How to improve the assault class.
One of the most underwhelming classes in the game compared to others. The Medic class has an advantage in healing allies, the Engineer class has the ability to destroy enemy vehicles, the Support class has armor and machine guns, and the ability to resupply teammates and build special types of fortifications. The Recon class allows for the use of weapons that neutralize enemy forces in large distances. The assault class itself is meant to be the class that takes the enemy's fire first, in other words, the vanguard. So why not give it the ability to do so more effectively than other classes?Among the more practical options is adding/modifying a gadget that would offer a unique playstyle. I'm referring to changing the mechanics of the riot shield. I've come up with two ways to implement this:
1)How about adding the ability to shoot (from the hip, of course) while holding the shield in front? Of course, it may sound unbalanced, so I suggest modifying the shield model to something like the Vant-VM Assault Shield, thereby reducing the size of the shield itself. The shield would become ineffective (break) after receiving damage equal to X. Furthermore, depending on the degree of damage sustained by the shield, its bullet resistance would decrease (initially resisting sniper rifles, designated marksman rifles, and machine guns, and eventually only resisting regular pistols).
2)Add a module to the existing riot shield that blinds players. Perhaps it would be best to choose a medium range of blindness (slightly larger than a flashbang) but reduce the duration of the blindness. The use of the shield should also provide a sprint function (which is currently not available), but it would be necessary to consider reducing its size. In general, something similar to the operator BLITZ from Rainbow Six Siege.
#How to improve the assault class.
1 messages · Page 1 of 1 (latest)
Hipfire with shield like the Phalanx class in Aliens Fireteam Elite would be great. Limit it to secondaries and smg/pdw/carbine only. Really enable an assault push into fortified positions.
not so keen on a blinding mechanic tho
In any case, you need to somehow add the ability to confront a group of players.
Since this topic revived again, I wanna add
Assault NEEDS ubgls, 3 he impact rounds, that's all, you can't use normal frag grenades, you are forced to use smoke because, you know, you have a GL
this will only make the battles on the bridges of Wakistan noisier
*fun
something like operation "metro" from bf4
chaos
Rn if you see a riot shield you see an easy grenade/rocket/c4 kill. The most use I’ve seen out of my own riot shield is just solo pushing a flank that needs you to go an open area to get to cover on the other side if that zone is being watched over. If you try to use it to help teammates you get grenade and rocket spammed because only a handful of people bring anti trophies and heat rockets decimate you due to no sprint.
What about an ads penalty on riot shield where you cannot really ads and need to rely on your secondary’s hipfire?
Im all for the flashbang mechanic but it needs to be at most 3 seconds and has a medium cone ir else it gets annoying
Pistol being on hipfire would be p fine too because of the recoil when you get hit by bullets so you need to rely on your teammates to help clear a room or breach an area
- You can sprint but with a slower sprint speed from having the shield out.
- Walking with the shield should be normal speed or only 5-10% movement penalty
- To bring your pistol out you need to “ads” and its only hipfire, and you walk with the penalized ads speed if your pistol is out.
- You get a flashbang mechanic that can flashbang well for 3 seconds and has a 5sec cd you can use it 2-3 times basekit and increased if you have equipment that increases 5th slot capacity.
@deft cloak wdyt^
Also including new shield design
Though having a slightly wider shield might be ok due to the strafe speed and peekers advantage in the game
It’s difficult to hit with a grenade, and by the time it reaches you you can safely leave. When the throw animation plays, you can take out a weapon and kill the enemy (if the situation is 1 on 1). Exactly the same situation with the rocket. Shooting from the hip with a pistol is a bad idea. The pistol's damage is extremely low, the magazine capacity is small, and there is no point in shooting from the hip at medium or longer distances
Riot shield shouldn’t be for mid to long range, its to help breach a chokehold with team support and help cross an open area. We have green laser for hipfire
With pistol shooting, it is also worth considering the enemy’s movement speed. Sometimes even with submachine guns it is difficult to hit if the enemy uses manses
yes, but due to the limited visibility in the shield there is not much use. And in this case, you need to add the ability to reload the pistol without removing the shield from your hands
Good point on the reload part
how about this?
split ballistic shield into two versions
gunfighter with low coverage but ability to use a gun
breacher with high coverage and no gun but can break walls if you hit them at max sprint
add an extra indicator somewhere
wdym?
also:
ballistic glass. it stops gunfire but gets really messed up
an engineer can fix the window for points!!
part of the ui which shows the strength of the shield
shield has no health but shooting at the shield will make the user's view shake a little
sounds like a new kind of farming experience. *presented a picture of one attack aircraft and 10 engineers running after him with repair tool
in any case, part of the balancing of the gadget should be left to the developer. now we can only somehow popularize and draw their attention to this post
We encountered a very spicy individual
your soft counter is being sprayed down with gunfire
they'll make you less able to shoot accurately and might hit your hand
and of course being flanked
your hard counter remains being exploded
^^
the concept is that the gunfighter shield is useful for posing a significant enough threat that they want to shoot you
and youll get small points for doing it when others are nearby you for having absorbed damage
you can get points for taking damage with a shield
Modify the shield modules, for example, by adding flashlight modules. It is also possible to add or remove leg protection modules, reducing the shield's weight and increasing running speed. The compatibility of firearms with the shield remains an open question. Realistically, using primary weapons with the shield is impossible, but pistols could be a suitable option. In this case, factors such as accuracy, damage, and pistol reload mechanics should be considered. There are two options: reloading the pistol while using the shield or reloading only when the weapon is not in use. Additionally, a module could be added to enhance shield usage, although it would require sacrificing simultaneous weapon use. Penalties could be introduced when the shield sustains damage, such as temporary reductions in accuracy or shield health. Players would earn experience points when the shield takes damage. Players near the shield could also earn experience points for teamwork. Displaying the shield's durability in the UI through an indicator would be useful. An idea has been suggested for an acceleration ability that allows the player to quickly close distances and overcome obstacles, but I am not fully supportive of this idea as it may make the game too similar to Valorant, which features unique abilities for each operator.
Ideas can be drawn from the following games: Montagne and Blitz from Rainbow Six Siege; Shield from Ready or Not; Phalanx class from Aliens Fireteam Elite.
It depends. On the basis of realism, the main weapon is usable. Assault rifle M4A1 could be fired in very unstable way, alongside MP5 or other submachine gun.
Potentially, to balance the shield, upon taking hits the player is given slight aim punch and each shield has damsge thresholds for certain types of damage. Therefore some sniper rifles can inflict moderate harm theough the shield.
I think it would be more appropriate to add a new type of under-barrel strap for weapons, which will look like a mechanism for attaching to a shield. In this case, we can attach the main weapon to the shield, but it will take time to attach to the shield, the same situation with detachment.
I prefer more on this tbh as what I thought about assault class is the one that breakthrough the enemy's frontline (and the vanguard, just like mentioned above). Though I think the game will be turned out to be like the quietest day in Operation locker in bf4. Me myself never really use the assault class so don't take my words seriously.
what in this case prevents the anti grenade trophy from destroying the percussion cartridge
When reading your original post, I thought you were headed in the "they're a vanguard, so give them ARMOR" direction.. which I guess the hand-held shield is, when I think about it 🤭
But what about giving assault a class-specific Exo Armor that offers heavy protection, but on limited areas (not the full chest nor the full face, think plate carrier and head-top-and-back helmet).
This would let the armor not weigh you down as much, to let you aggressively push - or should I say.. assault? - positions while giving a bit less care about your own safety.
We need the class to BLITZ, I associate assault with Shotguns SMGs, fast-firing ARs and massive zerg rushes.
Right now, medics can run alongside assaults -- which makes sense since they have to support the madlads pushing, but it makes assault feel a bit... speciality-less?
I definitely agree with UBGLs + Riot Shield.. and I wanted to sprinkle in my idea of "face-tank style armor" in the mix.
Sounds interesting, though I thought more on the rush side rather than "defensively pushing". Maybe there should be 2 playstyle on assault class.
What if... the impact nades and flash are assault only? 🤔
I know most people don't like yoinking weapons and tools from classes, but flashes and impact nades sound pretty "assault-y" to me!
Fits the first-in mentality to have instant nade and flashbangs
Yeah I don't think the reception would be good, seeing from people's reaction of the PDW being removed from medic.
Yeeaah.. it just feels like everyone's got too many cool things, so it's tough to invent something new to give to Aslt
Been dipping into assault yesterday and today, and I really agree with the UBGLs being added to the class. Actual HE grenade launchers would let assaults shine in their own way. I'd keep the smoke launcher on the medic class, to once again incentivize team-play between the two.
UBGLs just fit the class too darn well to not suggest them as a core identity tenet for Assault.
thread can be closed assault is run and gun meta now 
I always thought that assault should be the general purpose "This class wins a head to head fight easier"
yes, in sniper battle or defending a static area, recon or support does ot better.
But what about storming a bunker, or fighting through a building?
Theoretically it could do that better than any class
plis improve ass calss
Assault is in a really good spot rn