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