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EA_Rtas's avatar
EA_Rtas
Icon for Community Manager rankCommunity Manager
22 days ago

Weekly Class Debrief - Assault

Welcome everyone to the Weekly Class Debrief.

Each week we will be rotating through each class to discuss everything from Balancing, best equipment/weapons to use, tips and more, YOU drive the discussion.


The class we will be discussing this week is Assault.

                                              


Just over a week ago I posted my Medic guide here on the forum. We had some excellent discussion in there about tactics and there were some truly excellent tips shared from others in the community. 

This week we're going to discuss the Assault class, how you feel the class is balanced at the moment, what do you think could work better, what works well right now, and what do you want to see for the future of the class. 

The discussion is driven by you folks, we will be  here to jump in with our own thoughts as well as to read your feedback, discussion points or even if you just have some cool screenshots or clips to share. 


We look forward to reading what you folks have to say


The class up for discussion next week will be Recon

10 Replies

  • Painknight's avatar
    Painknight
    Seasoned Veteran
    22 days ago

    Assault needs to be returned to how it was in the BF3 and BF4 era.  Practically everyone bought this game because they wanted those games.

    Support now is the class of the sweatlord.  And why not?  Unlimited ammo AND health regen AND bonus resistances?  It's almost like they made that class for the turbo sweatlords.  

    All GL grenades types should be available to both.  The penetrating stun needs to be changes to a sticky delayed stun (so you can use it, get your weapon out, THEN engage)  Assault rifles just about need a buff across the board, though I say give assault to engi, PDW to support, and LMG to Assault.  I mean you're ASSAULTING for goodness sake, while support is supposed to be SUPPORTING.  Instead it's supports who never use anything but mammoth and another gadget they will never touch, they will almost never rez, they won't pay attention to their dang map to see the 20 people around them spamming "I NEED AMMO" Neebs.  The unlock through points buffs need to be turned into just regular all the time buffs with the actives being turned into another passive or maybe just plain removing it would be better.  The fire shotgun needs to be turned into just a shotgun that you can choose the rounds you use instead of only fire.  

    Honestly those passives need a ground up rework.  Give assault a real suppression mechanic like we had in the old games.  Give them a helmet that lowers sniper headshot damage to 95 instead of ohko.  Give them a lead the way passive that gives allies advancing towards them a MS buff or maybe a damage reduction buff for being behind them (from point of attackers view) or something like that to encourage them to actually play with their team AND make their team appreciate them a bit more.  Bam one passive tree down.  Second passive tree is related to supplying ammo.  A buff to resupplying offensive gadgets, a buff that restocks allies over their ammo limit (not including gadgets) and then third is they can have 2 ammo packs out at a time instead of 1.  Are this perfect?  Nah, but 100000000000% better than what we have now.

    I don't think you can talk about fixing the assault without also talking about fixing support.  They shouldn't have been combined into one class.  I'm sure that if we could review genuine statistics, we would see support currently being the highest picked, with assault being the lowest.  

    Ways to fix it without this kind of rework?  Ehh... Make the epi-pen not suck, again open all GL options, same change to stun gun thing, Cap speed needs to be 1.5 if it isn't, sure doesn't feel like 1.5.  Passives still just need completely redone.  Considering the only 3 passives i know in the game are engi get more rocket, snippy can see boom rocks, and snippy can headshot to death... I have no idea.  The passives and actives in this game just reak of CoD and could honestly be deleted with probably no one noticing a bit of difference aside from those rockets.  Same change to bolty boomstick.  Suppression back for ALL classes.  

    Honestly if I could just have LADDER instead of epipen I would be far happier.  Ladder is actually kind of useful, kind of fun, and stupid in a good way.  

  • MjrWalker's avatar
    MjrWalker
    Seasoned Veteran
    21 days ago

    In sorry, but this is hardly a priority. What good is Assault when the game is pushing silly Red Bull Motorcross stunt bike modes? And what about the heaps of technical issues across the board? Where's the communication? 

  • walas85's avatar
    walas85
    Seasoned Veteran
    21 days ago

    I agree with the previous speaker that the current classes in the new title should return to the model (rigid balance) of the previous installments in the series, Battlefield 3 and 4. Their structure, equipment, and combat significance fit the tactical operations on the battlefield, where each player played a specific role – each with a rigidly assigned equipment they could use.

    Here, the Assault Class is merely a useless pawn who doesn't really stand out from the others (a basic character) – a tactically weak character.

    The Scout is a typical lazy player, played by players focused solely on scoring easy stats, not participating in any other activities.

    The Engineer is only useful against vehicles; if they're not present, the character doesn't exist.

    And finally, support is a class that's too powerful compared to the others, with abilities and capabilities that outclass all others – why would I play other classes when this one has an infinite supply of ammo and health, with access to every possible weapon?

    In Battlefield 6, classes don't have a defined, ubiquitous character designed to play a specific role in combat. Therefore, cooperation in cooperative play, the social element of achieving objectives and conducting area-of-effect operations, is practically nonexistent.

    Play Battlefield 4 once and you'll see/feel that the gameplay there is completely different from here.

  • Alethes's avatar
    Alethes
    Seasoned Ace
    20 days ago

    Assault is the class I play the most.  Why? One reason only: the spawn beacon.

    As others have pointed out, Engineer, Support, and Recon have substantial advantages in their own classes. I do struggle to see any extraordinary value in the caffeine pen. Plus I never use the sling option. (And having extra mags is moot when I die sooner than the need arises to use them... 😄)

    Granted: perhaps the ladder is underused — but how often do the maps lend themselves to use them?

    So in summary: Assault needs another one or two game-changing perks to make it level with other classes.

    1. Add smoke grenades to the Assault and Sniper.
    2.  Remove the ammo penalty when equipping a secondary weapon from the Assault. 
    3.  Give the Injector the effect of a small first aid kit (regeneration start is interrupted by damage). Reduce ambient sound suppression when using. Move them to regular gadgets, and make the Respawn Beacon a special item instead of the Injector.
  • Restore the sniper's gadget that destroys enemy gadgets to its normal range. The nerf from 50m to 15m is terrible. Let it be 50m for all airborne targets (grenades, drones, RPG shells, etc.) And 30m for ground targets (claymores, mines). The sniper's decoys still fall through the ground on cliffs and most of the last two maps.

  • +I have some suggestions for the game, but there's a lot to write about. Players can tolerate a lack of content, disconnects, and bugs for a very long time if they like the gameplay. That's why people played PUBG and Tarkov from the start, despite tons of bugs and shortcomings. BECAUSE THEY LIKED THE GAMEPLAY. But you've seriously worsened the gameplay since the BF6 beta. And all of this can be fixed by simply spending a day changing some numbers in the code.

  • They need smoke grenades. The point for the class is to push and smokes are a must need. Give them an ammo pouch bag like support to keep them in the fight longer.  The launchers need a big rework. They useless and no one uses them. 

  • Moggie-san's avatar
    Moggie-san
    Seasoned Newcomer
    10 days ago

    Adding my 2 cents to what people have already said.
    1. Add smoke grenades to Assault.
    2. Give them the supply pouch
    3. The X95 and SS26 should work with the underslung mount attachment.
    4. SS26 should be a gun first, then fire second, not the other way around. That's why the M320A1 exists.
    5. Beacon should be the signature gadget.
    6. Adrenaline should heal at least

    Support just took all the Assault class money and is having a field day with it. We need to take some of that back.

  • DeusActa's avatar
    DeusActa
    Rising Newcomer
    10 days ago

    Its problematic to straight up buff assault because nobody likes getting killed by indirect fire and little to no counterplay like one shot grenade launchers. Other classes have distinct identifies for what they provide in the battlefield. Support give utility/resupply, engineers excel against vehicles, and recon are best at sabotage and info gathering. Assault has to be good at fragging and flanking. The question is how can they do that without directly overpowering their tools or else we get what we have now with their gadgets feeling underwhelming. 

    My idea to this dilema would be to utilize suppression and give it more of a dynamic role. We all know that suppression exist in battlefield but their is not much to it aside from a blurry screen, added bloom, and muffled audio. In my opinion explosives like grenades, grenade launchers, and stun/blind effects should scale with how suppressed the player is affected such as a meter. For example, grenade radius are terribly small and lose a lot of falloff range. If grenades and grenade launchers had a damage of 25 to 30 health and a considerable radius like 10 -12.50 meters they could act as great fragging tools to flush out enemies. Of course there is still counterplay because they would have to reposition and fall back and it avoids being spammable. This is where suppression comes in, lets say a enemy is heavily suppressed than that grenade explosion damage should scale to become deadly towards 100 hp damage. Being moderately suppressed could lead to 60 damage taken by explosives. Balance can be measured through to find balance experience. This would incentivize suppressing fire, using non lethal throwables/gadgets, and flushing out an enemy that have bunkered down. 

    • Flash and stun grenades could additionally max out the suppression meter
    • grenades/ grenade launchers explosive damage would scale with suppression meter- give the blast radius an generous range
    • Breaching incendiary shotgun would scale with suppression as well

     

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