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

Weekly Class Debrief - Assault

Welcome everyone to the Weekly Class Debrief.

Alright folks you know the drill!

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.

 

 


This week we return once again to discussing the Assault Class.

 

 

                                              


Over the past week we've had some really excellent discussion ongoing within the Weekly Class Debrief - Support

Last time we discussed the Assault class we got some excellent thoughts from folks on balancing, gadget suggestions, thoughts on how Assault currently compares to the other classes as well as a large amount of discussion of how the Spawn Beacon tends to be the primary use of the class. 

Lets keep it going and get back to the discussion. 

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. 


As always I look forward to reading through the thread and going over your feedback, suggestions as well as seeing what drives how you play this class.

The class up for discussion next week will be Recon once again

9 Replies

  • jamreal18's avatar
    jamreal18
    Seasoned Newcomer
    3 hours ago

    The syringe should allow Assault player to still move and shoot with handgun.
    It is Adrenaline Syringe, right? They should still be able use their handgun and able to move while they are down just like in RedSec.

  • QcR4ptor's avatar
    QcR4ptor
    Seasoned Veteran
    4 hours ago

    ORANGE-EXPRESS​ I think the ideal solution would be to make all grenade types available to every class again, similar to how it worked in older Battlefield titles. In my opinion, that would be the best compromise and a true return to the series’ roots.

    Smokes, flashbangs, throwing knives, or sensor grenades could stay as tactical choices without locking them behind a specific class identity. Classes would still keep their unique gadgets and roles, but players would have more flexibility for different situations and playstyles.

  • Beacons are difficult to use effectively, especially on compact game maps like Domination. They are useful in Conquest. I think smoke grenades should be available to all classes because only support classes can use them, so support classes are always identified near smoke. Respawning from assault class beacons further increases the usefulness of assault classes, making attacks from behind more effective.

  • kamairuka114514's avatar
    kamairuka114514
    Seasoned Traveler
    5 days ago

    No changes necessary. Don't need smokes—I never use them in Conquest (the game's primary mode).

    I'd love to see 2x AP mines added to the Assault class. However, the M320A1 and Beacon are so OP that I'll probably just stick with those.

  • As I've highlighted in other posts, the Assault class feels a bit meh. The beacon doesn't seem as useful as it did when it was with Recon, when it does get used it tends to be too close to objectives in risky spots which just lead to the gadget being discovered by the enemy and destroyed or spawn killing on it sooner rather than later.  

    While I see the appeal or having it with a more loud aggressive class, I don't think it gets used to it's full potential. I feel like it's a gadget better suited for Recon or another reintroduced class, like spec ops...  If set up to be the silent assassins or sneaky infiltrators of the battlefield then the beacon would complement that play style well and we'd see a good middle ground of beacon usage between that of Recon and Assault. 

    A replacement for the beacon for assault would be a Zip line, which suits the go anywhere, climb any obstacle mindset and fast aggressive play style of the class very well.  To be fair the Zip line still would suit the spec ops class too, but I feel like it's slightly better on Assault and the Beacon is slightly better on Spec ops. 

    Since they are usually the first ones in the room it makes sense the adrenaline injection pen is upgraded to provide a small 20hp heal and self revive.  20hp isn't anything mental but it may be enough to survive a firefight.   

    Reviving with just 20 hp leaves them vulnerable too, so it would very situational and by no means game breaking. 

    I had another suggestion of giving them an explosives resupplying crate to take some of the power and utility away from Support, but I like the Zip line more. 

    As for weapons I'd like to see tighter initial ADS accuracy on ARs with a bit more recoil but less bloom.  Looser initial ADS accuracy on SMGs with Less recoil but more bloom. Makeing one more suitable for longer engagement distances than the other. 

    Carbines would be in between the two, LMGs would have the ADS accuracy of ARs but with more aggressive recoil and bloom which needs stationary deployment to rein in. 

  • QcR4ptor's avatar
    QcR4ptor
    Seasoned Veteran
    6 days ago

    Reapermac​ I agree about the smoke grenades. Personally, I think the best solution would be to make all grenade types universal and available to every class, similar to weapons. Grenades are important gameplay and teamwork tools, so I think players should have more freedom with their loadout choices.

    I also agree about the beacon. I think it would work much better as Assault’s signature gadget instead of the stim.

    As for the stim itself, I definitely agree that it deserves a proper rework because right now it barely feels impactful.

    For ammo, one idea that could work would be reworking the current Supply Pouch from the Support gadgets and moving it to the Assault class. In reality, it’s pretty rare to see Supports using the pouch anyway since its role already overlaps a lot with the Ammo Bag.

    The pouch could instead become some kind of “emergency kit” for Assault players. Something similar to the stim that gives a small amount of ammo and a bit of health. Not enough to fully replace Support, but enough to allow Assault players to keep pushing a little longer when no Support is nearby.

    That way Assault could keep its aggressive and self-sufficient playstyle for a short period of time, while still relying on Support players for proper full resupplies.

  • I'll leave out that assault and support need to go back to how they were in BF3 or 4.  Assault should be ammo guy, support should be health guy.  

    Aside from the total rework though, I'll say for assault like for every class, the passives should just be always active instead of needing to unlock them through score.  I actually opened the game to give a fair run of the passives.  Breacher is more grenada, reduced penalty for shooting while moving, and 15% faster reload for assault gadgets.  Grenada one is actually good, but make it 2 more instead of only one.  The penalty reduction... I don't know, that's a hard one to really identify in game as being useful or not.  I don't know how you track that as a dev either, can you filter kills when that passive is active and compare it against other kills that aren't getting that?  That's how I would decide if it's actually a benefit, and work it from there.  Nothing wrong per-say with it, just don't know how to identify it as a player.  The reloads?  Eh, puke.  15% faster reloads for everything would be a good change.  Frontliner tree... squad that spawns on you or beacon gets 2s of adrenaline, less falling damage, and faster health.  Again, adrenaline is multiplying by 1.  And for 2 seconds?  The fade in takes 1 second, so... yea.  Change that to squad can spawn on you in combat.  Bam, instant improvement.  Soft landing.  Wow.  I don't know man, this is garbage.  Maybe change this to vaulting and similar actions are 15%-25% faster.  This I could see as actually having some real benefit.  Health regen I would say is really good, maybe lower those values and add that it can start faster as well.  Rally squad active... I guess this could be ok with a buff to the adrenaline effect, but I would say it's just multiplying any number by 1.  No real buff doing that.  I honestly can't think of an easy replacement to make the active shine.

    Gadgets... the class gadget epi-pen just sucks.  I understand it got a bit of a buff in recent updates, but unless that thing gave you some REAL buffs it's always going to be worthless.  As it works now, you get just enough time to sprint into a room and die to a TR7 or SCW in 1 second.  Kind of useless.  If maybe it offered some health, or a much longer duration, or maybe if it worked as a self-revive, all those could give it some real use instead of just being an untouched button.  I assume you track gadget use by players, how does it stack against all other class gadgets?  Boom GL is a lot of fun, but has little real utility and almost no counter play.  It's most effective being used like a shotgun, to kill 1 player at a time.  More destructive force, maybe being extra effective against other gadgets would help it actually have a legit use.  Fire GL is a joke, it's useful to... ehh... I have no use cases for it really, it just sucks.  It should operate to flush enemies from cover, but since it deals about 2 damage for all of 2 seconds, AND doesn't have a good visual effect to make players want to avoid it or get out of it, just blech.  Ladder is PEAK, but almost worthless gameplay wise.  If the ladder could actually take some hits and not just break from a tickle it could really help the thing.  Fire shotty hot garbage, and not literally the hot kind.  Make it a regular shotty that you can choose ammo for (Fire, buckshot, slugs, boom, darts).  Spawn beacon is an extremely useful tool.  I don't think it needs any changes aside from maybe some nerfs so it's easier to find, but even thats kind of ehh.  I think that's all gadgets?  I would take the mammoth pack from support though and give it to assault, lengthen recharge time, remove ability to heal from the thing.  Lower the recharge time for GL as well, they're 1000x less useful than launchers and launchers recharge way faster, should go the other way around.  I forgor the penetrating flash grenade.  Thing is actually kind of fun, but since only soft walls can be penetrated, it sucks.  Give it another charge, let it REALLY penetrate, OR if it can't pen then have it still operate as a sort of sticky flashbang instead of just essentially being a dud.

    Grenades.  Since frags are all, nothing to care about.  Stuns are ok, but they need more of a movement penalty and a little bit more duration.  They also should decrease hipfire accuracy if they already don't, more if they do.  Flash... man, those things suck.  If someone isn't staring at the thing it's a dud, and even if they are you have about 1 second to take advantage of that blind.  I would increase the length someone if blind, AND shunt their aim somewhere else when they get blinded.  If I'm aiming at a door when I get blinded, I can just spray the door because I know I was aiming at it, and likely remain safe until I'm not blind.  Count on those should start with 3, passive give you 5 as well.  They should recharge faster from packs too.  They should be a great pick to engage a guarded entrance, but I never see people use them over just running in CoD style and gunning people down.  I never use them unless I've been drinking and want to play like  a rat.

    Weapons for the class... well, I think that carbines and SMGs need a range nerf, and assault weapons need more accuracy and distance.  As the game is balanced now, there's no real reason to pick an assault wpn over carbine or SMG aside from the tiny buff you get from the class passive.  I don't know if that's an assault thing over just game balance thing though.

    Assault is supposed to capture OBJ faster, right?  Well, it really doesn't feel any faster than any other class, and a buff I would give it is that it can cap OVER an enemy who isn't assault on point.  So 1 enemy and 1 ally on flag, if one of them is assault and other isn't, OBJ should slowly go towards assault team over non-assault.  

    As it stands, assault reads like it should be the Delta force, easy company, go fast go hard kind of class.  But it plays like every other class with worse gadgets.  Assault weapons should be a "good for almost all engagements, but never great" but instead they feel like almost every other weapon in the game.

    It would be really funny though if one of 1/1000 chance things was instead of using the epi-pen, assault took a drink of a red bull.  That'd be funny.

    TL;DR The assault class doesn't shine in any aspect of play.  Assault has no gadgets that feel like they make a real difference.  Assault weapons are lackluster.  Grenades are lackluster.

  • Well, let's get started.

    1. The syringe should provide the effect of a small first aid kit (start regeneration) + maybe give 20 HP instantly.

    2. Equipping a second weapon instead of a gadget shouldn't reduce ammo.

    3. Move the syringe to regular gadgets and make the respawn point a special gadget.

    4. Smoke grenades for everyone.

    5. Where is the bounce grenade launcher?

    6. Where is the option to throw a grenade away from yourself using a separate button?

    7.  Why haven't they removed the sweet spot from sniper rifles yet?

    P.S. We're still waiting for ADS FOV, disabling weapon blur, and increasing the minimap size on the screen even further.

  • Reapermac's avatar
    Reapermac
    Seasoned Novice
    6 days ago

    Just to preface, these views/opinions are coming from a primarily-breakthrough/operations player. Conquest/Escalation/Rush/TDM/KoH/Domination experience may differ. 

    Assault needs a little help imo. I feel like they could use the smoke grenade/smoke grenade launcher and/or maybe the smaller ammo & health bags to help in its "assault" role , which right now is overshadowed by Support because of their ability to sustain themselves with health & ammo and offer more pressure on the frontlines. I find it harder to have an aggressive playstyle with the Assault class because of the lack of smokes and ammo/health bags. 

    I also feel like the stim needs a re-pass/rework as well because it doesn't seem impactful at all for the most part, even with the new visual changes and faster application. 

    The "Signature Weapon Trait" for assault rifles also doesn't feel as impactful either. I can't tell if it's still bugged or actually working. Maybe allow the assault class to get an additional 10 points for attachments for assault rifles or something new compared to what it is now (even I can't even remember the bonus at the top of my head versus the Engy's improved Hipfire control for SMGs, or the Support's faster ADS speed for LMGs or Recon's steady breath & reduced sway for Snipers rifles). 

    Beacons are okay. Maybe switch the stim for the beacon for Assault's signature gadget? 🤔

    Ladders are very niche, no complaints atm. 

    I haven't really used the breacher gadget, incendiary shotgun or concussive/stun grenades besides using them to complete challenges. 

    EDIT: Also the 320 Grenade launcher needs a minimum arming distance so people can't just run up and noobtube point blank and still survive the 1v1. 


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