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MistralX103's avatar
MistralX103
New Adventurer
3 days ago

A few ideas to give some love to the Assault Class

Season 5 Phase 2 brings yet another gadget to Recon... 3rd new gadget for him. Engineer got the Igla. Support is already good as is. But Assault ? Nothing.

Assault currently has 3 gadgets. M320 explosive, Assault Ladder, and Spawn beacon. The Thermobaric launcher has been nerfed to the ground since the open beta, and the X95 and incendiary shotgun are so impractical and useless, they are a waste of disc space. The 3rd weapon sling is an interesting idea, but sacrificing more than half the munition of your Primary AND Secondary weapons to have a second half-fed weapon is just not worth it.

The adrenaline injector is WORTHLESS. So much so that you didn't even dare to put it in Redsec. It is the only class specific gadget that does not benefit the team, it's a personal thing, which only makes you sprint at full speed... Just hold your melee button and run. Yes I know it offsets flashbangs and stuns, but nobody use those grenades anyway. Maybe the "Rally Squad" ability is fine, since it affects everyone around you, it works for a decisive push. But the injector is for kamikazes and make you look silly.

I am pretty confident splitting Medic bag and ammo bag won't happen, so here are a few suggestions, to bring some love to the Assault class:

  • Replace the adrenaline injector by the Assault ladder. Benefits the team, fun, in theme. It is doable, you did it in Redsec.
  • New gadget: X95 Thermite launcher. Sticks to vehicles, and deals damage over time. How much damage ? Well, exactly the same damage as one engineer repairs. This gadget wouldn't be aimed to solo vehicles, but to prevent a damaged vehicle to auto repair, and enough damage to force several engineers to act on it. Maybe even if the engineer uses his repair tool directly on the thermite device, it would destroy it instantly. For balance, the damage of the thermite device shouldn't stack on a single vehicle.
  • New gadget: X95 Proximity Stun. Replaces the X95 breaching. Plants itself in a wall, detonates when an enemy comes close. Same effect as the stun grenade. Has a short arming delay, so that it cannot be reliably used as a direct impact weapon. Also with a limit of how many proximity stuns can be deployed by a player at once. Same idea as engineer mines or recon claymores.
  • New gadget: X95 Proximity flash: same idea as the X95 stun, but with a flashbang effect

--> Of course, you cannot have multiple X95 launchers at once. But you can have one M320 and one X95. X95 launchers would have 1 starting ammo by default, breacher gives 1 additional.

  • Weapon sling: remove the munition penalty on the primary and secondary. Keep the slung weapon with half ammo. 
  • Alternative idea, remove the sling entirely, and make the DB-12 a gadget. 16 shells in + 16 shells reserve, considering the damage it does, shoudn't be OP. Buckshot of course...
  • New passive: in the Frontliner path, replace the "Adrenaline Rush" by "Surprise Attack". Reduces the 3D spotting distance when using a non-suppressed weapon from 54 to 18 meters. Or even better, to 0. Weapons sound so good (I especially love the firing sound of the new Mk 24), but too bad, I can't really experience it because I HAVE TO suppress it if I don't want to light up like a Christmas tree.

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