Assault is rather lacking when compared to the others classes and the particular role they do, to the point that Support actually does a better job at for filling the Assault role than Assault itself.
Reasons for this being.
1: Open weapons, ARs are meant to be the most powerful and versatile of the fully automatic weapons, being available to everyone only neuters Assault. This does extend to all other classes and their respective ( what should be ) locked weapons.
2: Available gadgets, Assaults gadget lineup is rather hopeless with the only exceptions being the deployment beacon and the ladder. There's little reason to pick Assault for any other reason than to utalize those two gadgets.
3: The power of Support, In terms of raw infantry killing power nothing comes close the the capabilities of Support. You can play as an aggressive Assault player, with an AR and a handy heal or ammunition / grenade resupply whenever you need it. Coupled with your ability to revive and resupply/heal all other players and equip smokes no wonder its the most played class.
So, what to do...?
Firstly Support needs a nerf, splitting up the ability to both heal and resuply would be the minimum required as it's too powerful. Having the fire support training path focus on resupplying only and the combat medic training path focus on healing and revives only. Or even better still a dedicated fifth medic class...
Buff the adrenaline injection to provide a small 20hp heal and self revive to 20hp. The revive would be a slow non-cancelable animation in which the player can be killed while performing. Making it very powerful, but highly situational action to perform.
With having only a single charge players would have to decide between healing or saving the injection for a self revive.
Now, with Assault being intended to rack up infantry kills more than any other class, this requires ammunition. So to shift the reliance on players using supports ability for purely their own use I suggest we add in an Assault only " scavenger trait " which will function the same as what we had in BF2042. Where a dropped kit also drops 1/2 a mags worth of ammunition and fills the gadget recharge bar by 25%.
This will give the class some self sustainability and with the additional buffs to the adrenaline injection this gives the power of pre-nerf Support to Assault, but instead of being wrapped up in one passive easy on demand gadget, it's rewarded through aggressive play.
To limit the scavenger trait somewhat, each dropped kit can only be scavenged from once, first come first serve. This prevents a cluster of Assault players gathering too many resources too quickly.
For anyone thinking " this means everyone will now play Assault " the more Assault players there are the more they have to share/fight over the kits to scavenge, it's effectively self nerfing/balancing.
The current class trait ( Faster objective capture and defusal speeds ) becomes the new class ultimate and its effects are applied to squad mates too.
The addition of another gadget such as a " Zipline " will help Assault with manoeuvrability and ties in nicely with the ladder and it's climb any obstacle mindset.
Another ammunition type for the m320 being the LVG would be a nice addition too as well as smoke grenades. Updating the m320 therm, breacher and the incendiary shotgun to be more effective would be nice too, oh and closed weapons.
I have a post regarding the training path changes to Support as well as all others.
Suggested updates to training paths. | EA Forums - 13392860
Thanks for reading.