#Assault - Feedback
1 messages · Page 3 of 1
Fill me in what do I need to know?
Why is the scorpio not on assault?
That's literally it lol
Oh I wouldn't know that
oki just said it was intended
even though it's the only case in the entire videogame where a class has access to a weapon type, but not all weapons of that type
Our savior has failed us. Which mod do I ping next
I need the official autistic thought out reasoning for it
I believe it's to make classes feel different but I can see where you guys are coming from to add it to Assualt
Let assault sprint while gun is still held forward
And aim down sights at full walk speed
ads walk a full speed good
sprint while gun is still held forward - do you mean like sprint and hipfire?
Yes
gotcha
The weird snap-to aim thing is not my first instinct directly after sprinting, and tends to lead to me getting killed a lot. It is, in my opinion, a bad mechanic, but assault being able to hipfire while sprinting would alleviate that. It would also give assault something more unique.
I gotcha, it might actually be a really nice buff for assuault to also have that
both of them
The more I think about it the more I think letting assault have SMGs in secondary weapon slot is a great idea
Would give the class a unique gameplay experience while leaning in to its identity as weapon master class
And sounds really fun
Might be neat
Disagree. imo it is about as good as medic currently
Support needs buffs more I think
assault and medic equally strong 
as for support tho 
personally I would say support or recon to a degree
assault isnt good at assaulting, recon can't do reconnaissance, and support is just drowning
Assault is just fully overshadowed by medic
mutual exclusivity so to speak
but the Niches for assault & medic needs to be differed further away
well you can't play two classes at once so they're all mutually exclusive
so what does this actually mean
what you said at first pretty much
Interesting. Every time I try assault for a few games I think “what’s even the point of this class” and switch back to anything else
Like, what is it that makes assault as good as engineer or medic? I don’t get it
To compare assault and medic:
Assault:
- free slot for ammo kit, sledge etc
- 25% faster reloads
- 25% faster weapon switching
- 20% faster aimdown times
- DMRs
- SMGs
Medic:
- double bandage speed
- can’t bandage while not bleeding
- 1 less C4 than others
- can’t take light backpack - medkit
- more bandages
- supporting team mates 🥰
Obviously the numbers of + isn’t important, but I personally feel the factors weigh out pretty well?
Engineer and assault compare more directly I’d say
medic gets used for assault purposes tho due to healing and better assault weapons...
like there is no argument which will convince me medic isn't objectively better at being an assault/playing aggressively.
Unless I missed something any response I could make to that would just be formulated from my previous message so I guess there isn’t really any point
Forgot, can heal while reloading via the medkit
also forgot -scoripion on the assault
kinda just shows how dumb the assault/medic balance aye?
oh no a gun with 2.55s reload time that takes skill to even use :0
"can't have that on assault cannon fodder, medic's to important for that"
Like looking at the sum total of these my conclusion is that medic is much better
The medkit is better than anything in assault’s secondary slot by far
And the double bandage+revive speed + healing teammates is better than the gun buffs by far
Which is why I think it would be fair to make assault a bit more powerful by letting them take SMGs as secondaries
(Obviously not the only way to buff them but sounds like a lot of fun to me)
buffed bandage speed, slight nerf to medkit via burst healing and the scorpion on assault ffs 2.55s reload time vs 1.75s of continued shooting with recoil that throws your aim into gods anus
like nerf medics healing capabilities slightly and buff assaults, that's it
and well the scorpion but obviously we got okis medic bias
I’m honestly surprised more people don’t like the SMG a secondary idea. I agree that with those changes assault would be more viable but even so it just ends up feeling pretty generic
Where every other class has something unique and powerful to make it fun
I guess I’m biased because all of the large scale shooters I’ve played recently so let you have two primaries
And it feels good
But it’s never been in the Battlefield genre
while it would be unique, i don't like it
it feels like cod or smth at that point
and tbh it's just unlogical, dumb and a gimmicky band aid fix
nerf medics offensive healing abilities and buff assaults, it can be so easy but well okis medic bias 
it is a gimmick
"oh frick i'm empty"
pulls out ump aka funny carbine
I mean yeah, that sounds unique and powerful
Actually let assault do something different than the other classes instead of being generic with some small buffs
like i get why and all but i just don't feel it has a place in the game nor does it fix the underlying issue of medic being funking bussin' meanwhile assault is left to shove a rsh up its ass and then commit special via heli rope
Also from the people I’ve talked to who are in the military, brother and a few friends, they don’t actually carry a pistol with them at all times, that was made up by CoD
Could be wrong about that tho, that was just their experience in the army
To my knowledge of the US Army
only officers, Medics & Machine gunners carry sidearms
yeah but a pistol makes a lot more sense compared to another 4kg gun and its 4 mags...
4 or more mags of how many rounds each
give assault's guns +2 damage so suddenly they all break into lower shots to kill brackets
dont actually do that
hmmmm
i would like some ammo choices in the mag slot, maybe there could be fancy ones only assault gets
would it be before or after long barrel?
my dad never told me if he had a pistol or not, just funny g3 night shooting and being in a tank with the commander possesing an uzi of all things
Sure but engineer can carry a whole ass RPG just fine
And 6 rockets
i mean sure but that thing still handles like its own thing and not a second primary that hangs on your back or smth...
I just don’t think that form of realism necessarily needs to dictate gameplay, if it’s fun and balanced then I think it’s worth considering
i think +2 is enough to make some guns roll over before LB, and def enough after. Excepting like, the DMRs and FAMAS?
as val 
yessss
tactical tuna 
It would require balancing the guns around two very different sets of stats simultaneously since damage breakpoints are so important
I'd also like to note that assaults aimdown and weapon swap buffs are largely unnoticable except on the slowest guns
Reload buff is his most noteworthy buff
Aimdown is made largely irrelevant by the aiming from sprint thing
And 99% of the time, if you need to swap weapons mid fight, you are a goner anyways
Unless your opponent also fully emptied his mag lol
Agree
Yep, and that buff does not do anything to make assault worth using compared to other classes
Whether or not it can be actively discerned doesn’t determine its usefulness
the main use case is for when you’re fighting a lot of people at once and need to kill them before they understand that you’re killing them
I like the ads buff
and the weapon swap buff. Helps out a lot because I'm overly aggressive lol
I really want that move speed when ADSed buff someone talked about
give everyone health regen by default
bandage healing just means medic is the only real choice for extended combat
not really
that's only if the limited healing of other classes changes much
medic could have 15 or 100,000 bandages and it would probably never make a difference for the vast majority of players even if they didn't have medkit
What would happen if assault was the only one with access to Assault rifles?
Personally I’m more for buffing assault instead of nerfing other classes but that would bring medic and assault closer to balanced, tho might make the game less fun
Thibj they'd be fine. Smgs are good still. It'd let assault be more of a range generalist and medic be more of a close range specialist. Would be great for diversifying classes further I feel
It's how battlefield 3&4 did it. They still had a bunch of other weapon classes for all, but having one exclusive gun class was fun to drive traffic into the class itself
Oh medic would still be fine I’m worried about engineer more
he'll be fine throwing a heat rpg at us
I've been saying to take ARs away from medic
And give assault access to smgs
Force medics to not be great at range and have to use carbines and smgs
sounds good to me too
As secondaries
lol sure, why not
only if they get increased draw speed so i can whip out the UMP at pistol speed
It’s never gonna happen I know but I think it would be very fun
Without being overpowered at least compared to where medic and engineer are at right now
engies shotgunning and pretending it isn't a skill compensation 
Hey a casual game needs some low skill guns
(looks at TF2 pyro)
So I’ve spent the last few nights playing engineer with heat RPG, have about 300 heat kills. I now understand why people say engineer is in a good spot balance wise.
Which leads me to even more confidently say
Assault should be able to take SMGs as it’s secondary
If engineer gets two primary weapons assault should too
In a meta sense the RPG is not as strong as having a whole other weapon. It is very limited in its ability to kill multiple opponents quickly
will state this engineer gets access to 29/39 of the entire primary weapons
(for reference medic is 2nd, assault 3rd, SL 4th, recon is 5th & 6th place goes to support)
I got two quad kills with back to back rockets last night
As well as being able to destroy walls at range
Squad pushing you? First kill (or maybe a double) with a rocket and then pull out your primary and you’ve still got a full mag to fight
And if you can guess right where they’re coming from you don’t take any damage from the first person because the RPG kills instantly
With good defensive positioning it works as well as a primary
Compared to medic and engineer, assault feels bad
Let assault take SMGs as a secondary, assault will be as good as medic and engineer
And it would be super fun
honestly that's a valid point
engineer having access to ranged demolion and antiarmor with fairlyngood AoE os cheesy as all get out lol
Not any more OP than the medkit tho
If you haven’t tried it extensively it’s super easy to kill infantry with too, as long as you focus on your positioning
oh i know
i mainly use it for clearing a killzone of obstacles though
there is something indescribable about setting up a fort with barbed wire obstacles over an entire game lol
we did not lose that point the entire game after I finished up I think
Spent an entire frontline game last night on top of a building lobbing RPGs, had a support building us a sweet fort and medics defending against invaders
btw
favorite fort design practice?
Ah, self sustain.
What a curse.
Having like overlapping walls so that you can peak over the edge of the building, but if you’re in the center of the fort you’re safe
assault concept
[++] the best class for head on confrontation with an increased number of breaching items
[+] versatile class kit
[+] survivable, with armor repairs and access to exo class vest, heavy class helmet, fairly large bandage pool
[+] some general buffs, improved versions of current ones
[-] worse lethality beyond about 100 meters, 200+ meters combat is very not advised with assault rifles. battle rifles can reach out to DMR ranges but lack the same damage/headshot mult as a DMR. using a DMR in turn reduces CQC power, but makes ranged combat more effective
[-] fewer sustain options like health kit or ammo kit, fewer "trick" options like mines or drones
assault should always be at an advantage in direct infantry combat. yes, assault is worse at sniping, antitank battle, etc, but when it comes to storming a position or skirmishing an enemy, assault should be the immediate pick
but to not obsolete the others assault loses some sustain and utilities
you're still dependent on medic to give you bandages and healing, on support for ammo and suppressing fire as well as a place to rest up and heal
still dependent on engineer to kill tanks and APCs as well as build special defenses
still dependent on recon to shoot snipers, mark enemies, and sap structures
But like this doesn’t match assault’s current kit at all
its a pie in the sky wish I guess
you dislike, or...?
Right now, if you’re going to play with a DMR, assault is your best option
I guess I don’t actually disagree with much you said, except that assault shouldn’t be competent past 100m, which would mean removing DMRs and I don’t think that’s necessary
ok thats fair
i forgot Assault uh
had those lmao
I agree with the class versatility and superiority in head on combat
lemme just touch on that quick
I think an easy way to do that is letting it take SMGs as a secondary. Now you have a deadly weapon for whatever range fight you need to take.
Don’t think it would push assault to be strictly better than medic or engineer because they both have so much other utility
And as it stands assault is undeniably less powerful than them
not entirely comfortable with that honestly
especially because that generates an incredible amount of CQB firepower
and especially on some maps that really screws with assault rifles and battle rifles
if it came down to it id prefer dmrs to be a niche way of playing assault or outright removed
as well, im... considering SMGs being more heavily emphasized as a balancing tool tbh
Too much CQB firepower you mean if you took a close range AR like a Famas + an SMG you’d be too powerful?
The original mistake I made was reading the name “assault” and trying to think of the class around that
But honestly that doesn’t match it’s implementation at all, and I don’t think that’s too bad
It should be called “gun master” or something because that’s basically what it is
In the game’s current state assault is way worse at assaulting a position than medic or engineer
DMR+SMG
even if you dont get base ammoboost with reserve SMGs, and just get pistol ammo boost from equipment, thats still 30+60 rounds of a secondary primary
so now you're good in the AR range band AND can shoot at snipers up to like what, 700 meters or something? which is usually the farthest enemies are
and like if thats just added in its current state, assault can use ranger armor which adds another secondary mag + small ammo kit for absurd sustain
Yeah and with all of this it still wouldn’t be better than medic
yeah
its kinda unavoidable rhat you literally just have to nerf medic's ability to engage in combat
though I'd argue with the concept presented above I'd be able to make a fairly good case for it
you could always take the support route
and lock medic in slow armor
that wouldnt drive people insane or anything im sure
no
Why not just make assault more powerful to match medic?
suppose a question of power creep comes to mind
because medic is right now a bit of a outlier to the other (non support & SL) classes
a significant outlier
and to raise assault to his power would raise the question of how strong of things we would need to give assault for him to match or surpass medic's strength in what he is suppose to do
you would have to give assault some pretty crazy shit to match infinite healing, super speed, access to just about every gun, shitloads of c4
and thats just not going to be sustainable when you get to asking "how do we make support and recon match this"
also moon to my knowledge medic has around 26/39 primary options
i get that people dont like nerfs but sometimes "buff everything else" is the path to madness
engineer has 29/39
Okay so you agree that letting assault take SMGs as secondary wouldn’t make it as good as assault
yes, it has two of the 4 things i mentioned
which is fine for a niche
So do that and slightly nerf medic, that’s what I’ve been saying
infinite mags 
Honestly engineer with heat RPG comes close to medic
If you have a good squad to play with
as much as they want to avoid it, a noob tube would be a great addition to help assault... assault
in equal measure, the heat is kinda crazy lol (low self damage radius it feels like as well)
i cant see just having an SMG for a pistol doing as much
Interesting, everyone else reacts the opposite and says how overpowered it would be
Personally I only see the reload & swap speeds coming to play in assault getting SMGs
I guess if you paired it with a DMR it'd be really flexible?
but we've already got the glock
or the RSH if you're a cool cowboy
Yeah either you pair with a DMR and you’re really flexible or pair with shorter range gun and you can swap mid fight to not have to reload
Would make assault unique and very fun, and would be a decent buff without making the class quite as overpowered as medic
i guess i just dont see this as a big deal because assault already reloads faster than the weapon swap
if you yeet the mag
and can carry an absurd number of mags
ranger armor rules
I agree it wouldn’t be that powerful, gives you more flexibility and a bit more power, which assault needs
And it would make the class unique, which it currently isn’t
in a game where you die before knowing you're being shot at a significant portion of the time, advantages in extended firefights are niche
Yeah you’d have to pick that niche or the DMR+SMG niche where you don’t actually get close enough to use the SMG most of the time
Powercreep is my biggest worry. Eventually you get to a point where Why Bother With Squads? Everyone's self sufficient lmao, who needs teamwork?
I want to try and at least vaguely make the classes codependent.
They’re two different problems though, you can make assault more powerful but still dependent on other classes supporting it
Frankly it (sometimes) tastes of people liking their same gameplay loop but knowing it's busted, so they're looking for a way to level the field... but also keep that loop.
As long as the ways you buff it are in line with that philosophy
Removing the most fun gameplay loops is bad
I think that's a sign that Engineer needs a nerf, not everyone else should be given more, honestly.
While RPG soam isn't as prevalent as it qas in the playtests, I'd honestly advocate for making HEAT much more antivehicle only and move demolition, antipersonnel, elsewhere.
Nerfing everything fun is bad for the game
its simple:
split the anti infantry and the anti tank weapon
RPG Frag is so pathetic it may as well not exist
I honestly dislike RPG spam for blasting people from voth ends
I don't like getting sniped out of a building by a rocket and I don't like sniping people with them.
It feels unfair for me from BOTH sides.
make it actually kill people and then tone down HEAT so its better vs fortifications and tanks than say, infantry spam frugis tunnels
that forces an actual choice for the slot instead of "1/100 lives i pick tandem bc theres a tank right by a spawn point"
Bad take tbh
Just make it realistic lel
I know how people feel about muh realism but like
The irl FRAG warhead for the RPG7 is just a grenade basically. it's not even got a rocket motor.
so like, make its drop awful and make it able to wound a reasonable radius, with low kill radius
avoid uh
playtest Frag spam
RPG requires good positioning to be effective and has decent counterplay
Splitting them makes sense tho
make them die to trophy systems, but with a reduced radius (since they're moving faster)
This
Only nerf it needs
Well and maybe less vehicle damage
im still talking about a theoretical "FRAG RPG worth taking"
Or make frag RPG actually kill infantry and split them into different roles
it cant exist with HEAT just doing everything obv
Counterplay. Right, be behind something oh wait.
In sime modes there aren't even points so you cannot build
and you might not have the points handy to instantly construct a bunker
or the time
Being able to Instantly Solve A Firefight from up to like 500 meters is stupid.
The modes without squad points are broken for that reason tbh, bad to balance around that
They need to fix that
True, honestly.
Squad point gain needs to be more reliable too... At least give defending/attacking the objective kills a tiny amt of points like +5 or something
squad points are an entirely broken mechanic
Well it’s CTF and rush that really need the fix
you either have 10x more than you will ever use
Yeah agreed tbh
or literally none bc its CTF
It would be better if they just removed them entirely and let you build for free
90% of players only interact with them to drop ammo from heaven and keep sniping with their m200
more or less yeah
HEAT should have a more intense damage dropoff from point of impact, and maybe less demolition capability
FRAG should be exclusively for killing enemies uncovered
and we should get HE-impact or something for busting structures/light vehicles
i say keep them but theyre only needed for call-ins like the crate or something like a theoretical airstrike
and balance the costs appropriately ofc
200 for a box is massively undercosted
I have this concept that squad leader can call down airstrikes and artillery, as well as being the only class that can build beacons, call ammo, small vehicles, etc
but I kind of want to have something that gives counterplay to that like requesting air cover or anti air missiles to shoot down airstrikes and tactical missiles
otherwise I'm worried about strike options getting too powerful and making defense situational
yeah as someone who plays a lot of support i dont want every fortification to be strikebait obv
needs significant costs or counterplay but being able to get the snipers across the river in Waki to know fear would be nice
just cant be so cheap you see 10 drop every time a point gets contested
I think a good option would be like
A forward radar system or something as a gameplay handwave that spots incoming strikes in a limited area
so it serves as mini objective to attack but also a mini objective to rally around and push out from
and the thing spots for missiles to shoot down strikes or something
we uh, ignore saturation of IADS because gameplay conceit
Heck, being able to call in a Centurion AAA would be hilarious
how many points for working bipods...
That's the rub, isn't it
Because you don't fix yourself to the ground like battlefield, it's relying in really scuffed detection logic, and the entire thing is pivoting in the wrong place
so...
agreed
Is assault really an assault class or is he "all rounder"? Cause I felt the medic can push quicker than assault, but assault can be a pseudo recon and pseudo support
assault is the worse assault...
He's the only one who can stay on a building on his own with a small ammo kit to resupply himself with a dmr, snipin
His unique aspect doesnt really help him assault at all lol
Felt he plays best being a little further from the fight and defensively if anything
well as val or fal on assault are a death sentence ||for the enemies||
remember, enemies can't kill you if they're all dead 
Can't medic use both?
yes but using anything but smgs on medic is cringe.
unsure on pseudo support
ah in the ammo way
I drop ammo kits all the time
And get resupply bonus
Sometimes I bring the pickaxe instead and make a killhole to snipe on with my dmr
medic has access to around 24 weapons of the 39
assault 22 if I recall
engineer 29
recon 11
support 4
L86,MG36,M249 & ultimax
So sad x2
leader has 18 as well
*had
Bye leader
I saw about it on youtube videos and it seemed useless
As in choose any other class
about the same could be said for assault & support to a degree
Feels like all rounder/gun expert to me
But Leader was shipped without his kit being finished
Ah that explains it. Good move on disabling it in the meantime
(his advantages at the time were being a lighter assault with more grenades & bandages and access to ARs & DMRs over assault just being ARs)
leader more finished than support
He's more of a mid-long range guy to me, with about the same firepower as a medic and slower healing.
Assault doesn't really have anything extra to him, like an underbarrel launchers to punch through walls and take out enemies in cover quickly
Might just need a name change cause that boy def aint the best at assaulting
My suggestion is letting him take SMGs as secondaries, to lean into the gun master Jack of all trades role
Have we considered nerfing medic self heal and bandage? It would in theory level out some of medic supremacy on the front lines.
many times...
Careful, nitro-boosters might start posting
“How about we buff the other classes before we nerf medic”
— those same mfs
I don't think medics self heal is too strong
Medic just has way too many weapons
The gun categories that each class is given needs to be redone
Agree, would rather see other classes get mechanical buffs
Personally I think either armor restocking or just a armor rework is necessary to make assault (and therefore support) stronger classes. I know it has been repeated multiple times before but it would definitely incentivize medics to not just wear light armor and zoom
The primary issue is power creep, lowering one classes advantages (especially if they stick out) has far, far less balance implications than buffing all other classes. It's also not quite as simple as just better/worse, any changes need to be taken mostly from the viewpoint of the role that class fulfills whilst also keeping any overreach in check, to not minimise or invalidate any other class
it also chabges the dynamic of the game
currently it feels like the game has a focus on resource management
like, conserve health/throwables and be cautious until a moment of violence where you just spend it all
but if you give everyone more sustain suddenly the gsme gets faster
there are less consequences to dying, or having the supporting roles taken out or the like
which can be good
but...
do we want battlefield 4 - thr sequel
assault needs to be reworked so people choose it over medic for assaulting
medic should not be the dominate class
ideally medic would get less weapons
give the smgs to assault
and change bandage healing
bf4 was good.... (after DICE LA fixed it 2 years later)
i mean yeah but its a different pace and dynamic compared to BBR
True. I mostly don't mind the BBR one. It does suck that medic is the real assault and assault is more like a bargain bin of other classes
This game is really starting to become BF4 with how much I see medics now.
Which is what I was hoping wouldn't be the case.
Meanwhile assault is honestly in the same spot leader is of "why do you exist?"
to be cool 🥲
I still say assault should get the fast self-bandage
Fast self bandage and let assault take SMGs as secondary and it’s fixed
Another suggestion way back in the thread was to let Assault have different versions of the grenade launcher, so he had a unique gadget.
Yeah I like that
Think that'd be cool cause it'd let him have express entry into buildings
and, you know, assault buildings
Breach GL would be sick
I already use C4s like that but a quicker way to open up a wall on the move without really having to wait for the C4 to stick would be cool
It might be worth looking into an M320 with toggle ammo for assault exclusively set up to demolish and soften instead of kill
very small kill radius and abrupt falloff so it does like 15-40 damage in the blast area for HE
SMK is just... smoke lol
so you hold reload and it opens up an america's army 2 style menu
So, you don't like it?
topkek
Please try to make the training session IN GAME before watching this video
BCT:PHASE 2 - WHITE
Weapons Familiarization
Training Overview
During this training you will learn how to properly employ the M249 SAW, M67 Frag Grenade and the M320 40mm grenade launcher in AA3.
Standards
Visit each station and complete the challenges for each weapon...
basically just steal these mechanics
so.
ok fine ffs
assault wishlist
assault gains access to heavy helmet, exo armor variant, and special assault armor variants for every class of armor. Also, armor repair kit.
Also gains access to a specialized shield which allows for breaching of structures while sprinting into them at full speed.
so what would the assault variant do?
Assault type armor has the penalties of armor 1 step lower. However, it also has inverted ammo loading. Assault No Armor has highest mag count, Assault Exo Armor has lowest mag count.
basically you trade a little more speed for a little less sustainment
so it is like exo in that sense
(exo has 4 mags where heavy has 6)
also we have ranger currently
which is 6 for light armor bonuses
But to ask, how would assault light compare to ranger?
otherwise what would exo be at due to the inverse of the order it already does?
uh
potentially just like no added ammo
or like 1 extra mag lel
also to make sure I am understanding the balance
heavy as normal debuffs, light ammo capacity
its like 2:00am over here and im not 100% coherent im sorry
yeah i guess? id need to bash all of this out more throughly before committing to that
(below light is none on engineer which is like a 25% ADS speed boost)
potentially the entire class of armor loses a primary/secondary magazine, after inverting. mstch balance better, maybe?
I know ADS speed is a joke becaus you're instsntly centered after aiming, so even a laser sight in cqc makes up for it.
so what...
Guns have like 1 load mag and then 3 base or something, right?
I know that assault M4 with heavy armor has like 7 reserve and 1 load
So heavy armor is +6
fuck i could just check the wiki i think
That is a total of 2 magazines base
yesh so: ranger has 6 primary and you count down from there
so you get 5 heavy, 4 medium, etc.
otherwise I kinda hope support & assault both get a version of the armor repair kit
Side note
I assume no assault ranger variant
alright then
so let's take assault medium armor vest
inverted, with -1 applied, it has:
3 extra primary clips, no extra throwable, and 100/100 speed/ads stat.
no lol
so how would it not be a direct upgrade to assault light?
so 5 magazines, along with no armor buffs
Assault light armor vest
105/105, 5 mags, +1 throwable, 12 armor points.
...did they nerf light armor/no armor? I swear that it had universally like 102.5% speed/ads buff before.
since launch or?
I guess, yeah
wait what? Then I guess the wiki's erong...?
which wiki?
because I haven't touched the armor on the fandom one
(nor the wiki gg)
Bandage buff slotted
Time to show them what aggression looks like 
it's more cqb oriented now, which i adore
Assault got the smgs, which makes way more sense than having dmrs or brs
It's okay, Assault got all the SMG's as a trade
scoop my beloved
happy happy happy
as an assault DMR guy Im loving the AR/Carbine changes too
all those tasty short ADS times going to feel so good
So I am processing the new weapon update and this is what I have gleaned... so assault now gets the pp2000?
Most of the Smg's actually
all of them
can't wait to be insulted as a filthy assault main
(i played it since ea launch)
thats pretty epic actually
interesting that assault lost the battle rifle catagory though and support gained it. the change makes sense though
assault got the BRs back, thankfully
if anyone should have nearly every gun its assault
It's the "I just want to fight people period" class
remove dmrs from assault
assault is close range
dmrs are long range
assault has enough weapons already
to my knowledge assault doesn't get dmrs
Personally mixed at this rate
how so
Moment, updating some stuff I make, I'll PM you once finished
aight
And sent
otherwise I am a case of I like the idea of every class having a range idea built in a bit(aka assault up CQC to medium, support close to medium, a bit of long, recon medium to extreme range)
not entirely sure why assault needs to become close range
It has always had CQC and mid range abilities
Don’t think it’s likely to “become” anything in terms of the ranges it can engage at
there's some talk up there about stripping BR/DMR out of assault
because thats what assaults do
in like every other game
you didnt think it was weird that we always had medic close range???
assault's usually all around or Gun, the Class
Buff swap speed
So any thoughts on the upcoming assault changes?
