Assault Class Stim Doesn't Contribute to its Identity, Here is an Alternative
TL;DR:
- Replace the basic stim (the class gadget of the Assault class) with a secondary, non-lethal grenade type that would allow the Assault class to toggle between two different grenade types by pressing the input binding for their class gadget.
- Replace the upgraded stim that is currently the Assault class's active ability unlocked at the top of the field spec chain with a new active ability that, when activated, allows themselves and allies within a 25m radius to capture objectives quicker for a period of time.
These changes would strengthen the Assault class's identity as a team-focused and objective oriented jack of all trades, while at the same time preserving the class's current ease of use.
The Problem with Stims
As the dedicated class gadget and a core part of the identity of the Assault class, the stim feels extremely lackluster and out of place in the Battlefield atmosphere. For those that don't know, the stim is pre-emptively used to give the player a few seconds of having a very slight bonus to sprint speed, increased explosive resistance, and the ability to hear enemy footsteps better. The upgraded version of the stim that is unlocked as the active ability for the Assault class's field spec has all of these effects, and adds the ability to see enemies through walls and to have the duration extended by securing kills.
These stims can be used situationally at best and are extremely weak when compared to the class gadgets of the other classes, like the motion sensor, supply bag, and repair torch, each of which contribute greatly to their respective class identities. More importantly, the stims are incredibly unrealistic, especially the upgraded active ability version that reveals enemy locations through walls, and out of touch with the grounded, realistic environment of Battlefield. The effects of the stims would be exceptionally strong in a fast paced, competitive arena shooter, which Battlefield isn't. They don't belong in the game.
I understand and agree with the removal of medkits/defibs from the Assault class's toolkit. BF3/BF4 were run rampant with run and gun Assault/Medics that chose the class specifically to use an assault rifle and heal themselves whenever they took damage, and this was problematic because it enabled a very selfish and non-team oriented style of play. With the removal of medic responsibilities from the Assault class, the Assault class needs a new identity, but drug junkie isn't it. The stims do very little to establish the identity of the Assault class.
The Identity of the Assault Class
DICE's stated intention for the Assault class is to make it less solo-play oriented and shift the class more toward a front line, objective oriented identity. I agree whole heartedly with this vision, but fail to see how the stims complement this. If anything, it seems the stims are more fitting on the Recon class, as they are primarily used to reveal enemy locations (please don't put stims on the Recon class, just let them disappear).
There is talk that DICE is going to be moving the deploy beacon from Recon and to the Assault class, which in my opinion is a welcome change. It fits the intended identity of the Assault class being a front line and objective oriented presence. The Assault class is also supposedly getting access to a ladder, which would enable them to reach vantage points to better assault objectives. This is also in line with the intended vision for the class. Assault already has M32s as well, to support their versatility in engagements.
Given the tools already in the Assault kit, it is important that Assault's class gadget support and further embellish their identity as a versatile, jack-of-all trades front liner with a strong objective and team oriented presence.
Therefore, I am suggesting two things:
- Replace the basic stim (the class gadget of the Assault class) with a secondary, non-lethal grenade type that would allow the Assault class to toggle between two different grenade types by pressing the input binding for their class gadget. This change would contribute considerably to the versatility of the Assault class, and mitigate their dependence on the different types of M32s available to them. If the deploy beacon and ladder both make it onto the Assault class, then an Assault could forgo the lethality of the M32 to play a more team oriented role with these gadgets, while at the same time retaining the versatility of being able to throw a smoke grenade to revive downed allies or block enemy lines of sight and also have a frag to take out camped enemies. Or, Assault players could of course retain their M32 and still make use of additional hand thrown grenades, which plays into one of the Assault class's more traditional roles as grenadier.
- Replace the upgraded stim that is currently the Assault class's active ability unlocked at the top of the field spec chain with a new active ability that, when activated, allows themselves and allies within a 25m radius to capture objectives much quicker for a period of time. I've heard talks of DICE implementing a faster objective capture somewhere in the Assault class's toolkit, possibly as a passive unlock on one of the field spec branches. I am suggesting that this effect become a stronger, active ability that is available on all different field spec paths, to further cement Assault's identity as an objective oriented role.
These changes together would do wonders in establishing a true, solid identity for the Assault class as both a jack-of-all trades on the battlefield and also an objective oriented front liner, while at the same time staying true to their traditional role as grenadier. These changes would also retain the current ease of use of the class that seems to be attractive to CoD and other FPS title refugees.
As always, I am suggesting this feedback with love and care for the Assault class and the greater Battlefield 6 game and Battlefield franchise. I am not trying to be a doomer or a negative nancy, simply trying to offer feedback that, in my mind, would improve upon an already great game.
Please let me know what you think of these suggestions!