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A better Assault

Co-opWeapons

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a month ago
Apr 2, 2025, 5:47:37 PM

With patch 7 looming on the horizon, with the new prestige perks on the way, and with all the recent changes, I found myself thinking of the state of Assault.


Most of us, if not all can agree that Assault is one of, if not the weakest class in terms of actual power on PVE, while being one of the most badass thematically. I feel there are some things in the way that do not allow Assault to shine. I am not one of the people that bashes the developer as some things would make Saber's job difficult in terms of implementation. Some thing that would be thematic, would be hard to animate and/or rig so I feel that has to be taken into account. Here are some ideas and fixes that hopefully would make Assault better:


1. By far the easiest thing would be to give assault a primary. There is a problem here. The devs can't give the Assault anything that would be held in 2 hands like a Rifle since if you would equip the Fist, clipping would ruin the experience. So what I propose is have the Bold Pistol and Heavy Bolt Pistol as the 2 options for a Primary and keep the Inferno/Plasma/Neo Volkite Pistol as a secondary. This does a lot of things for the class. Firstly it keeps the overall class themes, as it does not give you a gun that will make range more viable than swinging your hammer, so you keep the melee focus playstyle while also, basically doubling the ammo capacity and giving you versatility. Second, you make some weapons viable on him. As nice as it is to do your best Blood Angel Dante Cosplay and equip the Inferno Pistol, if you encounter a Neurothrope, you quickly become useless. In that situation it would have been better to have any other gun, even Master crafted. Now, you can equip the Inferno and the Bolt Pistol for such situations. Would it be the most thematic? No. But it would be the easiest to implement.


2. Incorporate some perks into the base class, precisely when it comes to Jump pack and Dash. Dmg and knockback at lift-off. Reset on Majoris Kills, something. This would be more thematic, yet it would put pressure on more systems/perks being created to take the existing one's place. 


3. Rework the Special Ability to be  Fuel and not a 2 charge system. What do I mean? You can use the existing fuel to Take off and that takes 25% of the maximum bar, but if you keep charging in the air, you use more fuel. Here I would also make it to where the dashes would take substantially less fuel so you actually have a lot of speed on the map.


4. Fix Bugs around Snipers getting you killed while you dash. This is especially true with Tyrranid Warriors that Snipe you while you charge to Ground and Pound them. More Invulnerability Frames, of a knockback resist and substantial damage mitigation would be nice.


5. Healing. Even with 3 armor bars, you are not that tanky. Healing would suit a hit and run tactic, so it is very thematic. The Blood Angel is the most iconic Assault in terms of chapter. They are notorious for their ritualistic/cannibalistic feedings. Vanguard already has the Perk, but maybe replicating it for a Prestige Perk would be a nice nod. 


I am not an Assault main. It is the only class I have not leveled. But that is not by happenstance. It is frustrating to play it. The Ground and Pound is Strong, but after a while if becomes redundant and boring. I feel that dashing is a nice idea but you would rather use a charge on Ground and Pound than Dash.


Battle brothers, do you concur? 




Updated a day ago.
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a month ago
Apr 3, 2025, 6:45:30 AM

You have some interesting ideas. I like playing assault but the survivability is harder for me on higher difficulties. I like the idea about having another pistol as the "primary" for assault. What about the following ideas for prestige perks for assault?


  1. Prestige Perk that generates contested health (maybe 5%) on a fully prepared ground pound. Fully preparing a ground pound is a high risk, high reward play style and because it is contested health then some enemies must be around which means it is inherently more risky. If that would not be practical then maybe this "ground pound contested health" could only be recovered if a majoris is killed...or 2 majoris enemies are killed...or something like that. 
  2. Prestige Perk that, for a fully prepared ground pound with the Thunder Hammer, could result in a shock grenade at the point of impact that lasts for 5 seconds (similar to the shock grenade that Bulwark has on the parry with the defensive advantage core perk). I would prefer no cooldown and a shorter duration or less damage but the cooldown, damage dealt to enemies, and cool down could be modified for balancing. 
  3. Prestige Perk that restores ammo if 10 enemies are killed in "rapid succession" with maybe a 30 second cooldown like Tactical's "Emperor's Vengeance". The assault struggles with ammo economy and this could reward an aggressive playstyle with more ammo.
  4. Prestige Perk so that the jump pack dash only uses half of the total charge. This would mean it's not so punishing if you miss the timing on the "perfect dodge" and you have the various perks selected (i.e., commitment, aerial grace, wings of flame) for the "jump pack dash" build. I could live with losing half of my charge but losing an entire charge when I only have 2 is too punishing for me so I never select those perks.
  5. Prestige Perk that allows you to get, if your armor is already full (i.e., you already have 3 armor bars), 2 armor bar and up to a total of 4 (if you already have 3 then you would get a 4th armor bar) if you kill 10 enemies in "rapid succession" with ground pound. This could also maybe have a 30 second cool down. Maybe this could be on other classes as well. Maybe Vanguard and Sniper because they only have 2 armor bars by default.

I understand that the developers don't want the prestige perks to be "must have" for the higher difficulties, but I think some of the potential perks mentioned above would be "must have"...not because they are so powerful...but because they would be so fun to use that even players that don't currently like assault would level up assault to play with these perks. So maybe the developers can think about perks that would be so fun to use that they are "must have"...but not because they are so powerful that you need them for the highest difficulties.

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a month ago
Apr 3, 2025, 11:16:22 AM

Hello Battle brothers i have read your post and opinion on Assault,as someone ho had played a lot of Assault later(to get the 200 jump pack dodge data stuff).I will share my thought and experiences what i think


1.Giving back HP prestige perk is not a good idea.The prestige would be must on assault then and it would be in clash whit vanguard.Yes the class need a way to heal if it losses HP so it doea not have to relay to much on team heal.I think the Contested health perk need to be add like if you kill 5 enemy you get 10% contested health that you need to fight for to get back with a 10 sec CD this perk can rework the perk the act of attrition because it garbege


2.prestige perk that give ground pound shock granade is not need ground pound was made to kill small mobs mostly ground pound is good it does not need tweking


3.Prestige perk to get back pistol ammo is not need this class was not planed for range dmg you will mostly 80% be in melee not from ranged shoting targets i know you can run out of ammo but you have team that does ranged dmg for you not you.You will go in enemy face whit jump pack and kill them whit melee weapon


4.i do like the idea of the of jump pack dash losing half the change not full speaking of someone that did 200 jump pack doges this would be great idea for the class to help do some intrasting outplayes


5.i do thing ther can be a plan here for the assault getting a armor plate back when killing many enemy whit it i dont think going over 3 is necessary but having other way then just picking the perk that on gun strike you get armor segment back would be a great idea



MY opinion: Assault need a his last 2 signature perk buffed and some perk rework/changed things.it a class that need a lot of melee skills and knowledge and experience of enemy attacks to master this class it can be fun to play when you master it and get it how to attack.The most important way to fix it in my opinion is to give it dmg reduction/contested contested health in a way most some perk rework is need for sure

Updated a month ago.
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a month ago
Apr 4, 2025, 3:55:22 AM

Hello battle brother. Thank you for the feedback. Let me address each point one by one.


1. I agree that having a way to restore health would be a must on Assault, but that doesn't necessarily make it a bad thing in my opinion. There are 7 prestige perks so choosing this one prestige perk still allow 3 others to be chosen. Also, just because Vanguard also has a way to heal also doesn't make it a bad thing. Also...Bulwark has invigorating icon and the Sniper has purification which restores all contested health. I still play as all of these classes...primarily because they have those mechanisms described. I like your idea of killing 5 enemies to get 10% contested health with a cool down and it is similar to other mechanics already in the game but I would have more fun using the fully prepared ground pound to generate contested health and recovering it if you get a certain amount of kills.


2. I agree that ground pound is already good and I'm fine with it the way it is. This suggestion I made is to offer players more variability in how existing mechanics can be used. Having the ability to enable a shock grenade would be a prestige perk so you don't have to choose it...but I think it would be fun to use. Prestige perks, in my opinion, are not simply about "fixing something that's broken" but are also about offering additional tools and mechanics that are fun to use. If not ground pound then maybe on the aftershock or the other charged heave attack with the Thunder Hammer.


3. I think what many people forget is how many people play this game alone. The bots are there but they are not very helpful many times and therefore the mechanics need to be built with both the team aspect and solo players in mind. There are some enemies such as the Zoanthropes that are very difficult on higher difficulties for some classes (i.e., Bulwark and Assault) because of the ammo issue. Don't forget that the replayability comes from being able to use different play styles. Virtually no one is going to try to make Assault be primarily a ranged damage dealer like Heavy or Sniper but having the ability to also do ranged damage without running out of ammo all the time would add more variety and more replayability in my opinion.


4. Agreed. Jump pack dash should only use half of the charge. I can live with missing a jump pack dodge if I only lose half my charge.


5. The additional armor plate (i.e., 4) is just to add to the variety of how the class can be played. I think the perks need to be substantive enough so that everyone is not picking the same thing. The only way to do that is not to nerf the existing perks but to make others that people actually want to use.

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