I started to play like this yesterday and at first I was at the the bottom of the board for like 5 games. However, once it clicks that you don't always have to go in for the kill, found myself climbing the board more and more. One thing I'd like to point out, that's not really touched on in the video, is point control. Lot of the times your team, especially in Seize Control, will lock on to the two closet points to spawn. As Assault, you have some the best movement in the game. Going the long flank and locking down the furthest objective can really stretch out the enemy team in order to deal with you. This is great for some extra objective points and you can tweak that mindset for the other game modes to deal with Snipers and Vanguards who are also trying to flank your team.
I want to preface my comment with I appreciate the depth and detail you put into your videos, that being said this game suffers from absolutely horrific desync and server/ping issues so kills you get/dont get, engagements that go your way/not your way, are also highly attributed to these issues. I have lost count how many times I have been around a corner and died while the kill cam pans to someone across the map with zero line of sight on me. Or I kill trade with someone I had the drop on and no teammates around.
Amazing guide. Was frustrated at first, but starting realising this class literally will destroy you if you try to play on ego oushes. Its about knowing your strength and playing around that as much as you can and knowing when to walk away and come back when you can escape/utilise the air ambush At 37:30-38:00 great explanation on how to be thinking with this class, not overextending but being able to accept that situation is not good for you, no matter how much you want it.
I waited until I unlocked the hammer to play assault because I like the cool factor of the hammer. It’s been a huge learning curve but I’m getting better. Most fun class in the game, one of the hardest though. Worth it.
I really am looking forward to a wiki or established forum to soak up some vital knowledge on things like ttk, tracking/luge, damage numbers etc. Until then I’m so glad we have champs like you exploring and explaining things. As a veteran sm1 player I really miss: -charging plasma shots while meleeing -shoulder charge backwards after boosting diagonally past an enemy -clearer visual feedback on my jump pack to see charge levels Apart from that I am sort of loving the class. Once I figured out that melee bypasses shields it feels way more manageable to flank a Heavy or trade with a vanguard. What I don’t like is that hitting someone then flying out and shooting someone is less effective, since their shields are still up, but i look forward to trying new tactics.
@@mkultra2456 yeah, I have no idea how to get a good button layout on a regular controller tbh. Keyboard has way more options to bind something playable
The weapon balance is nothing like the table top. The chainsword should attack faster (+1A), the power sword should take 2 hits and ignore armor, and the thunder hammer should kill in 1 hit
The beauty of the shock greandes with the hammer is that on that there you could've shocked, smashed, and then heavy smashed with that hammer for a flash and smash triple kill with low ridk
Assault needs some love. They need to remove that super obnoxious delay before you slam, and also they need to give us some constant jump regen. The long delays added everywhere make the class feel very slow and clunky.
It absolutely doesn’t need love. If you think it’s clunky that’s a skill issue. I’m not trying to be rude but it’s objectively a top tier class that really doesn’t need to be touched.
@@zerk813 i disagree. i do fine with it. positive kds and stuff. but dude, if you want to understand peoples perspective on why they think its clunky, play space marine 1 pvp for a few seconds. it was simply much more fun to move many times faster. and i do think assault is like c teir, and could use a little love, like the changes i mentioned.
@@xavier84623 simply wrong. Comparing two different games is not an effective measuring tool. It can only be compared to the other classes in 2. Of which it has more capacity for impact than any class in the game. Simply put, most people lack the skill to use it effectively.
@@zerk813 It might be effective in good hand but it require more skill, as you said, its a skill issue, the problem is: the difference of skill needed to play each class I started by the heavy, mowing down everybody, the switch to the assault was...painful, i played tactical and vanguard too, no problem with them
There are a lot of blind corners you can bait as an assault. On my first assault game I had a 30 kill game with a 5.5 k/d and most of those kills came from ambushing those blind corners. Like on Mausoleum there is a capture point with an S curve of cover that a lot of people funnel through because it's the most direct route to the point. You can position on the far left corner of the point and jump up and see exactly when people walk through there and they are not even able to see you. Also the boxes that break up certain capture points are a great way to get some free pistol damage in. Most of them are high enough where you are outside of the normal PoV but much lower than your jump pack height. I've had lots of people try to find me way up in the sky where they expect me to be and completely bamboozled letting me net easy kills. Bonus is that those boxes give you multiple escape routes by walking off of them into cover.
Also to mention, i think its better to use the manual hover instead of aim hover. Sometimes aim hover just cause me to drop when i want to hover while throwing grenades.
Great video! Just wanted to pop in and say these tips reallly helped me a lot last week, getting great KDAs. But i think more and more people are starting to just use heavy/tactical/vanguard and recently i've been finding it hard to get even a net 1.0 KDA and wins, as people are now just gunning assaults down much more easily.
Will you be making more guides on the classes for pvp? This is such a great in depth breakdown that i think it would be great for more people to see how to play their class. So we get less people trying to flank with bulwarks instead of protecting the team lol.
I'd like to but I also didn't get much success with this and I'd like to focus on what people want. I'm going to do one for bulwark and see how it goes :)
Great video, I definitely learned a couple of things. I struggle the most with Heavy duels. Unless I can bounce around cover and attack them from a new angle, I almost always die. That class is very overturned. No set up time, no speed disadvantage, high rate of fire with large magazine capacity, and ranged invulnerability is so brutal to come up against when your own power armor is made of paper. You can't easily escape up unless you are right above them because they just shoot you out of the air. Punishment for mistakes is absolutely ruthless. I don't think another class has as much of a need for finesse, team tactics, and careful engagements as assault. That said, I'm trying to get better at it because it's my favorite class (flying+melee makes a happy me).
Try playing some games as Heavy or other classes you struggle against. That way you can figure out their strenghts and weaknesses. I'm sure you are gonna go up against a Assault player as heavy who will clap you. Think how they beat you and if you can replicate that. For me, heavies need to spin up their gun for second, so cover as you said is huge, you dont want to engage them in the open. You are not meant to "assault" heavies from the front and in the open. Make it harder for them to see you and track you. Melee goes trough shields and they got no melee weapon, so they got nothing on you if you can keep to their backs Another thing if you charges to spare, you can groundpound, jump up and immediately groundpound again. Usually doesnt get them enough time to react
The TLDR is exactly how I try to explain Assault to people. The class has the highest skill floor and ceiling in my opinion. Where I'm at I can consistently get 20 kills in games. My personal best is 38/13 K/D
Very instructive! Thanks a lot, I am going to look if you did same kind of deep guide for the other classes ... just in case you didn't, please do that for us 😊
What's better after the patch 4.1? The hammer doesn't always one hit after a smack down from the air. I have to max this champ last. I have level 8 players on all except assault.
Been having loads of fun with assault in eternal war, I found I had best success using my mobility to sneak behind the enemy and jump into a group in a surprise attack and killed a bunch of players. I still die easily but it’s worth persisting as I feels like I’m refining my survivability every game.
CHANGES THAT MUST HAPPEN FOR ASSAULT 1. Should have an seperate “bar” for dodging with jump pack, to increase mobility while keeping jump smash charges intact. Need 2 jump dodges (back to regular roll-dodging while on cooldown); and 2 Jump Smashes. Need to be able to gtfo out tight situations and create some separation (for sprint attacks for gun strikes) without wasting Jump Smash, and in doing so nuking my dps, mobility, defensive intercessions & clearing for brothers, and interrupt utility on Majoris reinforcement scream. 2. Thunder Hammer has to stagger Majoris enemies like Melta does. Way too much health lost cos Majoris simply rip through attacks like they’re nothing and hit you midswing, and bang there goes 70% of your health without you even making a mistake. 3. Thunder Hammer dodge / running attack needs 50% (x 1.5) bigger hit box to allow more gun-shot moments on Minoris. Necessary for more sustainable shield recovery while running from massive hordes you can’t just sit and swing at without losing most of your health.
Amazing video! Exactly what I was looking for. Love this content, thank you for making it. Also you have a cool voice, I couldn't put my finger on why I thought that at first, but I eventually thought it is because every so often you sound a bit like Kiefer Sutherland to me 😆 Anyway, keep up the great work.
Power Fist does AOE damage, but it is extremely slow and is actually pretty difficult to get feedback for - Did you hit? Was it a light attack or hard one? Also the charging feature of powerfist can be hard to gage. I suck at melee though so...
Assault is the ultimate cheese class Cheese them with 3 ground pounds, melta charges out of the sky or around the corner and stunlock one (two) shot heavy attacks again around the corner That's why thunder hammer is superior, plus if you only have 1 charge and you land it it only takes 1 lunge attack to finish opponent off and the range on it does not allow it to be dodged If they choose to block just smash them with the heavy follow up
Assault is objectively the highest skill ceiling class in the game. It’s debatably the best as well. A single good assault changes the design of the entire match. It’s forces people to position defensively and change their pacing. If someone thinks assault is bad or needs a buff but no offense you might not be the greatest at the game. Buffing it will undoubtedly lead to the skill ceiling lowering and people more often exposing the absolute absurd pressure assault can put out. People will then cry it needs a nerf. Also for those saying hammer needs a buff are absurd. it’s one of the best melees, even as good as dagger. It can basically one shot out of the air and its light heavy chain is a guaranteed win if they trade in melee at full health. Great vid overall you raised pretty much all the key points.
The problem is an assault push requires luck and a less skill enemy team to be good. Literallly what you deacrubed can be countered with an aware enemy team that can aim. Dont get me wrong the assault is a good class but these big game changing plays are only as good as the enemy team allows.
Is there much point to or worth in charging up the slam while you're in the air or is it usually better in pvp to just slam down quickly? In PvE ofc I think you'd want to charge up all the way
The Aim Assist doesn't seem to "click" most of the 😢 for me (on PS5). Any tips? There are games when i am able to lock on enemies and shoot. But most of the times im spraying the air or it locks on the opponents' heads and when i shoot, i shoot above their heads ....
I don't understand the logic behind making a melee class that attacks slower, does less damage, has the weakest long range ability and less health than anyone else.
I've unlocked the fist and I can tell you is a bit disappointing and don't understand what is the point of putting it as a late unlock just to let you down in that way. A power punch should destroy most of enemies.
Personally, I think assault needs one buff (3 armor not 2) and after that I dont actually think Assault specifically isn’t good enough. I got a beautiful 3k plus 2 assist combo off of a perfectly placed ground pound and Hammer Aftershock follow up, and I basically creamed when it happened. Rather, I think Melee is currently too underpowered across the board, which makes a melee specific class like Assault feel off. Bulwark too, but to a lesser extent because Bulwark's identity isn’t entirely offensive like Assault. So this is what I'd like to see to buff melee in PvP in general and in doing so buff Assault and Bulwark meaningfully if indirectly. 1. Being hit with a melee attack while shooting staggers the shooter. I'm open to the idea of this only affecting ADS and not hipfire, but I also think that leaves a lot of room for Heavies to still be far too oppressive in melee range when that's where their counterplay should be. Especially because Heavies still wouldn't be entirely sitting ducks in Melee, given they always have access to an aoe melee stagger with their charged heavy attack. 2. Melee Damage damages armor as well as health. There is a very real problem with melee ttk in the fact that it is potentially long enough that you can basically win a melee fight but not confirn the kill and your opponent can just skedaddle out before you can kill them off with your sidearm in the case of Bulwark and Assault, and honestly if they're skilled enough they can skedaddle make it a ranged fight and then burst you down with their ranged weapons or even a grenade. For Assault and Bulwark their ability to confirm kills will skyrocket because just running away when you're all but finished off will be much harder and they will have to take less risks after already winning the melee engagement. It also follows the design philosophy they've already set in wanting melee to be more damaging and dangerous for all classes. 3. Stagger on Perfect Parry with Bulwark and Assault having bigger perfect parry windows. 4. Some intangibility leeway for dodging around other players in melee. Currently dodging in melee range goes one of two ways. You either execute your dodge well and manuever around your opponent to get a solid positioning advantage (in the case of the game often avoiding getting bursted down by their ranged weapon), or more often you get caught on the enemy's body and are helpless as you get bursted down. Making space for some intangibility to allow some of your body to go through the enemies when you dodge to account for the power fantasy of space marine manueverability. I don’t know how you would code it, but it's immensely frustrating when your toes are the reason your dodge failed and you got shredded. If they do this well I actually wouldn't mind melee not staggering on hipfire only ADS because now melee is a bit more of a skill check but a rewarding one.
Is there a kind of training grounds where I can get to know the assault's controls? For instance, I wouldn't even know how to hover mid-air. I played 2 team matches, first one I was completely useless, because I didn't know how to jetpack-dodge vs to launch into the air. I might just play a bit more than that, but I also don't wanna mess up people's games.
HAHAH Yeahhh I made this and thought, "oh cool, it'll be like 20 minutes long" ..... and wallah it ended up being this long. I just had so many good clips I wanted to dive in on. It's my bad really, but I had a lot of fun making this video, so that's okay
Assault class is a high skill class, Never run in, you need to flank and focus on hit an run. Assault is also the dodge class, especially when you're using the thunderhammer, don't worry about parry or block, dodge is what you wanna do, especially with your jump pack. if you're in a fight head on, turn around and run, only fight when you have the advantage. With Assault, think like a Night Lord, you're gonna die in a head on fight but you'll win when you flank and sneak up on them. I swap between chainsword or thunderhammer, I don't really bother with powerfist.
Hey man can I get some advice? I find even when I am directionally looking at someone and swinging it refuses to let’s say lock on - in that my attacks will swing off to the side a bit which is rlly costing me. I also have some bad damage registration issues where I’m getting hit markers at range but not getting kills always assists, even when I’m getting the last hits on someone? I cannot find out why and even if partially a skill issue I was wondering if you have any tips to be acvurate in pvp with accuracy in close combat and what might be causing damage registration issue? I have no issue in pve which is why it’s confusing me
Assault seems like the weakest class by far if played a ton of eternal war never see them get more than 2 kills and 10 deaths, burden on the team. They just hover in the air asking to be shot
Definitely not the weakest class - I'm level 23 in PvP, played 55 hours of solely PvP, it is a very deadly class. The thing is that it's got a very high skill floor and skill ceiling, you must be a good player to excel with it but a good player will do REALLY well with it.
@Lord-Keeble I agree, I suck at it! I have learned with Assault, the fundamentals of PvP in Space Marine 2 (situational awareness, timing, and flanking) are more important than with any other class because you're fragile and melee is your strength - which is a very risky way of attacking.
I love this game. But the PVP won't have longevity because it's not that deep at the moment. Each class needs multiple class abilities to choose from. Shoulder switching needs to be added, but won't. Right now, the main strategy seems to be to just stay together in a deathball and that's not that fun
@@iESCAP1SM The assault class was way faster in first game. I think the devs thought it was over powered so that's why they made playing the class more complicated. The new hovering mechanics are really cool though.
Holy shit a 50 minute guide you've really gone above and beyond for this mate
I wish I had made it shorter! I had like 3 clips per section, but I kept finding really good ones in my stash of clips
@@italianspartacuswe appreciate the delve into details. Could have even gotten away with some x0.5 slowmo for the play by plays imho
It took me a long time to get it down. But it's soooo rewarding once you understand what to do
I feel like it's the most rewarding PvP class because of that
I started to play like this yesterday and at first I was at the the bottom of the board for like 5 games. However, once it clicks that you don't always have to go in for the kill, found myself climbing the board more and more. One thing I'd like to point out, that's not really touched on in the video, is point control. Lot of the times your team, especially in Seize Control, will lock on to the two closet points to spawn. As Assault, you have some the best movement in the game. Going the long flank and locking down the furthest objective can really stretch out the enemy team in order to deal with you. This is great for some extra objective points and you can tweak that mindset for the other game modes to deal with Snipers and Vanguards who are also trying to flank your team.
I want to preface my comment with I appreciate the depth and detail you put into your videos, that being said this game suffers from absolutely horrific desync and server/ping issues so kills you get/dont get, engagements that go your way/not your way, are also highly attributed to these issues. I have lost count how many times I have been around a corner and died while the kill cam pans to someone across the map with zero line of sight on me. Or I kill trade with someone I had the drop on and no teammates around.
Amazing guide.
Was frustrated at first, but starting realising this class literally will destroy you if you try to play on ego oushes.
Its about knowing your strength and playing around that as much as you can and knowing when to walk away and come back when you can escape/utilise the air ambush
At 37:30-38:00 great explanation on how to be thinking with this class, not overextending but being able to accept that situation is not good for you, no matter how much you want it.
THE SNIPER KILL WAS SO CLEAN, a real raptor in the sky good work brother!
Wanna see guides for all classes
Working on it brother! :)
@italianspartacus may the omnissiah bless you brother
I waited until I unlocked the hammer to play assault because I like the cool factor of the hammer. It’s been a huge learning curve but I’m getting better. Most fun class in the game, one of the hardest though. Worth it.
Heavy Player here: great video, this helped me understand one of my natural enemies. Your break downs also provide some great lessons!
Hahahaha DAMMIT!! I JUST MADE YOU BETTER!! NOOO!
@22:25 OPRAH WIND FURY. Love the name creativity in this game
I really am looking forward to a wiki or established forum to soak up some vital knowledge on things like ttk, tracking/luge, damage numbers etc. Until then I’m so glad we have champs like you exploring and explaining things.
As a veteran sm1 player I really miss:
-charging plasma shots while meleeing
-shoulder charge backwards after boosting diagonally past an enemy
-clearer visual feedback on my jump pack to see charge levels
Apart from that I am sort of loving the class. Once I figured out that melee bypasses shields it feels way more manageable to flank a Heavy or trade with a vanguard. What I don’t like is that hitting someone then flying out and shooting someone is less effective, since their shields are still up, but i look forward to trying new tactics.
Also the jump pack is now a separate key from the space bar. As a veteran sm1 player that pissed me off to no end.
@@mkultra2456 myeah, as a controller player I’ve sort of unbound Dodge and made Jump more accessible in its stead
@@iESCAP1SM Thing is you still wanna be able to use dodge.
@@mkultra2456 yeah, I have no idea how to get a good button layout on a regular controller tbh. Keyboard has way more options to bind something playable
I think its criminal that the thunder hammer has less strength than the chain sword
It has way heavier heavy attack tho I feel and much more reach for when you can’t easily close the distance and more aoe cleave
They say they respect the lore, but clearly they don't in the way they approach the melee weapons balance.
@@aguy607those are valid points but in the table top and in the lore the thunder hammer is notably stronger than the chain sword
The weapon balance is nothing like the table top. The chainsword should attack faster (+1A), the power sword should take 2 hits and ignore armor, and the thunder hammer should kill in 1 hit
@@mattj2389 right
The beauty of the shock greandes with the hammer is that on that there you could've shocked, smashed, and then heavy smashed with that hammer for a flash and smash triple kill with low ridk
Its not often I see a good Assault player, but I am shitting myself when I do !
Dude they're so scary! Hahahah
@@italianspartacus Indeed. Them and carbine snipers are my bane as a Tactical main xD
i went on a 20 n 0 run in an annihilation match yesterday, the 3 jetpack boosts make for real mobile gaming
One of the best guides I’ve ever seen. I’ve been loving playing assault, there’s definitely growing pains but it’s well worth it
Assault needs some love. They need to remove that super obnoxious delay before you slam, and also they need to give us some constant jump regen. The long delays added everywhere make the class feel very slow and clunky.
The ground pound is a charge attack, longer you hold, the more damage you do.
It absolutely doesn’t need love. If you think it’s clunky that’s a skill issue. I’m not trying to be rude but it’s objectively a top tier class that really doesn’t need to be touched.
@@zerk813 i disagree. i do fine with it. positive kds and stuff. but dude, if you want to understand peoples perspective on why they think its clunky, play space marine 1 pvp for a few seconds. it was simply much more fun to move many times faster. and i do think assault is like c teir, and could use a little love, like the changes i mentioned.
@@xavier84623 simply wrong. Comparing two different games is not an effective measuring tool. It can only be compared to the other classes in 2. Of which it has more capacity for impact than any class in the game. Simply put, most people lack the skill to use it effectively.
@@zerk813 It might be effective in good hand but it require more skill, as you said, its a skill issue, the problem is: the difference of skill needed to play each class
I started by the heavy, mowing down everybody, the switch to the assault was...painful, i played tactical and vanguard too, no problem with them
What a great guide. Well done, Brother
This guide is a game changer, thank you for it. The views dont represent how good this is
There are a lot of blind corners you can bait as an assault.
On my first assault game I had a 30 kill game with a 5.5 k/d and most of those kills came from ambushing those blind corners.
Like on Mausoleum there is a capture point with an S curve of cover that a lot of people funnel through because it's the most direct route to the point. You can position on the far left corner of the point and jump up and see exactly when people walk through there and they are not even able to see you.
Also the boxes that break up certain capture points are a great way to get some free pistol damage in. Most of them are high enough where you are outside of the normal PoV but much lower than your jump pack height.
I've had lots of people try to find me way up in the sky where they expect me to be and completely bamboozled letting me net easy kills. Bonus is that those boxes give you multiple escape routes by walking off of them into cover.
Also to mention, i think its better to use the manual hover instead of aim hover. Sometimes aim hover just cause me to drop when i want to hover while throwing grenades.
at 29:45 instead of laterally moving i think hovering over the doorway and waiting for him to walk under you mightve been better?
I can absolutely get behind that!
Great video!
Just wanted to pop in and say these tips reallly helped me a lot last week, getting great KDAs. But i think more and more people are starting to just use heavy/tactical/vanguard and recently i've been finding it hard to get even a net 1.0 KDA and wins, as people are now just gunning assaults down much more easily.
Quality guide. I’d love to see more pvp class guide content
Just started playing. Really stoked at getting better at assault!!
Will you be making more guides on the classes for pvp? This is such a great in depth breakdown that i think it would be great for more people to see how to play their class. So we get less people trying to flank with bulwarks instead of protecting the team lol.
I'd like to but I also didn't get much success with this and I'd like to focus on what people want. I'm going to do one for bulwark and see how it goes :)
@@italianspartacus forsure i get it. I know pvp is the minority probably but let hope they support it more.
Love your content, and this one has been great. Need to rewatch both the Tactical and Assault PvE guides. :)
''Get better at Assault'' is a wild thumbnail image title
Great video. Very enjoyble watch - Assault is certainly the most fun to play at the moment on PVP.
Hell yeah it is, just has a high skill cap, and most play it completely wrong.
I've maxed leveled my assault in PVE and almost there in PVP.
Great video, I definitely learned a couple of things.
I struggle the most with Heavy duels. Unless I can bounce around cover and attack them from a new angle, I almost always die. That class is very overturned. No set up time, no speed disadvantage, high rate of fire with large magazine capacity, and ranged invulnerability is so brutal to come up against when your own power armor is made of paper. You can't easily escape up unless you are right above them because they just shoot you out of the air. Punishment for mistakes is absolutely ruthless.
I don't think another class has as much of a need for finesse, team tactics, and careful engagements as assault. That said, I'm trying to get better at it because it's my favorite class (flying+melee makes a happy me).
Try playing some games as Heavy or other classes you struggle against. That way you can figure out their strenghts and weaknesses. I'm sure you are gonna go up against a Assault player as heavy who will clap you. Think how they beat you and if you can replicate that.
For me, heavies need to spin up their gun for second, so cover as you said is huge, you dont want to engage them in the open. You are not meant to "assault" heavies from the front and in the open. Make it harder for them to see you and track you. Melee goes trough shields and they got no melee weapon, so they got nothing on you if you can keep to their backs
Another thing if you charges to spare, you can groundpound, jump up and immediately groundpound again. Usually doesnt get them enough time to react
The TLDR is exactly how I try to explain Assault to people. The class has the highest skill floor and ceiling in my opinion. Where I'm at I can consistently get 20 kills in games. My personal best is 38/13 K/D
Great video. Appreciate you taking the time 👍
My pleasure!
Super useful video, I’ve gotten way better at assault and I’m having way more fun with these tips!
Melee attacks need hit stun that you need to parry out of to either counter or get away in PvP
Great video! Thanks for the help. Amazing how simple movement can make the difference
Just subscribed
‘Whoah I’m gonna go avenge my brother” ahahahah, such a good vid and tips, assault class is so fun and keen to use ya tips, thanks brother!
Awesome video with some great tips. Gonna stick with assault class and practice them all. Side note.. you sound just like Vince Vaughn
Very instructive!
Thanks a lot,
I am going to look if you did same kind of deep guide for the other classes ... just in case you didn't, please do that for us 😊
I haven't for pvp unfortunately!!
Love your videos Italian Spartacus.
Thanks brother!
@@italianspartacus It’s my absolute pleasure.
What's better after the patch 4.1?
The hammer doesn't always one hit after a smack down from the air.
I have to max this champ last. I have level 8 players on all except assault.
Been having loads of fun with assault in eternal war, I found I had best success using my mobility to sneak behind the enemy and jump into a group in a surprise attack and killed a bunch of players. I still die easily but it’s worth persisting as I feels like I’m refining my survivability every game.
Wooooooah, so you found that the best way to use the assault is to use it exactly like everyone else is using it? Incredible🎉🎉🎉
@@VDViktor Ok I get it, no need to be obnoxious about it.
i think one extra jump with jet pack and slightly faster cooldown would be nice ... i tried the power fist assault but hammer all the way for PVP :)
I love the play by play color commentary
CHANGES THAT MUST HAPPEN FOR ASSAULT
1. Should have an seperate “bar” for dodging with jump pack, to increase mobility while keeping jump smash charges intact.
Need 2 jump dodges (back to regular roll-dodging while on cooldown); and 2 Jump Smashes. Need to be able to gtfo out tight situations and create some separation (for sprint attacks for gun strikes) without wasting Jump Smash, and in doing so nuking my dps, mobility, defensive intercessions & clearing for brothers, and interrupt utility on Majoris reinforcement scream.
2. Thunder Hammer has to stagger Majoris enemies like Melta does. Way too much health lost cos Majoris simply rip through attacks like they’re nothing and hit you midswing, and bang there goes 70% of your health without you even making a mistake.
3. Thunder Hammer dodge / running attack needs 50% (x 1.5) bigger hit box to allow more gun-shot moments on Minoris. Necessary for more sustainable shield recovery while running from massive hordes you can’t just sit and swing at without losing most of your health.
Amazing video! Exactly what I was looking for. Love this content, thank you for making it. Also you have a cool voice, I couldn't put my finger on why I thought that at first, but I eventually thought it is because every so often you sound a bit like Kiefer Sutherland to me 😆
Anyway, keep up the great work.
Awesome video! Thank uou from a level 4 new player🙏
This video has inspired me to play assault!
Power Fist does AOE damage, but it is extremely slow and is actually pretty difficult to get feedback for - Did you hit? Was it a light attack or hard one?
Also the charging feature of powerfist can be hard to gage.
I suck at melee though so...
Assault is the ultimate cheese class
Cheese them with 3 ground pounds, melta charges out of the sky or around the corner and stunlock one (two) shot heavy attacks again around the corner
That's why thunder hammer is superior, plus if you only have 1 charge and you land it it only takes 1 lunge attack to finish opponent off and the range on it does not allow it to be dodged
If they choose to block just smash them with the heavy follow up
Assault is objectively the highest skill ceiling class in the game. It’s debatably the best as well. A single good assault changes the design of the entire match. It’s forces people to position defensively and change their pacing. If someone thinks assault is bad or needs a buff but no offense you might not be the greatest at the game.
Buffing it will undoubtedly lead to the skill ceiling lowering and people more often exposing the absolute absurd pressure assault can put out. People will then cry it needs a nerf.
Also for those saying hammer needs a buff are absurd. it’s one of the best melees, even as good as dagger. It can basically one shot out of the air and its light heavy chain is a guaranteed win if they trade in melee at full health.
Great vid overall you raised pretty much all the key points.
The problem is an assault push requires luck and a less skill enemy team to be good. Literallly what you deacrubed can be countered with an aware enemy team that can aim. Dont get me wrong the assault is a good class but these big game changing plays are only as good as the enemy team allows.
Would love to see a pvp guide for bulwark too. Awesome vid 👍
Would love a detailed pve guide too!
It's in the works! I thought we were going to get a patch today so I didn't want to hit Assault because of that
just unlocked the heavy bolt pistol the thing is ridiculous i was already dropping ridiculous numbers with assault lol
Is there much point to or worth in charging up the slam while you're in the air or is it usually better in pvp to just slam down quickly? In PvE ofc I think you'd want to charge up all the way
The easiest tip for assault is this. Your job is assists. That mindset has improved my gameplay and k/d so much.
Lmao 🤣 52:27 ,”hot and ready like a little Caesar’s pie”.
The Aim Assist doesn't seem to "click" most of the 😢 for me (on PS5). Any tips? There are games when i am able to lock on enemies and shoot. But most of the times im spraying the air or it locks on the opponents' heads and when i shoot, i shoot above their heads ....
I don't understand the logic behind making a melee class that attacks slower, does less damage, has the weakest long range ability and less health than anyone else.
I've unlocked the fist and I can tell you is a bit disappointing and don't understand what is the point of putting it as a late unlock just to let you down in that way. A power punch should destroy most of enemies.
I love coming down to the enemy with my hammer and follow with a nade to help me take 1 or 2 with me to the warp😂
Thunder hammer heavy is a great roll catch
Is power fist good? Im most excited for it.
Bruh!!! I consider myself as your best padawan. It works!!!😎
Personally, I think assault needs one buff (3 armor not 2) and after that I dont actually think Assault specifically isn’t good enough. I got a beautiful 3k plus 2 assist combo off of a perfectly placed ground pound and Hammer Aftershock follow up, and I basically creamed when it happened. Rather, I think Melee is currently too underpowered across the board, which makes a melee specific class like Assault feel off. Bulwark too, but to a lesser extent because Bulwark's identity isn’t entirely offensive like Assault.
So this is what I'd like to see to buff melee in PvP in general and in doing so buff Assault and Bulwark meaningfully if indirectly.
1. Being hit with a melee attack while shooting staggers the shooter. I'm open to the idea of this only affecting ADS and not hipfire, but I also think that leaves a lot of room for Heavies to still be far too oppressive in melee range when that's where their counterplay should be. Especially because Heavies still wouldn't be entirely sitting ducks in Melee, given they always have access to an aoe melee stagger with their charged heavy attack.
2. Melee Damage damages armor as well as health. There is a very real problem with melee ttk in the fact that it is potentially long enough that you can basically win a melee fight but not confirn the kill and your opponent can just skedaddle out before you can kill them off with your sidearm in the case of Bulwark and Assault, and honestly if they're skilled enough they can skedaddle make it a ranged fight and then burst you down with their ranged weapons or even a grenade. For Assault and Bulwark their ability to confirm kills will skyrocket because just running away when you're all but finished off will be much harder and they will have to take less risks after already winning the melee engagement. It also follows the design philosophy they've already set in wanting melee to be more damaging and dangerous for all classes.
3. Stagger on Perfect Parry with Bulwark and Assault having bigger perfect parry windows.
4. Some intangibility leeway for dodging around other players in melee. Currently dodging in melee range goes one of two ways. You either execute your dodge well and manuever around your opponent to get a solid positioning advantage (in the case of the game often avoiding getting bursted down by their ranged weapon), or more often you get caught on the enemy's body and are helpless as you get bursted down. Making space for some intangibility to allow some of your body to go through the enemies when you dodge to account for the power fantasy of space marine manueverability. I don’t know how you would code it, but it's immensely frustrating when your toes are the reason your dodge failed and you got shredded. If they do this well I actually wouldn't mind melee not staggering on hipfire only ADS because now melee is a bit more of a skill check but a rewarding one.
Amazing points across the board! Thank you so much hahaha this is so damn detailed
Great video man. Doe the parry actually block damage? It really doesn't look like it
When you hit, yeah!
How to parry? And what you prees to animation cancel on ps5 ?
Left bumper
Is there a kind of training grounds where I can get to know the assault's controls? For instance, I wouldn't even know how to hover mid-air. I played 2 team matches, first one I was completely useless, because I didn't know how to jetpack-dodge vs to launch into the air. I might just play a bit more than that, but I also don't wanna mess up people's games.
Yeah it called the main campaign. Considering you paid at least 60 bucks for this game you might wanna try to play it
I use my jump and hover alot to scout and mark targets for my team
What im struggling with is the keybinds. The jumppack key is Q which makes it impossible to dodge left. Which keybindings do you use?
Incoming lobotomite comments of “60 minutes?!? Just tell me the tips” 120 seconds before he does exactly that lol.
HAHAH Yeahhh I made this and thought, "oh cool, it'll be like 20 minutes long" ..... and wallah it ended up being this long. I just had so many good clips I wanted to dive in on. It's my bad really, but I had a lot of fun making this video, so that's okay
Best of both worlds as far as I'm concerned brother. Your patented tldr at the start and lots of meat for those who want... you.. meat 🍖
ayyyy!!!
Assault class is a high skill class, Never run in, you need to flank and focus on hit an run. Assault is also the dodge class, especially when you're using the thunderhammer, don't worry about parry or block, dodge is what you wanna do, especially with your jump pack.
if you're in a fight head on, turn around and run, only fight when you have the advantage. With Assault, think like a Night Lord, you're gonna die in a head on fight but you'll win when you flank and sneak up on them.
I swap between chainsword or thunderhammer, I don't really bother with powerfist.
“I play assault, its a very high skill class guys, yasss” *snifs own farts*
Oh snap I didn't know you could do those dashes while in the air. How do you hover without aiming your pistol? On keyboard and mouse.
E
@@aaddriannnn8786 Naw it's shift.
Can’t jump back onto a stairway, but I can jump back into a wall. They gotta fucking fix that bullshit.
Hey man can I get some advice?
I find even when I am directionally looking at someone and swinging it refuses to let’s say lock on - in that my attacks will swing off to the side a bit which is rlly costing me.
I also have some bad damage registration issues where I’m getting hit markers at range but not getting kills always assists, even when I’m getting the last hits on someone? I cannot find out why and even if partially a skill issue I was wondering if you have any tips to be acvurate in pvp with accuracy in close combat and what might be causing damage registration issue? I have no issue in pve which is why it’s confusing me
Does anyone know how to perform seismic chain I have it unlocked
Are you a Raven Guard Assault too? @ItalianSpartacus
Nay! Sanguine Night Terrors. It's a dude on Instagram who made this custom blood angel successor! Go check him out!
Assault seems like the weakest class by far if played a ton of eternal war never see them get more than 2 kills and 10 deaths, burden on the team. They just hover in the air asking to be shot
Definitely not the weakest class - I'm level 23 in PvP, played 55 hours of solely PvP, it is a very deadly class.
The thing is that it's got a very high skill floor and skill ceiling, you must be a good player to excel with it but a good player will do REALLY well with it.
@@thenathanimal2909 Ah fair one, watched some videos of people managing to pull it off, seems like a lot of work to play and master it!
@Lord-Keeble I agree, I suck at it!
I have learned with Assault, the fundamentals of PvP in Space Marine 2 (situational awareness, timing, and flanking) are more important than with any other class because you're fragile and melee is your strength - which is a very risky way of attacking.
The blind effect is so freaking tilting
It is. U can dodge out of the electric zone while blind. When blinded I usually spam dodge and after like 2 or 3 I can see again.
We call it the Tilt Nade 🤡
Jackson Brian Thomas Jessica Martin Larry
I love this game. But the PVP won't have longevity because it's not that deep at the moment. Each class needs multiple class abilities to choose from. Shoulder switching needs to be added, but won't. Right now, the main strategy seems to be to just stay together in a deathball and that's not that fun
It's too slow for my taste
Clearly you’re not a dad gamer and/or never played the first game 😘
The assault class is too slow? I’m confused.
@@ZTRAIIN626 you, my man, never played Titanfall 2.
@@iESCAP1SMwhat does titanfall have to do with the assault class from space marine 2?
@@iESCAP1SM The assault class was way faster in first game. I think the devs thought it was over powered so that's why they made playing the class more complicated. The new hovering mechanics are really cool though.
Wait u cant see any use of melta in Jetpack unit really..u ez wipe 3 4 ppl with melta on top of them LoL..
What are you even saying
I'm with Ethan
@@italianspartacus lol
Lmao
@@Higens You gotta learn to write.