feel like the best classes to hard counter assault are another assault on your team since you can basically use his own kit against him or a vanguard who can momentarily trap an assault on the ground and allow your team the time to kill him before he jumps again.

You just pointed out my main gripe while in defense of it's "over tuned' capabilities... Assault requires another Assault player to hard counter. Otherwise, you will be caught off guard because you can't always pay attention to sound ques in this game due to them being inaccurate at many times depending on Ping.

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a month ago
Nov 7, 2024, 4:54:16 PM

Artisan wrote:

I also don't agree, assault is in a good spot. This game's PvP doesn't need to tun into a B-tier pew-pew fest, since melee is already pretty terrible. Assault makes it interesting and opens up some plays. If you can't counter it it just means you got caught in the open with no back up, and deserve to die to a f'ing space marine coming down on you from above with a thunder hammer - lore accurate.

That being said, have you ever been killed while many feet away from an Assault player's ground pound... My connection to the servers is generally ok as well. Assaults Ground Pound is a problem & the radius should be reduced. It opens up the opportunity to counter when your not stunned if they mess up. The radius is massive & I've gone 30+ in drawn out matches. No other class can do that as easily as Assault can because the risk is always worth the reward where as all other classes are quite literally the opposite, maybe Tactical comes close to Assault in that respect but it's FAR more of a balanced Class.

Updated a month ago.
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a month ago
Nov 7, 2024, 4:56:56 PM

ChaosStruck6789 wrote:

I swear every engagement is get hit by the Assault's jump pack slam, get stunned into another one and die. This would be fine if it requires more skill on the player using the Assault to pull off, but the radius of the slam is too large and it's impossible to defend against. The Assault can also go directly into the second jet pack slam after your stun animation finishes, meaning you can't even get any damage off.   


You can't have 3 charges of the thing that kills players in 2 attempts. Either the radius needs to be reduced so opposing players can actually dodge out of it and not be affected by the slam or get rid of the AoE damage done by the slam and limit the damage to the point of impact only and keep the radius the same for the AoE stun. The AoE can't have both traits, hard hitting and CC, it's just way too OP in PvP. Another option is for the slam to use up an ability charge, meaning they get one slam in. 


To recap options.


1. Reduce radius on slam

2. Remove AoE damage and keep AoE stun on slam (still does damage to target hit)

3. Slam uses up a Jet Pack ability charge


I'm also in the camp that the Assault should have 3 Armor Bars due to their Tacticus Power Armor. I thought they'd be more of a brawler than an assassin in-game.  

Hey, just a heads up! You're always going to get lash back from defenders of the Class or developer sympathizers who justify every action taken by them, even if the reception is overwhelmingly negative from the player base. Be ready for that when posting here because the negative opinions are there to sooth out any critique of even aspects of the Class. Be ready to respond with proper critique that is indefensible.

Updated a month ago.
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a month ago
Nov 7, 2024, 11:11:47 PM

Sky009 wrote:

Kamswell wrote:
PvP assault really isn't that busted in my opinion, his ground pound is very punishing but depending on the team's awareness it can be very high risk/high reward and I've noticed that most assault players suck 80% of the time and even that other 20% is still pretty manageable. 
In my experience Assault really only thrives against teams that don't ping or pay enough attention to the skies and jump pack sound queues. The best way to beat a good/competent assault across the board is to hard focus him, give them no room to breath and don't allow them to get any momentum. Anytime I play and I can tell the enemy assault player is competent I ping them the moment I see them and start chipping away at those shields, If I cant get the kill at the very least I can make them as uncomfortable as possible to remove that threat against my team. 
Also feel like the best classes to hard counter assault are another assault on your team since you can basically use his own kit against him or a vanguard who can momentarily trap an assault on the ground and allow your team the time to kill him before he jumps again.

You just pointed out my main gripe while in defense of it's "over tuned' capabilities... Assault requires another Assault player to hard counter. Otherwise, you will be caught off guard because you can't always pay attention to sound ques in this game due to them being inaccurate at many times depending on Ping.

I'm sorry man but It's really not hard to see an assault coming at all, like I said most of them suck and just do the basic jump + ground pound combo, you can easily punish that by pinging and lighting them up anytime you see them. You do not necessarily always need another assault on your team to hard counter him (though it obviously does help), you can easily melt an assault in the air with just two people focusing him because the TTK is still pretty fast. 
Most people do not use their ping option and have very poor situational awareness which allows Assault to get free kills, it's less the character and more people just being lazy and not paying enough attention to the skies. I've seen the exact same comments for other multiplayer games like Overwatch and Gundam Evolution and 90% of the time it's from people who simply don't pay attention or give the flying characters enough respect.


The only thing I can really agree on is that his radius is a bit much and people should have the opportunity to dodge out of the way (assuming the assault doesn't hard read their movement), other than that I would consider making his jump pack recharge slightly longer.



Updated a month ago.
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a month ago
Nov 8, 2024, 1:45:33 AM

Kamswell wrote:

Sky009 wrote:

Kamswell wrote:
PvP assault really isn't that busted in my opinion, his ground pound is very punishing but depending on the team's awareness it can be very high risk/high reward and I've noticed that most assault players suck 80% of the time and even that other 20% is still pretty manageable. 
In my experience Assault really only thrives against teams that don't ping or pay enough attention to the skies and jump pack sound queues. The best way to beat a good/competent assault across the board is to hard focus him, give them no room to breath and don't allow them to get any momentum. Anytime I play and I can tell the enemy assault player is competent I ping them the moment I see them and start chipping away at those shields, If I cant get the kill at the very least I can make them as uncomfortable as possible to remove that threat against my team. 
Also feel like the best classes to hard counter assault are another assault on your team since you can basically use his own kit against him or a vanguard who can momentarily trap an assault on the ground and allow your team the time to kill him before he jumps again.

You just pointed out my main gripe while in defense of it's "over tuned' capabilities... Assault requires another Assault player to hard counter. Otherwise, you will be caught off guard because you can't always pay attention to sound ques in this game due to them being inaccurate at many times depending on Ping.

I'm sorry man but It's really not hard to see an assault coming at all, like I said most of them suck and just do the basic jump + ground pound combo, you can easily punish that by pinging and lighting them up anytime you see them. You do not necessarily always need another assault on your team to hard counter him (though it obviously does help), you can easily melt an assault in the air with just two people focusing him because the TTK is still pretty fast. 
Most people do not use their ping option and have very poor situational awareness which allows Assault to get free kills, it's less the character and more people just being lazy and not paying enough attention to the skies. I've seen the exact same comments for other multiplayer games like Overwatch and Gundam Evolution and 90% of the time it's from people who simply don't pay attention or give the flying characters enough respect.


The only thing I can really agree on is that his radius is a bit much and people should have the opportunity to dodge out of the way (assuming the assault doesn't hard read their movement), other than that I would consider making his jump pack recharge slightly longer.



The Radius of the Hammer strike should be reduced & damage outside of the radius should be reduced. I've gotten one-shot ground pounds in before & others have even given them to me, at FULL HEALTH. Another issue is player connection issues interfering with where the strike registers If you actually have distance away from the Hammer hit radius. Avoiding Assault is not a hard thing to do but you will eventually get caught off guard. What is the proper counter up close for the up down mayhem in a close quarters engagement? I've killed multiple people with the non stop up down spree & I've rarely gotten countered without significant range.... Your point also doesn't negate the issues with the extremely wide hit radius that stuns you into the follow up. Am I missing something here? Vanguard got checked for it's ability to do something very similar to what we see people doing with Assault, sir. The up, down, up, down, up, down is not something you can easily deal with or even counter for that matter. There is no pause in between each strike... It's easier for some Classes to DPS the Assault player out of the sky but what if you don't see them coming? I get the damage but even rolling seems to get you caught into the follow up Pommel strike, that's excluding if he just hops low height for an immediate follow up. Connection issues also effect the sounds you hear in game, what if the enemy Assault player is laggy with high ping? I've ran into that plenty of times.

Updated a month ago.
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a month ago
Nov 8, 2024, 3:36:19 AM

You are the Emperor's Wrath sir Sky009. All I'm saying is that (and I'm leaning towards my second option) the Assault deals the same amount of damage to targets it actually hits with the jump pack slam and the radius of effect is just that, an effect and no damage. You can't have an AoE that hits hard and has a built-in stun that is open to abuse with a rinse-and-repeat strategy. This requires little skill to pull off. The cheese is just too dank to be digestible when you're on the receiving end. I literally have no issues with any other classes since you can just avoid or out skill them. When you say that you have to rely on a buddy to counter one person, that's absolutely absurd. In return, Assault should have the 3 bars of armor since they're wearing Tacticus grade armor anyways. This playstyle of "I'm godly when I have 2+ ability charges and dog crap when I have none" can't be the best route for a class design anyways. If anything, 3 bars will give them the fighting chance in prolonged engagements. Everyone knows that they only have to hit you once with the Thunder Hammer after the jet pack slam connects.           

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a month ago
Nov 8, 2024, 3:42:53 AM

I just want to thank everyone posting btw lol even if you disagree. Some good points are made by the countering arguments, but a lot of those tips rely on the rest of team. Some arguments also think I'm talking about their regular attacks with the Thunder Hammer and miss the point completely. It is specifically the AoE damage of the jet pack slam that's tied to their ability.

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