#Assault - Feedback
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i mean ofc it will feel like a support
to do the run and gun and be selfish on the ammo box gameplay
lmao
that playstyle fit more in medic and enginner, no?
i mean they literally gave assault the ranger armor
to do that
heck they even gave assault pdw
(assault groza metađȘ)
there is no way to replenish armor and it slows you down
you also get more mags and other benefits for lighter armor
How is engineer relevant to this discussion?
good question, I'm going to the other channel 
It already has good passives and gadgets to do its job
You have grapple hook for roof monkey
sledge to blow up walls (kinda meh but you save on C4)
You ADS faster, reload faster
idk I feel he needs 1 or 2 things more and will be great
maybe a few more bandages thats all I can think of
needs more bandages (all classes do except medic) and needs a new niche gadget (maybe a knife to finish of dead enemies, making them unable to be revived)
'War Crimes' class
Yes to more bandages but why would anyone take a gadget that can prevent revives instead of some other gadget that makes you more effective at actually killing people so there's nobody left around to revive.
The knife was just an example of a niche gadget assault could get
a knife to prevent revive would be a cool gadget for assault
It should probably also say on the load out customizer the passive buffs that assault gets cause I have a feeling that a lot of people don't know about stuff like the reload speed which is why they don't use the class
Why can we have people slinging c4 as fast cqc multikill roomclearing but can't give assault shotguns for slower, non aoe cqc combat?
Is there any actual reasons?
balancing, that's the reason, shotguns would either be only good up to 5m and suffer against armor or they'd work up to 30m still suffering from armor but still being a potential 1-shot kill, they're just not fun for players nor good to balance
C4 throwing speed is definitely a bit absurd right now. For CQC you already have a selection of high RoF weapons available though.
The actual reason is Oki has a skill issue
As said by themselves: #battlebit-eng message
(which is a bit BS, SMGS can already kill in less than a second
ahh interesting to hear but shotguns still would be a nightmare to balance and play against/with
I wouldn't see a issue, Especially with it being a assault only item, TTK is so low anyway with SMGS and most other weapons, They shouldn't upset the gameplay too much
well you can 1 shot people in close range, that's just frustrating af and yes the ttk is low generally but it's already a pain getting rpged point black now imagine that with a 4-7 round tube mag running through a group of people
the only real justification for shotguns would be as a breaching tool but since we have nothing to breach and it's just run and gun without tactics whatsoever they don't really have a place in this game
SMGs are already run and gun without tactics, so? And again ttk is so low so dying in .2 seconds is not very different to 0 seconds. The RPG issue is splash, Which for our shotgun can be cured with a decreased spread and a lower ROF (I would say 1 full second) to stop it from being a crowed clearer while sticking to it's Alpha striking close range role, Which this game is missing.
@narrow bison (I forgot to reply!)
interesting, coming to think of it smgs already serve that role kinda which is why i am/was aposed to shotguns in this game because it would just be more mindless zooming around but maybe this could make the assault class a wonderful mid range and close range class, or if you choose to make it a devastating cqb breacher, maybe give assault the scorpion evo aswell, it's just odd it doesn't have it
but in the way you described their use they could be hella fun
run and gun you mean flanking isnt that a tactic?
Yes! but I'm thinking more along the lines of the eternally moving medic AD strafing and healing
i mean you can do that now with assault with that small ammo box and be selfish
Until that box runs out
and at a slower rate with the possibility of being interrupted for no benefit
sure but its still there
something of a big change by a lot
assault can now do assaulting better
may not be good as medic
but its now a thing
use that pdw groza with run and gun on assault
True, But assault is still being pushed aside by the medic with it's Faster movement, SMG access and same access to useful gadgets (C4 To name the big one)
I fail to see the point when C4 is currently used as a rapid fire close range aoe instant kill with effectively a 5 round mag
One point sure, But still outclassed by medic
Only that shotguns would have to kill one by one compared to the C4 killing the whole room instantly
you can't reload c4 easily tho, but yeah c4 should probaly be looked at aswell, it's kinda busted but the magnetism kinda nerfs it although that shouldn't be a balancing thing for c4
What is the point of assault when the medic exists?
C4 you actually need to be a few meters away for it to not kill you
Better guns, can take ammo kit/sledgehammer/riot shield
The ammo kit is the only one of those I'd use, the sledgehammer feels kinda outclassed by the C4 everyone has. Pickaxe might be a niche use for making rat holes in buildings, but I don't feel like that's enough of a draw. Riot shields don't feel good enough to draw me in tbh
I suppose, but they're not good enough. I'm sure the numbers would show assault is the least used class (not counting leader)
Assault only has niche uses, all other roles are occupied by the other four main classes
I doubt it
Assault was decently popular even before the bandage changes
I would say itâs second to medic
Support used to be more popular but itâs been getting less used with time, I think
I can speak only to my experience, but I'm level 140ish and I've never used assault any longer than a few lives, and I barely see it in all of the squads I join.
What region are you in?
Assault with the ammo pack for self heals imo is a case of "medic but worse", instead of just healing yourself with a box you have to use your limited bandages and occasionally take some out of your lunch box
NA
I have a theory that assault is really unpopular there but I have no stats to back it up
In EU thereâs usually about 3 per squad
My anecdotal evidence is that I barely see it
I have also heard NA players claiming that most people play medic before so I think itâs overwhelmingly popular there
I can also agree with that assessment
If I feel like using "standard infantry" then I use medic, not assault. Self heals are too valuable and nothing assault offers can match that imo
Assault can self heal now as well
Everyone can
Medic became waaay less valuable with the heal changes
Only with bandages. Medics are still what I see the most in this region
I barely use mine for self heals because a medic usually is offering heals if I'm in a crowd
But yeah, I didn't consider regional differences to factor in
Perhaps one other thing is SMGs for medics? Medic simply can move really fast and I feel SMGs are a bit overtuned, so if others feel that then medic would still be a top choice
you can check the score board too see how many people play assault
Personally I donât think any of the SMGs are top tier guns
So Iâm not really bothered with that
smgs aren't top weapons 
bear in mind, just so you know who you're talking to, this is the lad who discards ttk and thinks high rpm isn't any easier than low rpm
a little thought i had, what if that shotgun could be used with the riot shield, just some food for thought tho
Fun for the user, on the opposite end no as much.
imagined it more as an indoor gadget combo, so 10m or less and you still have nades and c4 or mines to counter that so it can still be defended against
but that would only be a possibility if shotguns would come to the game which i don't see happening any time soon
It's pretty good now, I see a lot of zoomer sweats running it
medic still outclasses assault, for assault to be more useful it needs more bandages (every class besides medic needs more) and it needs some new niche gadgets
I don't mind the other classes in general getting more bandaids, but I don't think medic is 100% superior as it used to be
And again ttk is so low so dying in .2 seconds is not very different to 0 seconds
yea, it absolutely is, lol. Also don't forget shotguns are literally AOE weapons; they don't require precision at all, you don't even need to aim for headshots or aim on target to land hits.
They are absurdly low skill weapons. If you are spraying and praying with a vector, you are missing enough so that a solid aimer can beat you. With a shotgun you'll still get the kill.
netcode also causes major issues with shotguns, the 1hko potential means often you will lose fights you'd win in any other situation because only the first bullet matters, intead of 4-5 like with a vector or other fast firing gun. It makes a massive difference in how it feels to fight them. Shotguns absolutely should be kept out of BB
If you want to 1hko in close range, just use the deagle. That functions exactly like a shotgun, IF you have the aim to hit a headshot.
Maybe they're not top weapons (I disagree) but the playstyle they encourage is, at least in my experience, really strong.
AOE sure, If you go the cod route and make spread obscenely large + large pellet counts and of course with a low a mount of pellets needed for a kill, Which you should not.
Low skill not as much, Sure you can absolutely shut down fights with a well placed shot but you need that one shot with any misses leaving you open! Spraying and praying with any weapon will lead to your death but the leeway given by Autos (and especially by high fire rate weapons ala vector) mean a decent shot can also get kills they shouldn't! (Par example tracking over a target, Sure you overshot them but the .2 seconds you where over them meant you still got ya kill) where as a well designed shotgun means you need that nice meaty middle. Dukes and other strange movement also can throw off a shotguns first blast and leave them open, Something thats a lot less likely for automatics.
Also why use the deagle? Sure I can hit heads but do you think I'm sweating my ass off to learn to get close range heads on duking opponents I'd much rather learn to fire at unarmoured flesh with our hypothetical shotgun
that is not something exclusive to them. that's just because the game is fast paced.
Medics are able to keep up the fast pace better than other classes
I think assault does that best
can move slightly faster at base and fast reloads especially are good for this
Perhaps, but I feel like SMGs are too important for that kind of playstyle
why?
Moving quickly, especially with an SMG that can give 1.10 movement speed, can let you choose your fights and flanks
I'll try it with assault later though
armor has a massive effect on movement speed now
and you can sustainably run light armor with assault
so yeah makes it quite a plus for assault
it is true that a couple of them are faster than any assault weapons, but I think 1.05 with light backpack is gonna be about the same as 1.1 with medium? FAL can also get up to 1.15 movement speed
I'm still grinding the short mag for the FAL, interested to see how that goes
I personally don't think it's worth it
I've always kitted my medics light though, since I don't see a need to have that many gadgets or anything, so maybe it's a difference in kit?
extended mag does more for me
Extended mag kills movement speed which is just unbearable to me now
they reduced the impact of that
It feels like it should be less so
But like less making high level armor faster and more so reducing the movement buff of having no armor
Because if you pair no gadgets with no armor and an smg you stop being a human and become a racecar
There is literally nothing lower skill than shotguns. The only exception is Apex, because they take 2-3 hits to kill, and even then there were patches where they were broken OP.
I take it back - tank/vehicle mains are easier. Noob tubes from modern warfare 2 back in the day, also easier. But no gun that's lower skill.
Yeah, but it's still an effective -.1 movement speed most of the time
Shotguns would not be good in this game for sure
I can see shotguns as like utility things instead of raw pvp weapons but we already have good alternatives
this game has shotguns. just play engi with RPG HEAT 
Pfff
-3.5% actually
tbf you do give up a lot by taking no / light armor
Even if they are weak, they are still easy, low skill, cheese weapons. Sitting in corners on OBJs, especially game modes like rush, with shotguns would be infuriating to play against even if shotguns are weak. They are just better off left outa the game
cough cough rpgs and autos with High rates of fire and no recoil cough
I don't know..I just in general feel like the difference in movement speed is barely accounted for considering how vital and important going fast is in the current meta
wait no, 2.8? can't remember for sure
Is there some formula for figuring out movement speed? I was in the process of gathering data for that but then the patch dropped which made all of my data irrelevant
Even RPGs are higher skill than shotguns if I'm being honest, as easy as they are.
And full autos with high rate of fire are an order of magnitude more difficult to use than shotguns, despite their relative easy of use.
Dude I don't mean bad as weak, I mean as 'wouldn't be a good idea here'
Give it a second read đ
ya I am agreeing with you
You brush your cross hair over someone and suddenly they die, Seems pretty easy to use to me! TTK is slow low here anyway ANY weapon can be used to sit in a corner and blat someone who enters!
A
yeah some person found out that attachments make a measurable difference of 20% of what they say they do, 40% before last patch
Like, just add all the parts of the movement speed I guess? But also stowed weapons affect movement speed but not by that much and eh
God I think I might be feeling the post being high af effects ooof
Yeah then I getcha
And yet, I kill them all the time even if they shoot first, because they're still harder to use than shotguns. A player stationary in a corner with a shotgun is 50x more effective than the same person doing that with a vector
fuck with em. make the shotgun require effective aim by making spread really tight. tighter than other games with tight spread. then they must still aim it
Shotguns are one thing Oki is 100% correct on; they are better off not being added
(aka the best kind as in a reply to Ckosmick
isn't that 2 tap not 1
Honestly, either movement speed being clamped or people with slow to move/use weapons getting a controlability buff(other way around with smgs because Jesus I've gotten sniped by umps at 100m away a bunch lately) would make stuff like ARs and DMRs much less of a side feature
only against helmets
which most people have..
works fine when I use it, think I had 500 deagle kills my previous prestige
And most people aren't able to hit moving heads in CQC
leanspam moment
tfw you argue against shotguns by accident
Mostly due to how fast and snappy movement is
Like even cs has a bit of acceleration and inertia for that reason
People can use and abuse adadad and qeqeqe for great effect and it's horrid
And saying they need shotguns because it's easier to learn to hit unarmoured flesh than learning to shoot a pinhead in a hurrican?
its like the mfs in halo spamming crouch midair to manipulate their hitbox
Or dolphin diving cod kids
by trying to argue you should have shotguns because they're not that low skill; then admitting you need them because low skill.
Shotguns aren't added because oki said skill issue, and oki is right. They shouldn't be added; players who want them have skill issues đ
weapons exist in this game that can 1hko in cqc, use those instead of asking for the lowest skill weapon in any fps game to be added; they're bad for the game and oki is correct with that.
Yeah, I'm not saying this should be ice skating, but even a bit of inertia would:
- make the game more lag resilient
- make combat feel more responsive and less deranged
- reduce people's ability to neo matrix out of situations they definitely should not get out of
skill my balls. shotguns look and sound and feel cool. that's why i like them
I have lesser skill when it comes to precision, I have more when it comes to general flicks and getting close, You do know games aren't just two dudes shooting each other at the drop of a hat? Again TTK is so low shotguns are going to end up being niche smgs with a LOWER effective range
which makes them a useless addition, imo
I have lesser skill when it comes to precision, I have more when it comes to general flicks and getting close,
I don't even know how to respond to this. Getting close and getting a kill is exactly why shotguns are low skill and no one wants them.
and people will still complain about them being low skill when they do die to one, even if that's irrational
it's useless to kill grinders, less so to people to have fun
why YOU don't want em!
Like how grass grows and birds fly
nor does Oki, nor does... well, most players, really
also take the reload and pumping - i would hope it to be pump shotguns - into account, you have significant downtime
Just use the scorpion as your shotgun đ
As much as I don't want shotguns, I have to agree focusing mostly on who keeps they mouse on target isn't a good way to dictate skill, and it ignores a huge chunk of what makes fps(see people complaining about you laying mines down to protect your flanks because "that's camping bro")
just stay out of shotgun range 4head
Sadly it's a Auto
only real use tbf that recoil's nuts, but this thing should be on assault 
RISE UP ASSAUlT EVO ENJOYERS!
I don't want them because my experience with them in other games is that they are a detriment to the experience.
Cool, I feel like they'd be balanced due to the mechanics Oki has set up (armour, distance of the game and low TTK)
I want a shotgun so I can use slug rounds and use them as a snip- oh wait
Ngl I don't see the need for actual snipers(especially as many as we have rights now) when dmrs seem much more fun to counter and are much more easy to balance a bunch of
Even if atm most of them feel like they could use an extra 5 or so damage
dmrs are fun to counter but not fun to use
That's why I suggested deagle, or even snipers, if you want 1hko. Don't have to keep your mouse on target for that
Idk, the m110 with a long barrel feels very nice, but I feel that should be the standard damage
yeah long barrel m110 should do enough damage to 2 tap everything but exo
not even so, i just ignore them and if i get close it's just "huh why didn't he shoot me to death within 1 milisecond
" they are just trash rn
Even if they have a damage rise not to be as good upclose as most things, I feel most dmrs should be able to 2 tap between like 100 and 300 meters
Dealing less upclose and farther away
Call it overpenetration or whatever, but it feels like the most balanced way to do it
like snipers current reverse dmg falloff?
Yeah but inverted
Yeah, but a parabol instead of just going straight up
It was my idea for lmgs, but it feels more fitting here
Yeee the battlefield curves
Yeee
I like what you're thinking
Let smgs be good up close, give ars, lsws, lmgs and dmrs their cool mid range capabilities
A dmr like the M110 dealing 45 damage up close, rising to 55 between 50m and 100m, then following the standard dmr drop with range would:
- keep it's balancing similar as being a sub-par close range option
- allow it to actually perform it's role as a good 2 tapper at medium range
- still allow it to be outperformed by the bolt action guns at farther ranges
Same with something like a Scar H
Dealing 35 damage, and going up to it's 42 damage at 70m or 80m
Then following the standard drop curve
It would be less effective up close, but to remedy this, it could have some of the dummy high recoil reduced as to still allow short bursts at close to mid range
Small cqb focused weapons keep their close range supremacy, but ARs get their own niche as a middle ground between them and dmrs
For lsws and lmgs, the same thing, reduced damage at very close ranges, that increase between 50 and 100 meters to the damage values they have now
A buff to counteract the nerf would be making them more controllable, and perhaps even making bipods a non attachment that just comes along with them
This way you get a more interesting dynamic between weapons at different ranges, without most of them feeling like a variation of "this kills you slower but with less recoil" and "this kills you faster but with more recoil"
Shouldn't this be in the dmrs thread
Idk, I feel it fits for ars too, but it definitely should also be there
And assault does use them so..
i wish we had a semi autos thread.
Overall happy with the update. Been maining Assault and wondering why more people aren't - considering the ads/reload buffs, real game changer for some guns
The only other changes I'd like to see for assault are the ammo box being a stand alone item so the class can have extra utility, and ammo boxes having 4-5 bandages to supply team mates, or get one full replenish of a stack. Though you can carry two boxes so maybe that's greed?
Having the ammo and bandage supply will always outweigh the need for a grapple/shield/hammer. Would love to use the shield for pushes while helping frontline with some ammo and heals
Still a million times better then pre-update, wish baldurs gate wasn't taking most of my free time atm đ
It's better but they kinda still lack the medics upgrades
well......medic still does assaulting better than assault so idk mate lmao
Disagree
Medic- gets nearly all the weapons, moves the fastest out of all classes, infinite healing
look i know assault can get more than 4 bandages carrying ammoboxes
but you know whats better than refilling your 4 bandages?
carrying 20 on spawn
it is not the fastest
assault and engi both can go faster
none of the classes currently have any running speed buffs, I am quite sure
if assault even had just 6 bandages thatd be a huge upgrade
they just have different equipment
Some classes of buff thatâs specific to that class
Assault has faster reload
Medic can run faster
Support can build fortifications instantly
I am certain medic has faster running speed
110%
afaik only assault and supp have passive buffs
assault and engineer can take light backpacks which gives them 2.5% faster run speed. medic cannot
all base classes are the same movespeed; this was tested by someone in another thread. Can't remember which one.
Only guns and equipment change it
if anything i think engi could use that speed buff if its real lol
I swear it said medic has faster base running speed
In that image they showcases all the classes and their traits
I think medic and assault at some point in the past had run speed buffs, from what people have said
I remember reading it there
if anything isnt engi faster with empty armor, empty helmet, and an smg
could have sworn that at least body armor and backpack effected move speed
I donât see faster running speed in this
I see faster bandage and dragging
I swear it said faster running speed 
nah
They do
@gusty idol
just wondering if assault is meant to be spec ops kind of thing, maybe they can have reduced footstep sounds when not sprinting
Recon class be like
Assault, you hear their ass cheeks clapping from a further distance đ
Except that it sucks at brawling compared to medic because of the heal
And the 1 use armour is just bruh
Besides grapple, there's nothing impactful assault has over medic
THICC armor
Still single use đ
ye absolute garbage
then we also need more incentive for light armour
making features redundant is not something I will support.
make it have more bandages?
the point of medium armour is mainly to carry more stuff
that's what ranger armour is for
Starting to feel like armour should just be a health increase really
If we're not going to get some way to restore it
Single use for a lifetime debuff only worth for players who can't live through a single fight đ
Gonna repost past idea...
Assault gains access to modified exo class armor and an armor repair box that works like ammo boxes.
Assault specific armor has penalties 1 class lower in exchange for reduced ammo capacity.
Assault Light Armor has the penalties of medium armor and carries 5 extra clips for primary 3 extra for secondary or whatever.
Assault Medium Armor has the penalties of light armor and carries 4 for primary 2 for secondary.
just saying but assault should have access to heavy helmet
Itâs currently support exclusive but everyone just uses exo
A better way would be to do similar to how Support currently is and just provide a percentage reduced reduction to armor speed penalty. Not as much as supports but more than nothing
I suppose after a while it gets into "what's the point" territory
part of it may be how exo is objectively cooler looking
i like my helmets with earpro and goggles
fashion > function
I have thrown this out before but I think a secondary belt that takes the place of a second utility slot could be cool that would allow you to carry a second type of grenade of your choosing could be an interesting idea
gib scorpion pls 
give points when friends use your rope... 
gib scorpion and more banaid 
Please devs, all I ask is that you improve the consistency of smoke launcher clouds, and let me swing the sledge without needing to be looking directly at something
why no scorpion 
Inb4 forgor
what does inb4 mean 
In before the devs just forgot about it đ
M72 for the secondary gadget.
Why? To give assault more versatility and fighting chance against vehicle users.
Make it assault exclusive.
Make it obviously worse than the RPG-7 but not too bad. It should be able to destroy a tank with enough persistency. Obviously would be disposable and you'll carry like 3 with heavy bacpack. Could be used to open walls from afar, take snipers off rooftops, attack groups of players and whatnot.
Give it a slight bounce/delay before exploding. So it's different to direct fire RPG.
Alternatively, a grenade rifle or rifle grenade would be good.
give assault the evo
So, in summary:
Assault gets access to Heavy helmets, special Assault EXO armor, and across the board it has one step lowered penalties for wearing armor.
Assault gets an armor repair kit that works like an ammobox
i wish that riot shield deflects gave you xp so i could be incentivized to ride in the outside seat of a blackhawk and soak up shots for the frens inside
or to eat shots crouched in front of a comrades body as portable cover for a medic to put him back together
That or ready or not style sidearm wielding
I've had the idea before of different shield types
a larger shield that covers everything, a medium weight shield that can be clumsily worked with a sidearm, and a very light shield that covers the head, part of the torso, but can be used with little penalty
Honestly the biggest issue with assault imo is even all the minor combat buffs doesn't add up to the time saved from 1 second bandages vs 5 second bandages.
Being able to replace armor would be a step in the right direction, but I feel people need more bandages on em 6/8 vs 4.
Medics are 90% of the server because 1 second bandages + the self healing update means if you get one shot on em with one good and if it makes em bleed or two they will heal up all the damage or like 80% of it
A good example is the faster reload might save 0.3 to 0.6 on a faster reload BUT think of every time you bleed that stops your push for 5 whole seconds.
You would have to reload 13 times inbetween each bandage for medics time saver to not be better. Also this bonus becomes less and less noticeable if you emergency reload as 30% of half reload time really becomes a .10 or .2 save most the time
Also 30% faster weapon swap isn't that big of a deal in the terms most the TTK's of meta strong guns are sub 0.3, so making your swap 0.7 vs 1 will rarely save you unless the enemy flat out misses every shot.
30% faster ADS helps a bit but most the time SMG's/PDW/Carbines match your ADS speed with this buff on w/ a medium scope so the issue of again just putting you on par there
All assault really offers the team is aggressive grappling hook, but most the time that turns into a negative because they dont cut the rope and the enemy starts using the positions they've made.
Shield is alright but everyone prob has c4 or rpg
Pick is good with DMR's but snipers can also use the pick+dmr (or sniper)
Small ammo kit is the only really good one, since 8 bandages total (but you have to interact and use which adds down time for a few seconds even more a medic doesn't need to do with their 20 bandages
the shield is so sad to use 
might aswell not have another gadget slot or use small ammo kit
If we're looking at games where assault exist in battlefield, aka closest class system
- Battlefield 1942 -> Has automatics that suffered 0 bullet drop
- Battlefield 2 -> Has body armor taking a flat 33% less damage from torso hits
- 2142 -> Is just the medic
- BF:BC -> Is essentially stuck with current support weapons slowing them down (LMG's)
- BF3 -> Is just the medic
- BF4 -> Is just the medic
- BF1 -> Limited to SMG and the primary AT class
- BF5 -> Wide pool of guns designed for any range + AT weaponry
4 Battlefield games just say remove assault and make it medic
-Feels what this game does with current medics existence, but lets you choose medic but worst
1 Battlefield game just gave them access to CQC only guns
-SMG's become assault only, no one wants that because everyone plays medic and want to use the ez mode broken SMG's.
1 Battlefield game just gave them access to the best guns
-SMG's become assault only, no one wants that because everyone plays medic and want to use the ez mode broken SMG/P90/Groza, also gives engineer less purpose
1 Battlefield game just gave them flat damage reduction all the time and a gun made for any range
-Only other real way but I dont think people will enjoy having to put 1-2 more bullets into an assault, since class readability can be difficult
1 Battlefield game just made them the most diverse weapon pool for type of guns
-Since everyone plays medic since it's got the biggest weapon pool, no one also wants this
Small ammo kit makes you almost have 1/2 (half) the bandages a medic has (but i mean they technically have infinite healing... so more 1/â the healing they have
Honestly the most interesting would be bad company 2 of give assault the ammo kit, give support the med kit.
Would be less borked as they lack the 40 Mike Mike spam
Disagree with the train of thought that everyone plays medic because SMG, they play medic because SMG+self healing+speed and only because it's available
Assault feels like it lacks a role, would be nice if that role was more defined either by: Increasing its capacity to fulfil a role or decreasing the capacity of other classes to fulfil that role, or more probably a combination of the two
It's ok to make classes less fun if the overall aggregate makes the game more fun
Assault feels like it should be a frontline brawler, but the tools at its disposal are lackluster (looking at you, riot shield and flashbang). In brawling range the medic beats it, in medium range it's nothing special, and at longer range it's just sniper/support food.
Adding some aggression to the shield such as being able to use pistol, or have the shield block bullets from behind when unequipped would be fun, maybe put a 1-use breaching charge on the front so you can just blow open a wall then run through.
Limiting C4 to assault and engineer might also make it more popular/usable in comparison, I think assault should really have the role medic currently occupies as the in-you-face frontline brawler
The reason you go SMG medic is because it's meta and you need to be meta to fight meta, curtailing that meta might make other gameplay styles shine more and change the play dynamic considerably
I am the fun police who believe weapons should be more class specific, with the advantages the weapon provides offset by the disadvantages of the class.
Eg. If SMGs were recon/enginner only, the CQC potential is offset by weak armor for recon or slower move speed for engineer
(that's an example, I'm not saying that should happen)
it's a 2x speed increase, is it not? fairly sure it's 2 second vs 4 second
None of assaults buffs are a 2x
I mean the medic bandaging speed.
Ohhhh fair enough. Whatever it is, it's definitely a significant advantage in any extended engagement
As assault, you might be able to get 2 people, but the third guy will almost always get you because you need to both bandage and reload, and you can only do one before he finds you.
Medic can do both in usually the same time it takes assault to do one of those
Assault reloads faster than medic so it would more be like medic does both while assault has only done 1.5
That does give the medic plenty of time to either bandage again or use the infinite heal box to get to full health. Meanwhile the assault has maybe 60-70 health. The games frontline class is not the games current premiere frontliner.
Assault compared to medic has:
-The same or less killing power vs infantry, less if you're looking at close range, with the sole exception of the pdws and famas
-The same killing potential vs most vehicles
-Less staying potential, especially when doing a solo flank
-And less movement speed
Meanwhile what is supposedly a dedicated support class can zoom around at mach speed, healing whatever doesn't kill them, and still being better at most engagements because smgs have faster aim down and reloads than most ars.
I say rework self bandaging to be the same for all classes. Leave the faster bandage speed for medic when used on other people, and maybe slightly accelerate assaults self bandage. Slightly buff assaults draw speed more.
As it is, most of assaults loadout and role is rather lackluster. The smoke launcher is useful but inconsistent, sometimes allowing people to see out of it just fine, while making it impossible to see into. Or people just see right through it no matter what. The shield is cool, but provides no incentive to use it. The sledge is fun, qnd probably my favorite heavy gadget, but falls off to c4, since at least c4 is instant and kills whoever is on the other side. It can't really be used as a weapon except on oblivious snipers. Small ammo box is not always useful, since sometimes you just die before you can use it. And the grappling hook... is actually ok, but tends to be situational dependant on map. He has no unique gadgets or throwables, at least none worth using(see shield). And I say all this as someone who mains assault most of the time, and in fact prestiged because of assault.
My apologies for the essay.
This is false. The movement speed at base is the same, though assault can actually be faster as it has access to the light backpack (medic does not)
I would definitely say that is the other way around. Being able to aim, reload and switch weapons faster very much helps in situations where you need to fight many people quickly
If we were to compare them like this then assault AR reloads are faster than medic SMG reloads
Most medics run ranger armor and an smg, giving them at least a 10% speed buff over assaults. The aim buff makes most assault rifles just on par with smgs. The reload is great and all, and I do appreciate it, but the thing that gives medics their frontline power is their healing potential. A good medic can keep going forever so long as they position good and win gun duels. They can do this in quick succession as well. An assault will fight a battle of attrition qnd lose out quickly due to needing two bandages after a gun duel to stay at full health.
Yea assaults vs medics problem is that a medic is eternally âfreshâ while assaults have to deal with more wear as fights go on
A medic can win 20 gun duels. An assault can win 3.
Wonder who criticized tying healing to fucking bandages wouldn't solve the healing problem everybody but medic has. Definitely not a lot of people before the changes.
I acknowledge the light backpack, but I rarely see people using it. Additionally, it's only a 2.5% difference, while the medics weapon selection gives them a 7.5% advantage.
Give assault all the little buffs you can, people will still want to play medic because it allows them to sustain their health reliably.
Could always nerf medics bandage capacity, and tie medics res power to the medkit
Or you can give other classes reliable health sustain which is better for the health of the game
I don't care too much what the devs do so long as they actually give assault a viable niche
And make medic not a 75% pick rate or whatever it is
Ranger armour is the same as medium armour for speed, so thatâs kinda the baseline for speed and assault has access to it as well.
The SMGs may have 0.1 higher movement speed but in reality that translates to like 1-2% faster run speed
Some weapons assault has are 1.05 anyway so the difference would be smaller.
Yeah, it's a minor complaint I know. It just feels like everytime somebody does the airstrafe matrix dodge to escape my entire mag, it's a medic.
Would that not just be because medics are popular
(Also, what server region are you in? Just wondering)
Maybe? And NA... West? Don't know if there's 2 separate regions.
Couldn't tell you why, mate.
we have a lot of medics, a lot of combat medics aswell, here in eu
it does not seem a majority though
not much different in popularity than assault or engineer, it seems
It got better with the self healing update and the ultimax buff, but medic is still a majority most of the time. And it doesn't help that all the sweaty people tend to play medic.
Self healing buff really buffed medic further
->40 hp when you bandage
->medic bandages faster
Bleed the medic
->spends 2 seconds goes from 20->60
->spends 1 second healing -> 60->100
20->19 bandages
Assault
->spends 5 seconds going 20->60
->spends 5 seconds going 60->100
8/4->6/2 bandages left
I thought medic bandages don't heal
they do if its from bleed
I feel healing from 60 to 100 takes longer than 1s but the point won't change
Medics speed shouldn't be unestimated as a huge factor to it's frontline performance, in a fast movement game like this it's almost akin to armor as they zip around. Remove SMG/PDW from medic and give AR/Carbine only as a shadow-buff to assault, I think you'll see a lot more assaults taking that frontline role
Especially in a game where positioning and back-capping is so rewarded
I am pretty sure these time numbers are incorrect
If we can't do anything about medic self-healing, give them less abusable weapons.
They probably are, but that doesn't change that thats basically what happens
it quite directly does
According to the wiki, the medic bandages twice as fast as any other class. The medic can be at 80+ health before an assault can even start on his second bandage. Thats the point trying to be made up there.
well you can only bandadge once to get rid of the bleed
personally, i wouldn't mind if medic bandadges have no self-heal
I think they changed that once all classess were given the ability to self-heal with bandages, though I don't see why a medic would waste a bandage on himself when he has a unlimited use medic-box
The problem with only bandaging once is that it leaves you at a health deficit, and 25 health can be a lot when facing anyone with an smg
I use Assault much more often now because of the DMR change.
Main reason to run DMRs with Assault is to have more Bandages & Ammo with the small ammo kits, but I would never pick him to play ARs, SMGs etc.
Currently he feels like a more self-reliant/ survivable recon.
In my opinion Assault's biggest issues are that he doesn't have anything to help the team (Support - Ammo, Medic - Healing) or anything that makes him attractive for egoistical reasons (ie. self healing as Medic, RPGs as Engineer)
His current passive is not worth choosing him over other classes, since he cannot utilize it. You can't survive more than 2-3 fights and you are at a disadvantage because you won't enter fights with full health like medic, so having an advantage in 1v1 situations (quicker ads, faster reload) will maybe help you get 1 extra kill.
I'd love to see him get something to help the team, like being able to replenish armor or something to make him worth to you as a solo, ie. HE grenade launcher like M32 grenade launcher/ replenish your own armor (rn that reason is DMRs better with Assault than Recon/ Engi, only reason I pick Assault).
TLDR: His ''combat buff'' passive abilities can't really be utilized because he can't survive more than 3 fights.
you can survive more fights with assault*
||*if you use a suppressed gun, are flanking and have plenty of contact with medics throughout||
Yeah thats why I use him with DMR. Can survive infinitely sitting in a window, but trying to play like ''SMG Medic'' is not possible.
His passives sound like he should be the ''rush with smgs-/ main combat class,'' but he is just a recon with more ammo & +4 bandages rn (for me)
Medics don't heal enough unless you're camping the same room with them. Sometimes they can't get to you and I often die once I start hunting down a Medic or Support.
Prefer being able to kill 1 guy, heal to 100, kill another, etc than giving up my flank just to restock on bandages/ find a medic. Not many medics around if youre flanking or stuck in an enemy surrounded building (or theyre too busy killing)
you can use it like an smg medic to some extent, i just do some quick in 'n out flanks and fire fights with the val, kinda feels like how smgs should behave with the recoil and such
You can do it but imo Medic is better at that role. Maybe I haven't played Assault enough though
(Maybe you get hit less often than me while flanking and tend to run out of Ammo more often than HP/ Bandages, if that's the case very valid point)
The way I see it, being able to carry around an ammo kit just means you can go from ranger to medium armour and gain extra durability basically for free
Honestly the ability for an Assault to replenish armor sounds based as hell. Considering there's currently no way for a player to restock on their armor, aside from dying and respawning, an Assault-Support combo could have some nice staying power if the latter uses Exo armor. There's room for teamwork with that idea.
Yeah this sums up my thoughts really well. Currently the only 'staying power' an Assault can give themselves an edge on versus a medic is in primary weapon ammo via the small ammo kit. But that's not very relevant when Ranger armor exists.
Imo one way to potentially give the Assault a slight edge on that front and some teamwork potential is to give them the ability to replenish their armor. Maybe similar to support, they could drop a single "Armor Kit" per life which allows you to replenish your helmet + body armor by interacting with it. The armor bag could hold up to three recharges before it disappears.
Ideally the Assault should be the top pick if you just want to brainlessly run around getting kills, and even though this may be a little stupid in theory, I think making Assaults earn bonus XP from offensive actions such as killing enemies, destroying rally points, blowing up enemy landmines, etc would be nice.
Currently most classes gain a bonus amount of XP on top of the regular amount when they gain score from something relevant to their class. Medics get more XP from stopping bleeds and reviving players than the other classes do. Engineers gain more XP from destroying enemy vehicles than the other classes do. Leaders gain bonus XP when getting "Squad objective followed" ticks. Supports gain XP via resupplying. If the Assault class gained more XP from kills/equipment destruction, it could make it a nice set of training wheels for new players or anyone looking to jumpstart their XP gain.
YES. Bl0wnie knows whats up.
Even just an extra 50xp per kill would make it more worthwhile and distinctive
And armor pack would give assault a niche again
Maybe more exp for capturing objectives would make more sense?
Technically the Leader already has that
You get a shit load of bonus XP as a Leader if your squad captures objectives that you have marked. Not many know this because nobody plays Leader.
that class barely exists anymore
Does Leader even get any buffs or anything? Or is it literally just the bonus obj xp?
It can carry 5 bandages instead of 4, it's the only class that can equip the drone and use an AR, and iirc they get a unique hat.
Wiki says they get an extra grenade too
Yup, that's correct
But honestly having the assaults gun buffs seems more worthwhile than running leader
I play Leader a lot in 32v32 because you can farm XP by marking objectives.
My personal take is that when you're doing something that your class should be doing, you should gain bonus XP from it as a soft way to encourage you to play your role.
Leader should get bonus XP from teammates spawning in their rally points, as well as a passive XP gain whenever players in your squad complete objectives and are fairly close to you (Within 100 meters or so, so Leaders don't just camp at spawn and get XP).
Assaults should get bonus XP from assaulting. Gun and grenade kills, destroying landmines, destroying rally points, Assists, and "Attacked the Objective" kills.
Medics should get bonus XP from healing in general. Reviving, stopping bleeds, etc.
Supports should get bonus XP from playing defensively and providing ammunition. "Defended the Objective" bonus XP when killing should be doubled when playing Support, and landmine kills should give extra XP to a Support.
Recons stand as the odd one out as you can't really spot like in BF4 and they don't have any gadgets that mark out enemies for the team. Imo bonus XP for Assists or for killing enemies that have recently harmed a teammate would help encourage watching over your team with that sniper rifle / DMR instead of lone-wolfing it.
@rocky bloom Thoughts on this?
I largely agree. I think you could add a slight boost to the exp gain of people when nearby their squad leader, to encourage squad cohesion. Recon is kinda weird, and unless they rework the spotting system, I think the way it should work is yeah, taking out enemies nearby your squad, or that have recently harmed your squadmates should grant a boost.
The devs, in my opinion, need to lean into the milsim aspect of the game a little more. particularly in terms of team play.
One important way of doing this imo is to softly encourage it, rather than force it by punishing the dominant playstyles.
XP boosts and such.
Granted if something gets too egregious the nerf hammer should strike it down but imo speed medic players shouldn't get neutered. Rather, there should be more encouragements to try other playstyles.
I don't want to neuter medics, and them being faster than the other classes makes sense to me. I just don't ever want medics to be the "top competitive pick"
TF2 and Planetside balanced their classes in q way that made it so having a balanced assortment of classes was the best way to win.
I do agree with the idea that picking other classes should be encouraged, and I hope the devs see this.
Hum.
I wonder, a sharper reload boost to something like 40%? I will also note not everyone is using the fastest weapon...
I'd really like some additional customization options
Special medical equipment that maybe applies stronger healing but over time or can quickly stop bleeding but heals less, allowing for either faster recovery or more aggression, different ballistic shields that can allow for aggressive assaults through gunlines or breaching walls in full view of defenders.
I've posted this before, but:
aggressive shield that covers head, torso, can cover legs if crouched, gives you sidearm. classic tactical game shield.
no special resistances.
breaching shield that requires both hands, but covers full body and smashes walls above certain movement speed (when sprinting at full tilt you'll break walls on contact)
Maybe also an increased XP gain for objective kills, or faster climbing grapples and having your sidearm out while doing it.
Assault I envision as the "Here's an enemy strong point how do you storm it?" class.
Go in with light armor and flashes, killing in fast CQC. Or push up with exo chestplate, heavy helmet, and a shield, forcing your way in.
Assault is an empty toolkit and the player puts it together.
Maybe you want to skirmish and then rush with assault rifle and grenades. Maybe you want to sap an enemy bunker with explosives and then shoot the one coming to investigate with a suppressed gun.
Assault being able to bandage at the same speed as medic would be be good
wouldn't matter being at full hp faster is way important, because even 50% reload would be lets see depending on the gun with a quick mag might save you 1 second max?
Medic essentially needs to get neutered, there isn't a game where medic is as powerful as assault
All the versions of class based games Medic is either really good at a certain range (close/mid) or mixed in with assault
Battlefield medics are at a specific range (SMG with BF5/1942/2, BF1/BC2 Mid range)
Are infused with medic (BF3/4)
Planetside 2 Doesn't have the mobility or carbines that are generally better up close of the light assault, doesn't have the heavy armor and lmgs of heavy assault which are just super rifles.
Lets look at battlebit medics... Hmmm
Has the highest mobility so closest of light assault, as it has good positioning
Is actually just as bulky as assault as they have access to the same armors, and has access to the best armors. So in reality with it's faster healing it's the bulkiest class in the game other then support.
It has access to guns good at all ranges from 0-200m which is most engagements (Fal/Scar/SMG/P90/MP5) so really the assault can only compete at 200m+ with an DMR
Honestly as of right now the only classes worth while is Medic (should be 70-80% of your team, 10-20% engineer, 10% sniper.
With ranger or medium/ ammo is a non issue and if you need a support use your points to summon a paratrooper immune green support box
It's almost to the point even if we nerfed medic into the ground engineer has access to rpg which is better than most the assault gadgets... so why assault again?
than*
But I doubt there will actually be a change, asking a game that is now stuck with 80% of the players picking medic and asking them to nerf the class they play is hah GL
The problem is not the playerbase though, it's oki being an smg medic himself
Again ask for any nerf to the medic, it gets turned down because they want it to being a pure combat class
Everyone just goes
- I'll leave the game if they change medic
- Medic isn't OP đ
- No need to nerf medic
I have no issue with people going smg medic, but to act that they get every great gun outside of the m200 + the best combat traits/armors is a lil goofy
Honestly we just need to buff medic. Give it the M200 and give us access to the RPG as a light tool. That way all the classes are pointless as the assault and true balance is achieved
I feel at this point we just need to remove assault, it really serves no purpose as a class as long as medic exists.
but let me use the based class with a scorpion, srsly why no brr brr deng gun for assault 
Most reloads are 2-3 sec. You'd shave a second minimum, more or less.
It is very misleading to explain benefits of medic class while ignoring the benefits of any others
Tacttical reloads are generally what you do in a situation of a quick reload so it's even less
25% faster reload is the best thing, 3 -> 2.55 but the difference becomes smaller with quick mag making it 2.5-> 2.125, tactical reload is usually half the reload so 1.25 -> 1.0625
25% faster ADS is meh it just makes them pull out AR's a bit slower then most smgs
25% faster weapon swap is 1s->.75 which uh .25 generally wont save you as 0.75 is still within most guns TTK's... saves you from a bolt action maybe in cqc?
Lets say reload 50% faster tactical reload goes back 1.5-0.75 which is a 0.75 save every time you reload to the massive 4 secods more to bleed so every 5 reloads = 1 bandage, seeing how you will prob have to bandage yourself twice after a serious close engagement that becomes 10 reloads = 2 bandages aka more then a ranger vest gives
But thats kinda the point we would have to over tune those numbers to absurd amounts before we then also just forget you can survive 2-4 engagements max on assault, and up to 20 on medic.
Also being a multiplayer none of those stats really matter bringing up your entire squad in 2 seconds if you're all medic versus 1 + 5 seconds -> 2 + 5 seconds -> 4 + 5 seconds -> 8
Not to mention they're way more bulky with bleeding giving them the ability to 1 second 40 hp heal
Also SMG allows medic to move faster and get better flanks or avoid shots...
The problem is he does have a point.
Armor is less impactful if you can self heal. Armor will not stop you from bleeding out.
A bandage can.
Support can have eight, Medic starts off with TWENTY.
this logic does not follow. But support gets like 6 more per supply crate.
Doesn't matter either way. Point is the same
Medic has near infinite sustain, because medic can just... keep stopping bleeding and self healing.
Also Medic is mobile survivability.
One guy holding down 3 on a team can win a fight, while a support... maybe? If the others have grenades, rockets, or some other high-lethality weapon.
Support has like two ammoboxes, big whoop, half the time I get murdered before I can do anything. He can't pick those up either, so when the fighting moves... well, some people like playing minecraft, myself included, but I know it's not for everyone.
Medic is deadly in close range, capable in medium, has infinite self sustain, and can support a team on the move. Also Medic has demolition gear so walls and structures aren't that much of an issue.
BF4 rolled assault and medic together for a reason, it seems.
a support player actually running out of bandages is unheard of :p
Because they where gunned down before they could
Because they get flanked and die before they could react, yes
would take significantly longer for support to run out of bandages than it would for a medic
no?
they have more bandages + it's their only way of healing
somewhere between like 22 and 28, not sure the exact number
medic has 20
support gets scratched more often because of its thicccnes
Thats locked behind a box, while still having to return to refill due to having a cap of 4, Good when deployed, Hell when you have to move
thicccness also reduces the scratches actually taken, to an extent
Medic has health kit lmao, infinite self heal
Medic has twenty bandages, support gets up to... I think support has four per ammobox. Tops out at 3 base +8 from ammoboxes.
You can correct me if I'm wrong but I'm fairly sure it doesn't add up to being more than Medic.
and it'll get flanked within 1min
you have like 2.5 bandages built in
support has more per ammo box than that and 3 ammo boxes
and 4 base
not in the actual game, 1 engagement and your thiccc but no longer protected
Which is also being tapped as you have to refill guns, grenades and gadgets, So we have to minus more bandages
Heavy ammo box gives 5 bandages per box
ah, then it's just 19
It's also less mobile, unless you want to try and abuse the bandage pickup system.
support is good for zone defence, but he relies on points which arent availiable in some modes for any decent resilience
bodyarmor is no substitute for cover.
its why im of the opinion support and engineer should be able to build at reduced or zero cost basic structures.
I am aware of what support is
potentially:
remove medic self-bandage speed bonus, give this to assault
allow all kits to be picked up after thaty have been deployed by the user
(eg if you drop the heavy ammo kit you can pick it up again)
assault gains armor kit that works like ammo kit for chestplates, heavy armor kit does same for helmets, but assault only, armor kit given to support and assault, as well as supply drop
assault gains some unique gadgets
engineer and support have build basic structures cost removed
mild MP443/M9 buff
that seems like it would make assault the undisputed meta
literally better medic
rn it's arguable at least.
...why?
medic has less convenient self sustain, assault gains a little extra sustain and one qol feature.
assault gains medic ability but is better in almost every other way as well
Assault gets faster healing and keep their buffs? Nothing wrong with that yep /s
healing would be about the same between the classes, but now assault has better gadgets, better speed, better weapon handling as well
yeah but medic now... medics all over the place?
as apposed to now where medic does assaulting better than the class that has "rush, attack, kill" in its name, the assault class
I don't percieve it as an issue currently
So to reduce the amount of medics, we should replace them with assaults... I guess that does it.
I personally think a decent amount of medics is healthy
more reviving and some healing for everyone else
Exactly, if one class is going to have more players than others you'd want that to be the medic. So not completely dumpstering medic is important.
make other classes better dont nerf medic
just give other classes more bandages and gadgets
yessir
This
Imo rather than give the assault more self-sustaining to bridge the gap between it and medic, we should give the Assault more offensive potential.
Make it the top pick if you just want to shoot things and blow stuff up.
I think its access to grappling hooks, the riot shield and such are one way of doing this.
But hear me out, given we have a smoke M320 in the game... would an Assault-only HE variant really hurt the game? Allow it to lightly damage structures and light vehicles (Not nearly as much as the RPG tho), and if spam is a concern, make it a heavy gadget (Aka ones you can't replenish like the drone or grapple hook).
riot shield is currently kinda shit so i think it should be changed
you should be able to use secondaries while the shield is up
in hipfire*
For starters, making it rank 100 is a bit dumb too
For how bad it is, I can't help but feel like it was only made a rank 100 item to prevent new players from using it.
Does the riot shield protect you from shots to the back like how it does in some CoD games? That would be a neat feature for it.
Tho I can definitely see it being frustrating if someone shoots at a shield user in the back and doesn't get the kill because of it.
no
i think that would be really annoying and op
would make sneaking up on people impossible
Fair
Imo all the riot shield is good for is for peeking through windows without getting shot. It lets you see where the enemy is without them being able to hit you.
But it's a very niche use and many would rather have a gun on their hand when doing that, plus a quick RPG or grenade ruins the strat.
@tender rampart Thoughts on Assault having an HE M320?
The 40mm grenade launcher yeah
It's already in the game but only fires smoke grenades.
fine, as long as its worse than rpg
I'm suggesting an explosive variant for Assault.
I agree with that sentiment. I'd give it better infantry damage, but as downsides it should have lower vehicle and structure damage, as well as higher dropoff over range (Because grenades don't fly as far)
People already use the engineer RPG against infantry fairly often, so I doubt much would change.
how many grenades would it have
also HEAT shouldnt one shot infantry
that should be frags job
2-4 depending on your backpack (It's what decides your gadget amount)
And require support box to resupply
sounds good
Would be tricky to balance this though
IIRC frag used to be really good at killing infantry during playtesys but people complained and it got nerfed to the ground.
With the current implementation of the riot shield being able to wield a sidearm would be downright OP
Yeah. It would be easy to balance with the semi auto pistols but once you introduce the handcannons and the G18 it gets tricky.
Not if you could only hipfire
Donât really see why those are exceptions
Hmm⊠maybe. I donât really understand hip firing in this game
Cuz the standard semi autos have insanely shitty dps
They're getting a substantial buff next update though
Most of them are marginally better than the glock, youâd just need to time your shots perfectly
its hard to aim
reallly hard
Hip firing in Battlebit is really hard because you don't have a crosshair, and the bullets don't go to the center of your screen.
They go where your gun is pointing.
What makes it hard?
I only hip fire within like 5m so I just donât know
Try running and gunning and jumping and vaulting while shooting without ADSing. It's insanely hard to hit anytging.
That shouldnât make hip firing hard, Iâm used to that
If you're hipfiring while walking or still, it's controllableish
But if you try doing it mid air or when vaulting you're dead asf
Apparently thereâs a second hidden accuracy stat for hip firing. No idea how big a difference it is
the gun doesnt aim where you are looking, iirc every gun aims differently in hipfire cause weight
Yeah but that by itself shouldnât be too much of a problem as long as you understand where it is aiming
Most players don't lol
well riot shield is shit, it doesn't cover you completely, it needs to be fixed in some way
Main way I use hip fire atm is jumping into people in buildings. It seems like your gunâs physical size is never a problem which I find a little odd
If you crouch it seems youâre basically unkillable, without grenades or flanking
Canât see the feet then
you arent gonna be jumping thro windows w/ riot shield equipped, its way to slow
You canât even jump with riot shield, I donât think
On the hipfire thing, it's entirely based off of where your gun barrel is pointing. You can get hipfire kills out to pretty good ranges if you're really good at it. I assume weight is how much recoil you get when hipfiring, since there tends to be more "shake" when hipfiring compared to aiming
Also, easy counter for shield is c4 or sledgehammer
The sledge completely ignores the shield
It's also not in the middle of your screen, It sort of shifts closer to the side your moving your camera to
Somebody on youtube showed it off pretty well, but it's constrained to a circle in the middle of your screen. Moving your mouse to the right angles your gun at about 10 degrees to the right of the center of your screen
No?????
assault can't heal others directly and doesn't have UNLIMITED SELF HEALING
all it does is speed up bandaging, making recovery time for the ASSAULT PLAYER slightly faster.
no
cope
Medic gives up fairly little for being able to recover from damage basically forever.
Same mobility, same firepower, better in some cases, can deal with light armor and structures with C4, same ammo storage.
Unlimited or not isnât really a big deal as long as you have a good amount. Recovery time is currently 100% of the reason to play medic (outside of compassion for othersđ„°) so giving this to assault breaks that.
Assault otherwise has an extra gadget slot over it, better mobility from backpack, more C4 and better handling of weapons
who uses the light backpack on assault?
me đ
Tbh I donât even know the difference between light and medium other than speed. Perhaps medium is another grenade?
But given how most people here insist on movement speed being critical Iâm surprised itâs not talked about more
Because everyone already knows the jist of it and how it's a solution to almost any problem because you can just out run it, (Par fleeing to heal, Positioning for better shots or simply dodging shots through cover or sporadic movement)
Assaults "faster" But's It's comparable to speeding 65 in a 60 zone
While I agree with this, I think the healing available for other classes should me less limited than it currently is. One of the main reasons people have for playing medic is being able to heal themselves infinitely. Making it so that each class gets quite a bit of self healing before needing to resupply should help in this regard.
big W for everyone but medic, +2 more bandages whoooo
Was this announced somewhere?
dev stream, first 20min or so
Cool
I think everyone should have assault's ADS speed. Replace Assault's ADS speed with something more interesting. Maybe more base speed? Control being higher on guns? More mags for all guns by default so ranger armor isn't the best?
control is a pretty useless stat
making everyone having an ads buff is stupid
cause it gives assault one less niche
and if everyone had the same buff its not even a buff
and makes the weapon stats more confusing
Give assault an even bigger ADS buff!
I said I think everyone should have it and assault should have it replaced with something different and more interesting.
Not that it should just be taken away
Control is pretty useless, but perhaps assault could have scopes return to center way faster?
My point was more so that it'd be nice is Assault (and for that matter support, SL, and recon) had more unique differences. I think assault having the ADS time buff makes playing as other classes feel real sluggish in comparison. I don't think aiming the guns should be the way assault is differentiated, making the guns feel worse for other classes in exchange for assault feeling good.
Try using a dmr as assault, then try using a DMR as recon or SL. It feels real bad in comparison.
The reason I would never use DMR on recon is because of the ADS time buff on assault. My brain is like "why tf would I ever use it on recon if I have multiple buffs and armor on assault". That's probably more an issue with recon not having any unique traits that I know of. Assault's unique trait is reload speed increase (which is fine, although I'd push for this to be swapped too personally) and the ADS speed increase. Both of which make the game feel better to play. I'd say extend that buff to the rest of the classes/normalize it across classes, then give Assault some more unique buffs that don't change how the guns feel. More ammo for primary and secondary guns. Perhaps explosive resistance (although that'd fit better on support)? Bleed resistance?
TLDR: I don't like that the assault's main buffs are that they make the guns feel more fun to use - at least for me.
no
give recon other niches
assaults buffs are fine
giving ads buff to everyone would still be stupid cause it would make the ads gun stats confusing
because they wouldnt be accurate
assault is supposed to be upclose aggresive which is why it gets ads speed buff
Whatâs the point in doing that? Itâs fine how it is
Why not just remove the buff if you donât like it rather than applying it to everyone
(That would alter the balancing of the game in an unplanned-for manner)
I'm saying normalize it across everyone, which could mean tuning it slightly down, but giving it to everyone. I think the game just feels better overall with the buff personally, so I'd love to see it given to everyone. This would alter the balancing of the game, but I really don't think it'd change much. Not like the assault has a class of gun it's specifically designed for.
This doesn't make sense to me. If the buff is given to everyone the stats would be adjusted accordingly? Or would simply now mean something different?
I really don't think it'd change much. It's not like there's a gun category designed around assault
It would make aimdown times a generally less important stat
Guys, the method of implementation isn't the important part here btw. I'm saying that I like the way the game's gunplay feels as assault in general.
That makes 0 sense. Aimdown is still important as assault. In fact, it would make assault possibly have to consider ADS time a little more. I personally feel the ads buff on assault makes it feel like some guns aren't worth using on other classes as much (dmrs on snipers, ARs on medics to a much lesser degree). Once again, this is down to multiple factors. The ADS buff isn't strong enough to make people use assault for just ARs or smgs, they'll just use medic because their medic buffs are simply better than an ADS buff. Recon has the opposite problem where dmrs aren't worth using with it because Assault is just the better way to go with them.
My argument here is that the gunplay feels better as assault, but should feel good on every class equally. Support is a fantastic example of the gunplay feeling like garbo because of the ADS speed being bad. That's more down to the guns than the ADS buff though, but then if assault can't use LMGs whose main nerf is ADS time, why does the ADS time have to be so extreme with them? Do lmgs have to have a shitty ADS time just so assault feels special? Do all guns ADS need to feel clunkier than they are as assault on every other class just to make assault have a bonus?
Tldr: gunplay feels better when ads good. Make gunplay good on all classes. Give assault other buffs that are more interesting like a speed increase, increased magazines for guns, more nades, keep the reload speed if you want
Itâs not âjust to make assault have a bonusâ
Itâs how the game was designed
The assault buffs are a relatively recent change.
I don't like it lmao. Just giving some feedback on it
I doesn't really look like anybody agrees with you though
I don't need agreement.
I need to yap
Gotta shoot ideas out there to come up with interesting things. Maybe my take is an L here, but maybe it sparks a better idea (that's still worse than mine ofc)
I agree that other classes should get more niches (recon)
But asaualy has very little niche too
Why take some away
replace not take away lol
Iâd rather expand
with what???
just add more
don't remove
asaualt is already kinda meh don't make it worse
give it scorpion, funny brr brr deng gun
I do
I think make assault more fun and give them the option the have not three light ammo boxes but 1 light ammo box and two grappling hook
Or 2 mines and 2 c4
Smthing like that
Maybe a little faster self-bandage and assault is perfect
thats really all it needs imo
Also please fix the bug with dead teammates interrupting your self-heal its infuriating
Very irritating
Give assault the ability to bandage much quicker than non-medic classes. This will start to form its identity as a class. Also the ability to vault quicker would be interesting to test out.
the base bandage speed should be increased for non medic classes imo
it feels way to slow
Faster than the medic class đ€ ???
oh wait, I can't read, ignore me
Give scorpion
Honestly think that's the only thing this class needs ATM
oki pls give assault the scorpion, even as just a test for a week or a few days
the class wouldn't be op with a gun that had such a high barrier of entry
Rn it's 5 seconds I think? 4 seconds for 10HP/sec seems sensible
Would still be Medic lite tho
As long as Medic retains the unique ability for infinite self heal via Medkit I don't see that changing
fix bipod bring scorpion to assault.
Give assault some fancy shoes.
Would it be a bad idea to have assaults worth more when capturing, defending objectives?
Like 1 assault being worth 1.25/1.5 other classes. So a single medic wouldn't be able to prevent an assault from capturing the point.
Would be an interesting buff
To counteract that, make support count as the same, so a defending support and an offensive assault counteract each other
That's actually a really good idea
I doubt itâs a buff that anyone would really care about, but it sort of makes sense and thereâs no harm in it
i'd care about it actually, gives me an edge over all those smg medics
Same
Give assault fast bangading/reviving like medic, it's supposed to be the jack of all trades right?
Grapple from recon
Small ammo from support
Fast bandage from medic
Building destruction from engineer
By your powers combined I'm a generic baseline class
assault should 100% get faster bandaging speed. it's hard to keep up the pressure when healing takes so much time
I dunno, having someone else at the front who can quick-revive is always a bonus without heavily affecting gameplay
Might pull some people away from medic who just use it for quick heald
hmm ye maybe, but well oki medic bias still exists cough cough
Nah, let medics take care of others
If assault has quick revive Im gonna feel guilty running past the fallen
Thats why if I wanna play with smgs I go with engi
being the only class to be good at everything only works if the other classes are really good at something
you should
If Im sure its safe I do
If not its just setting up a double kill for the enemy
Better go kill some
assault should have the fast self heal time but * not * the fast revive time
yes
1.25x\
compared to medics 2x
makes sense with the other buffs also being 25%
I personally would rather bring medics down a notch than bring assault up if weâre talking bandage speed
This implicitly buffs the other non-medics as well
I think the fairly slow feeling bandage speed of this game is good as it adds more weight to decision making surrounding bandaging
yeah i'd like to simply remove the self bandage speed increase from medic and give assault something with a distinct purpose like an armour crate (if armour doesn't get turned into dr like it should)
Bandaging already feels like a chore, and it's also hard to judge just how screwed you are when bleeding as the feedback is paltry. By the time you see the red ring appear it's already too late to start bandaging.
This leaves you in a position where you feel like you have to start bandaging instantly and with how often bleed happens (up yours MP7 player from 70m away) it just feels kind of awful
100% agree
some feedback on how close I am to bleeding out would be really helpful
I've made this suggestion before in self healing
Bleeding is super annoying because you basically have no feedback on when you'll start dying, why it was triggered, etc
Other than "oh I took damage"
god forbid we get a health indicator
This is one of the really awkward milsim features that made it into the game
give assault the scorpion 
yes
I'm fine with no health bar
I was thinking more of the screen gets a redder and redder tint the closer you are to bleeding out
or the red circle that is already there, drains, so it's kind of like a circular health bar, or an indication of how much "blood" you have left
yea, the screen getting redder would be nice
Not like the entire screen lmao, but like the edges
that's better than an entire screen type effect for sure
but I already can see stuff like "spending the entire game with red corners" type posts in its future 
make it blue đ
then again some people do complain about not being able to tell they are being shot without flinch lmao
Dear diary
Itâs been nearly 4 months since launch, and the assault class is still being outclassed and out gunned by medic
A support class
I think that we should just give assault fast self bandage and remove that from medic tbh
yea, agree
Why would we remove from medic lol
The point of medic is to heal
I agree assault should get fast bandage
no the mean the self heal/bandage not he bandaging of others
Ok
Still
Why?
medic still got the upper edge in combat readiness with the medkit *over assault, assault *
Mhm
but the fast bandage does help with nade spam and cuddle piles
but still assault should get a faster self bandage/heal speed
dont remove from medics
they cant revive if they are bleeding
on topic of better weapon handling: faster mag combining?
Stop getting shot then
I've had a thought
Assault has access to special customizations beyond the specialized armors perhaps
rucksack:
lose 2 secondary gadget (c4, mine, etc) but gain small main ammo reserve equivalent to primary magsize x 5 or something
so you can go longer w/o ammo restock I guess
this kinda goes hand in hand with the armor box and special assault armors idea
assault has fewer mags but has sustain enough that it doesn't need constant resupply
however there's almost mandatory pauses where you take a moment to breathe reload, repair, etc
the rucksack's ammo is consolidated before mags so you refill from your reserves
at ammoboxes you refill your rucksack by magsize
eg if you have 95 rounds out of a 150 reserve, you'll refill 30 rounds a time until full
countering grenade spam I feel like is a process of reducing their kill role and making it more of a softening or finishing tool
as well as maybe adding armors with special resistances? could be a good way to buff assault and support
i was talking about medic, assault just needs to not be fucked by medic on every step on the way
support on the other hand, yikes
i won't list it all here and now but there are a plethera of potentiall fixes
I mean
can I repost my wishlist
i mean tldr:
-suppression
-working armor
-more guns
-fixed movement system
-more inclusion within team play apart from mobile ammo pack
trooper armor medium has 50% resistance, heavy has 75%
they are visibly bulkier tactical vests and slow you down by an additional... what is the step? 2.5% or something?
aw come on
bot zapped my post
cringe
I think the reason nobody uses it is because its sluggish rn
perhaps buff the speed for everybody and 25% bonus to assault
i use it and it's in a good place imo but assault just refills their spent mags so đ€·
basically:
assault reload speed/item switch buff increased, gain medic SELF bandage rate
gain access to special armors for assault that carry less ammo as you go up but have a slightly decreased speed penalty
assault gets special shields and armor repair kit
assault special armors are alongside normal armor.
for instance Assault EXO is 92.5% movement speed instead of 90% but only carries 2 extra primary mags and no extra throwables. Standard EXO armor health.
well I use it too hence the suggestion
there are times where Ive spent the ammo box and no time to wait for supply crate
are you not picking up your mags or...?
I do, to the point it gets me killed at times đ
gotta learn to let go
lolrip
So far I recall 4 non fantasy changes to assault:
- increased self bandaging speed
- increased mag combining speed
- increased capturing weight (1.25 or 1.5 of other classes)
- SCORPION EVO
fair enough
I'd be hesitant about capturing rate
I really really want assault to pick up a buff to reload and item switch, plus armor box at absolute minimum
its something to tinker with, can be implemented and reverted if too op
those are THE changes assault has to get
CAnt wait to revisit lonovo with evo and grappling hook
can't wait to go full ram bock on salhan 
Capture speed is kinda meh because it's not relevant to all game modes. Ideally class abilities should be universally relevant.
But yes, Assault needs fast self-bandage and it should get that over Medic imo. Mag combining speed is a pretty cool idea as well.
I think once assault gets more like grenade launchers, breaching charges, the works it'll feel a lot more unique
Tbh medic shouldn't even have the smoke launcher
In theory they could have varying boosts corresponding to the objective type. For example in CTF, Assault can carry the flag slightly faster and return friendly flags slightly faster.
I'm not sure how to translate that to deathmatch though.
But I don't want to throw out the idea of Assault having slight advantages to objective play, just because it can't be identical across game types. It's too good of an idea.
Actually
I think that boost would fit recon really well
It'd be neat to give recon more tools to play like an "infiltrater" sort of role if they wanna.
I could see Recon also getting similar boosts, but at the moment Assault really needs that because it's both fitting and would improve balance.
I could, for example, see Recon getting reduced detectability by radar or other means, which would indirectly make it easier to sneak into and flank objectives.
And Assault, while lacking the extra stealth, would add slightly more leverage to the objective.
Idk, assault feels great to me atm ability wise
Idea wise
1.Additional Passive to assault
+50% to +100% XP gain from kills & assists
naaaah I don't think that'd be the right way to go for passives. Maybe they could get XP for people using their ropes and such? Also getting shot at with the riot shield.
(looks at engineers getting 4x xp for destroying vehicles and medics getting 4x XP for bandaging)
Assault getting a 1.5x to 2x for killing & assits doesn't seem too much
riot shield wise I do agree they should get some for eatting hits, but I suppose oki may say that would be rewarding people for missing
Do they?
I didn't know that if so
Sec I'll grab the patch notes from when engineers got it
I'll just assume you're telling the truth no worries lol
If true, I guess it's fine then sure. Killing is just so common though. It'd be better if they had their own thing to get bonus xp for
Hell, maybe they could get 2x xp for both actions
And for ammo resupplies. Like a jack of all trades
I know it was changed when the vehicles were changed on how they give xp
aka when they got their xp seperated from just being a vehicle kill to X amount for this & that
I thought it was just a multiplier for everyone
Like everyone gets 50pts but 200xp for bandaging
found it
was update 2.0.0
Gotcha gotcha
and got the multiplier wrong
was 2.5x
so transports & the like at 400xp are worth 1k for the engineer
APCs & Tanks are 2k & 4k respectively for engineers
and you get the idea
but XP bonuses are currently passives only on medics & Engineers for certain actions
I felt assault could get some for some of his actions he is built to do, same for support (XP for your buildings taking X amount of damage as a example with possibly more for other actions as well)
would at least help differ assault from medic more to start with
but gives 400 exp
i mean 800 exp
they can actually gives this error on assault
says enemy kill 200 but it gave me 800 exp
lmao
and a lot of people dont know infantry kill gives 800 exp
they can fix this
then leave the bonus exp on assault and sniper i guess
I think they just multiply the points on purpose, don't think it's a bug
idk man
lmao
Lmao I don't trust this man on anything
The way this community treats him sometimes? I'd just lie to fuck with them đ
anyway still misleading like
people think distance kill gives exp
and things
i think exp is unintentional but tbh i dont care easy exp even if you get few kills
It does give points doesn't it?
no
So wouldn't it give extra xp
You can get extra points for distance I thought
no
LMAO
see
bruh
800 exp for kill + 400 exp on headshot on that video
check my exp i gained exactly 1200 exp
When you shoot from like 300m you get a bonus though. I'm talking points not xp
I totally believe it doesn't add to xp (which seems silly)
it gives points but not exp
Gotcha gotcha
like i said people think points = exp
It should probably show you the converted xp value at the end of a match
Like add it all up, let the numbers roll to the final number. Make it super exciting and clear what gave you what xp
i should actually check dat
how much does the end of the round win gives?
25%?
ok 40% ill check
Just because Oki implemented this doesn't mean it's not a pointless idea IMO. What's the point of giving out free XP for actions you would do anyway on the class designed for it? All that achieves is making you feel shittier for doing those things with any other class. And at the end of the day, XP doesn't improve gameplay in any meaningful way. Once you've unlocked the weapons you care about, you might as well give people one million XP every time they jump and that's not going to change people's behaviors in any way that matters.
Point being, XP bonuses won't make Assault any more viable as a class.
not saying it will make assault viable
this is a simple thing to help differenate the class from medic
figured it would be a good starting point, plus I figured it is not going to be converstial by any means (Also keep in mind it is just a xp boost not a downgrade for everyone else)
I mean the difference at the moment is that Assault is just a worse Assault than medic, so I guess bribing people with XP is one way to make people use it more
otherwise I never said just do only this
So might as well start with the following idea
Swap DMRs with SMGs + the scoprion
Before anyone goes this would be OP, consider the ADS benefit would feature a very small boost 9/10 at best due to the already fast speed mixed with the reload being the only real game changer (I would also say swap medic's smgs with dmrs in this update as well)
(So effectively diminishing returns would kick in effectively for the ADS)
remove smg on medic give it to assault
I don't think SMGs are that crazy after the last wave of nerfs. The flanking medic playstyle works a lot better with the P90 anyway in my experience. I don't think Assault getting them would break anything, but they still won't be good as long as they keep their slow self-bandaging speed.
it wont break anything its just gonna make them more desirable since smg are either for assault or engineer
it effectively helps seperate the medic & assault
yeah
gives the class named assault a weapon type that better fits than DMRs
equally shifts the DMRs to medic to give them some added range potentional if they desire to support a medium range or further position
i agree
also opens up the scorpion on assault since (for some odd reason) they only get half the carbines
but people would say medic are supposed to be in frontline they need smg
Yes, that's the whole point of Medic, to be fast so it can get to people in time. The problem is that SMGs in this game are the superior CQC choice whereas in real life they are straight up weaker than ARs and just picked for the reduced load they provide.
Btw medic with its ranger armor and abundance of bandages would also be a better DMR user than Recon. XD
to my knowledge, my medic buddy in the army was trained in usage of the M4 & M240b surprisingly (he did say it was nice to offload some steam when training to use that gun)
in fairiness engineer,assault & Support would/are all better dmr users than recon
Battlefield did the support+medic thing. I wouldn't mind deleting medic and just giving support the option to carry a medkit instead of large ammo boxes.
Engineer gets the no chest armor option, RPG to break open sight lines among other things, assault we should all know the why and ya get the idea on support
depends on game
BF1 & BF5 both had assault & medic individually
personally BF1 did it better than 5
was gonna say just merge medic + engineer cuz either have an op best one hit gun or be a medic
BF2042 if I recall combined engineer + support
along with medic + support
(MGs & such benefits when to engineer and the ammo & such when to medic)
Tbh you could also just remove classes altogether and just let people pick between medkit, rpg or large ammo box.
Like, the "worst" thing that might enable is an infinitely sustainable sniper nest, which would need two people with ammo boxes and one with medkit... hardly feels broken.
so BF2042 launch route?
medic should keep smgs imo to still protec but assault needs the scorpion atleast.
Would it really change anything?
problem is i feel like they be more offensive than protecting
lmao
assaulting than being what it supposed to be
if they dont have smg that might change
probably
hmm idk
There's no point in protecting because there's no need to rely on anyone in this game. Take ranger armor and you have more ammo than you'll use in a life. If you die, it's faster to give up and appear somewhere else with a full kit than being revived with half health and a used up kit/damaged armor.
If squad spawning was removed in favor of rally points, keeping your guys up would be a lot more important because you're not going to get friendlies magically appearing next to you all the time and that other class may have tools you can benefit from like grappling/RPGs/ammo boxes.
And most importantly, not letting your frontline fall would be what prevents the enemy from reaching your rally point and destroying your local spawn.
I shall state this, SMGs are more aggressive than defensive in how they are designed
at least as of right now
They kind of have to be
Their range is so low that without being aggressive it's pointless
If self healing is kept the way it is, medic should have smgs and have ARs removed imo
mix in the MS Boost which encourages you to push up more
Mhmm, you go so fast with an smg
Personally I am still a case of they should have ARs but possibly lose SMGs in favor of dmrs
the self healing they got will need to be changed at some point
Their range was nerfed because there damage was so overtuned for CQC. Letting them have a shitty DPS against any target with armor would have allowed them to be usable at a distance but nooo muh hipfire bullet hoses.
I think the range is a bit too low personally
A little overnerfed. Maybe like 5-10 extra meters
but they're not in too bad a place at the moment, they do shred up close, they just feel unusable at coughing distance
Exactly. They were given the shotgun treatment.
So the only way to make use of them is by running at people's faces.
They really should just have been moderate damage guns with fast ADS, reload, switch and running speeds.
I think having shotguns occupy this sort of weird range would be better, then extend smgs out very slightly. SMG's big selling point is the movement speed increase, shotguns wouldn't have that ideally. But shotguns will never exist so I guess this conversation is pointless đ .
The vector's pitifully short range is wacky.
I know I said this, but I sort of wanna walk it back slightly. I think the UMP and MP5 and PP19 should have longer damage falloff ranges than the faster firing smgs. I think it's weird every gun in a category is almost the same outside of ARs
Yeah, exactly, you would achieve the same thing by having ARs that shred at close ranges but have shit accuracy and wild recoil.
ARs should be the category for people who want to deal serious damage, SMGs should be the category for people who just want to get places fast and don't intend to engage in direct combat against armored targets.
And I think it's ok for guns inside those categories to occupy different middle grounds. The AK74 and M4 are great all rounders for example.
The F2000 is a wacky fun laser beam
The Famas is the F2000 but uncontrolable and with way higher damage
Thatâs how it works rn
For the most part at least
Carbines can contest the ARs for ttk but have smaller mags so the raw output I would call a bit lower
Sure but that's a different category. :P Under the system I have in mind, for the case of Carbines I'd just make them be largely copies of their AR equivalents with slightly better speeds but a bit worse damage dropoff and recoil.
So since Medic is just gonna be Assault for the foreseeable future how about moving the extra speed for bandaging and reviving others to Assault, then those of us who actually want to play Medic have a class for that. đ
The extra bandage speed doesn't belong on assault, stop suggesting this pleeeease
The solution to medic is not making assault more medic
The solution to medic is giving proper tradeoffs for self healing. If bandaging is speed up it should be for everyone
Bandage speed would work on assault though? It means they can get into the fight quicker and be less slowed by bleeding
The point is they're not supposed to be good at everything I think
If you give assault the ability to also heal themselves quick they'll just turn into medic 2.0
But worse because they can also reload faster, ads faster, etc
I'd prefer bandaging is speed up overall for everyone but medic, and instead do some of the self healing changing for medic that have been suggested.
(aka medics bandage speed stays the same)
Giving the Assault a quicker bandage does not make them the gods of support due to his limited amount, Quciker bandage means I can pop a heal and begin my next hunt, Or Stem a bleed and begin a push towards someone who couldn't finish the job
Stuff the agressive pushy class should be doing
Supply drops are a thing, so idk
Which require him to spent points and wait as a very green box drops from the sky telling everyone hes there
Either or, I think it'd be healthier for the game if bandaging was speed up for everyone. Bandaging with assault's buffs just seem too much to me
Like, I enjoy that assault has to step back after a push and heal up with his team a bit
I think the opposite, lower downtimes means more push and promotion of aggressive play. As the fighty class can get into fights better
To be clear, not saying assault bandaging faster is a bad idea. I'm just not sure it's the right fix
Nothing alone is the right fix as is nothing alone is the problem
If only we had a test environment for oki to test changes like this before they go into live HRMMMMM (please keep suggesting a community test environment)
The difference between Assault and Medic is 14 bandages, which you only need to use for bleeds. Even if you made them equal in bandaging speed, the latter would still be able to sustain aggressive pushes for far longer.
Giving only Assault fast bandaging speed means they can make aggressive pushes but not indefinitely so, and replacing the medkit for a bandage box would mean they would at least want to come back to their Medic buddies every so often to restock.
Btw I think the ADS/reloading buffs are silly, it just overcomplicates the gun stats system and results in dumb things like not getting SMGs or Scorpion because "would be OP".
I do like the idea of an increased feel of agility in combat, but keeping it to something like gun switching/grenade throwing speeds would still help give the class a very fluid feel without problematic interactions with a weapon's key stats.
Also my original comment was just a troll. I was basically saying just make Assault the Medic class since Medic is already the Assault. 
A statement like that just doesnât make sense, it would only be more OP than other options if the gun was already OP at base . Definitely not a valid argument to keep weapons from assault
Reload speed buff on assault is the most noticeable one though
Makes guns like groza way nicer to use
Sure. Or we could just have guns that feel generally nice to use across classes and move the bonuses to secondary gameplay elements because gunplay is the key moment to moment interaction and it just feels bad to have a weapon be sluggish for some people and not others.
If that sluggishness is there specifically to balance out an otherwise unfairly powerful weapon I donât see an issue
Having weapons have different reload times adds a pretty good dimension to weapon balance so I do not support making it less important
Yeah but as you said that's a weapon balance thing. Which can get tweaked via attachments. Crossing it over with classes is just adding needless complexity.
I am fine with the idea of there being a class focused on gunplay
Yeah I'm fine too. Doesn't mean it's worth the additional complexity of balancing all guns they might get around a permanent passive bonus.
Maybe if it's a "tacticool sling" gear slot or something that actually involves a tradeoff.
additional complexity?
if the buffs apply to all guns there is no need to balance around them
assault needs to be better than a base class, not trading things around it
I shall state this again, Dedicated healing items in their own slot
Smart tradeoffs are what makes a good class. Which is why Medic is overtuned as shit since it doesn't trade anything meaningful off for infinite health and Support is actually close to a decent class, probably would be perfect if you could just go no armor.
still unsure how faster ADS on a SMG would be truly OP
I can get the reload buff would be nice, swap speed to some degree as well
I really don't think it would be lol. Reload speed tho, that'd just make you an unstoppable bullet hose.
Not that I would mind the devs giving it a shot.
personally I would be up for seeing it myself
Alright fuck it, operation buff everyone to medic level it is
Worse case just add CoF & Bloom to SMGs,bump up their range in return
so they can't stay perfectly accurate in 100% full auto fire mag dump style
"but that's unskillful rng
"
You just need to reverse engineer the pseudorandom number generator to predict the spread pattern
Well
TONE POLICING
there be a cap thing
but to repeat what I said
(considering everything it does make understanding your CoF,how long of a burst you can push out for X range and so on rather than
Ork Full Auto Dakka at every target due to the low recoil & such)
I can not go a full Dakka
but yea
it would add some more skill I feel
compared to each other, yeah. But the bar is well above a baseline class
Wonder if this has been suggested before, just thought of it: let assault carry two primaries (and maybe a small speed boost if that hurts their movement speed too much)
hmm. I don't like the idea as it makes secondaries redundant and makes assault maybe a bit too powerful. Though also just carrying two primaries at once seems unrealistic to me
why? so i can rock a val and m110 to kick medics and snipers asses?
Assault seems to be the class most in need of a serious buff
This would be a serious buff
idk chief, feels weird
i can just leave then ig đ€·
that'd actually be fucking sick
Right?
It gives a lot of build flexibility too, can go versatility with a long and a short range gun, or go double SMG for the specialty
Would make assault powerful, unique, and fun. I agree itâs a bit unrealistic, but thatâs the only major problem I see with it.
Actually would be balanced because you'd be as slow as support lmao
How much heavier is the PP2000 than a pistol? Thatâs one I was thinking would be particularly good paired with an AR or DMR
Cuz yeah if youâre carrying like a DMR and an AR youâre gonna be sloggin
I think it's like .05 heavier
Like 1.10 compared to 1.15
That's without attachments
With it goes down to like 1.8 I think?
Seems like it could be a good buff then
Smgs get a natural speed boost too
The numbers don't tell you that one
But I think you'd still be slower than with a pistol
Yeah I would think especially if you went with two SMGs youâd still be fast just not quite as fast as pistol
I believe our local unpaid QA speed tester @quick tangle tested it
If that's the right lucuma
Assault can't use smgs tho
So no worries about this theoretical akimbo action
Oh interesting, I mostly use ARs so I didnât notice the few times Iâve tried assault
yep, assault lacks SMGs & the skoprion evo
which is a bit odd they get half a gun category
Huh they still get the Groza and Honeybadger tho?
Feels like a weird restriction
Might as well just let them use every gun (besides bolt actions) no? Not like it would make the class overpowered
Honestly donât even really know what the identity of this class is supposed to be. Weird that a class called assault doesnât have guns that let them assault buildings
Is it really just supposed to be the âgood at mid range fightsâ class?
Even so it does that worse than medic, engineer, and recon
Maybe not worse than recon but not noticeably better either
Okay how about instead of getting access to all guns in both slots it just gets access to SMGs in its secondary slot
Idk why the scorpio still
Has anyone deciphered that decision yet?
@tiny flame would you know why lol
