Thanks so much for watching today my bros! As I said, PLEASE PLAY WHAT YOU LIKE MOST! Who gives a fuck what the internet says. The point of this video is to talk about the glaring issues of the Assault class in PvE in the latter 2 difficulties, while also addressing how - in pvp - Assault is a beast with a high skill floor and even higher skill ceiling! Purchase the Game w/ Discount Here ► www.fanatical.com/en/game/warhammer-40000-space-marine-2-ultra-edition?ref=italianspartacus Find my Beginner Tips Here ► ua-cam.com/video/VCAYM4hkJvU/v-deo.html Warhammer 40k Lore ► ua-cam.com/video/TADLN7ceUbg/v-deo.html Follow me on Twitch! ► www.twitch.tv/italianspartacus Become Part of the Community ► discord.gg/tCnpBPJqRu
Wait, really?!? I haven’t tried Assault in pve yet, since i had my eyes on Vanguard. But i did find the jump pack fun. It’s a shame, but i assume it’s limited so you won’t go over areas you’re not supposed to go over.
I could go with the limited charges and cooldown in operations if it just let me fly. We messed with the trails before getting to the jump pack in campaign, was really disappointed. Then we got to it in the campaign and it was a ton of fun! Back to operations and it's just frustrating. Being shot at by someone above you? Can't easily fly up there. Maybe if you manage to get the landing cursor in the right place you can get up. I don't want to be wrestling with a finicky cursor, I just want to fly up now then decide where to ground pound.
Agreed even if only using half a charge would be nice. Cause you’re not jumping in the air using AOE damage. Just evading… OR it be the default dodge roll for the class no charges used. Or have 1 evade be a boosted one with a cooldown no charges used, and in between cooldowns it’s normal rolls
@@Gongolongo agreed on the power as a gap closer to shut down certain enemies with a massive hammer smack to the face, as it counts as a sprint/dodge attack it can be very effective in not dying or taking damage, end up using it more than the vertical
Assault is GREAT for Tyranids but as soon as you fight Chaos on any difficulty higher than "average" it becomes a panic-inducing struggle to stay alive for more than 30 seconds at a time. Thousand Sons and their ranged cultists fucking melt
Yeah chaos has been my bane. If I squad up in a bug lobby I'm like "thank the emperor it's just tyranids". I tackle the thousand sons just fine but the shield ads just chip away at my health
Which is sad since the Jump Packs on Assault squads are meant to COUNTER ranged units in the Tabletop. I don’t know why they couldn’t fix it into the game.
It is a challenge, until it isnt. Eventually you get used to their spawns and numbers. Well, that was the case until the devs nerfed enemies hard. Now Chaos is easier to handle compared to before. Assault still does very well, in the right hands.
Were you able to jetbpack to the ledge in the assault trial, the one where the enemies are at the end? I'm not sure if it's because I'm using a controller and couldn't aim it there properly or we were meant to attack at range
@@johnstallone4807 No you just can't jump there, You'll just have to Shoot them. Has to do with the fact The game refuses to let you fly over, and Dive-attack across most ground-less areas. (For example, a Stairway with a bend and thus to get from the top to the bottom, you got to cross a ravine. Can't cross the Ravine unless there's Map-walkable ground underneath)
Actually you are able to jump to the ledge. What I found is that if the orange icon on the ground is not visible, you won’t be able to jump. For the ledge part, you need to look up enough so that the orange icon appears on the ledge. Then you will be able to jump
My main issue with the Assault class is how you only go up maybe 20ft in the air while in campaign you go up damn near 40ft and way more range with your dive bombs
@@VanHeIthing1 Most likely due to some arbitrary limitations of the maps. Where you could probably reach areas not intended and such.. Still should be fixed
THIS. I played assault exclusively in SM1, and it's been a pain trying to learn the new assault. Making it's primary function a damn CD hurts. That was what I loved about SM1 Assault was it was based on movement. It should 100% work like in SM1.
@@kingpinavatar if you can, try out space marine 1. It’s probably discounted on a third party stream key website but there’s some things that game did well and things that needed change
i completed the Campaign and had to much fun using the jump back. Jumped into operations and was like "wtf is wrong with my jump pack"... dunno why they nerfed it in PVE xD
Besides the wonkyness with the jetpack and the map's invisible walls and barriers interfering with gameplay, the one thing that pees me off is that when u swing around that slower hammer you get caught all the time by enemy heavy attacks, unlike parrying, dodging doesn't override ur attack animation, leaving u helpless in that situation forcing you to just eat the heavy attack. If they changed this I'd be alot happier. I'm pretty sure this problem is most prevalent with assault due to his slower hammer.
I've put down about 22 hours in SM2 and ALL of it has been in Assault. I find that I have to work way harder to achieve what other classes do easier. Plus the Heavy Bolt Pistol makes doing the Neurothrope torture, I PRAY for the volkite pistol to be added to Assault later.
Like don’t get me wrong I love the heavy bolt pistols feel but it sucks having to nail 3-4 headshots on a warrior before it staggers and then just seeing the heavy or bulwark just charge shot it once and do the same thing and the second usually breaks them
I feel the opposite for PvE. Once you get all your perks up everything is pretty effortless with Assault. I have a 25 Assault, 25 Vanguard, and 25 Bulwark. Assault is the one I’m most comfortable with. I don’t really enjoy Bulwark by comparison.
@@shemashekarshalom539 bud I think the perks need some changes changed that let assault gain heal or armor back that feeds in to the class better that dodge this with the jet back boost to then do the gun strike and how that boost should just be the default and then let it trigger the cap stone ability but that’s not what we’re talking about here where talking about the heavy bolt pistol that is strong but against thousand sons feels back cause the flamer guy will damage you faster then you can’t with the pistol and you still need to hit the head and if you go into melee the bolter boys will eat your buns so we just want something that can stun faster at range
THIS - even in Dawn of War 2 I would often equip the assault squad with Bolters and Plasma guns in order to make them a more mobile tactical squad... They are amazing for flanking and baiting heavy enemy waves into pre-sighted killzones!
In PVE I switched the hammer to fencing defense and even though the damage is laughable, it’s a lot more viable and my survivability in big hordes improved tremendously.
The one gimmick this class is designed around just straight up doesn't work. Diving a group of enemies only to see them block your ability, then pop you in an instant.
Definitely agree. When I realized small enemies with a basic shield blocked my hammer strikes after 4 times I felt like I was pointless. It should at least stagger them after 1 hit. I had no pistol ammo to add to it.
@@HulkDynamite good lord, the thunder hammer and the dive bomb can be blocked ? That makes this weapon pointless. You got no ranged weapon other than a pistol, thunder hammer and power fist deals less damage than the combat knife, and they're slow as well. Lore accuracy and gameplay utility has gone outta the window
In SM 1 ut used to be that you had to aim behind the enemy, because coding was so bad the hit would t register if you got them visually. Might have to try that in the sequel as well 🤡
Considering that the assault has no primary, I expected the jump pack to offset that quite significantly, but I feel like I have to avoid using it because I’ll end up in a situation where I need it and don’t have charges
I think in order for assault to feel more on par with other classes it needs to have perk that increases your armor damage resistance when surrounded by 5 or more enemies. This could replace the perk that prevents you from being knocked back while charging, since Most melee attacks break armor in one hit, but this could make it maybe 2-3 hits when surrounded. Or a perk where landing a melee attack after using jump pack refills 2 armor point. Also maybe a perk that increases that speed of execution animations, this way you can chain them easier.
@@dude7167 if you do that then it will make some classes useless, poor balance idea. Why use a melee class if a ranged class can have a good melee weapon. @Yeeeeeeesh I agree, since the melee classes don't get a primary weapon, they should have free reign on all melee and pistol options.
Please change the jump pack to work like the campaign. Just getting constantly interrupted while dying of old age for the hammer to swing is annoying I feel you should have like a higher stagger resist while swing it around. Also the perks from what I've seen that are supposed to make you immune to stagger seem to do nothing. Also a slight gap closer between swing would be nice just having the Sniper Bugs literally just back step you while all your swings miss is the most annoying thing in the world, while you are also animation locked mid swing they blast you and knock you down.
@@potatomasherr Thats the funny thing. The PVP has the Campaign version, which makes 0 fucking sense. The CO-OP has the shit version that only allows you to dash, jump, and slam. I hoping its just a bug.
Assault was my first class I maxed level and I enjoyed it a lot. But man after trying other classes it made me realize that Assault was missing something. You nailed it for me. Also, screw Chaos and their aimbot cultists. I’m literally a hanging piñata for them.
Melee forcing you to stand still, rather than in the other 2 sm games melee gave you a small lunge to stick to enemies, would help assault not be objectivley the worst class.
This. In eternal crusade jump pack was an absolute menace to heavies and tacticals - as it should be - because of the lunge and the fact that melee hits staggered and they couldnt jus point blank keep aiming at you while being hacked apart by a power axe lol
LVl 25 assault, got my thunder hammer built out and max level. It NEEEDS the finesse hammer to work, you'll be in the thick of it all the time, and the upgrades to giving two slams on the heavies make such a difference. Even then though, it's in a rough spot. You are right in saying the hammer does not get enough upside for its downsides, and the jetpack should really be like it is in the campaign, its downright buggy sometimes with how it is in the PVE. Heavy bolt pistol is goated though, no issues there.
@@BennyTheDealer I had that, just keep running missions with the weapon and it'll get more xp even after your master it. I'm not sure how/why and it's inconsistent but it works- eventually. Needs addressing/making clearer tbh
The biggest issue I run into is how the jump doesn't always work. I'll jump up but I just fall and can't ground slam. It's one of the most frustrating things about this class, but when it works, it's glorious. The combat rythymn is really satisfying.
I love the every ground pound kill restores 10% charge. I know it’s a later perk but jumping back and forth between two massive swarms like a frog wielding a bus is awesome.
Yes. None of the other classes are worse, so yes. Is it useless? No. But does it need a lot of work? Yes. If the logic is "there are no bad classes," that to me is just toxic positivity that isn't helping anyone.
@@italianspartacus In PVE on hardest difficulty as assault im usually the last on the team alive / the one with the most kills / the one who gets elites in execute mode faster. Im not sure what people are talking about with Assault needing help in PVE. It's one of the best PVE classes. You just have to dodge a lot. If you can dodge, you win in PVE as assault.
@inkfilledlungs The Vanguard can pull off most things the Assault can do with way less risk, while being able to carry a Melta for AoE/Trash Clear while it's melee weapon choices deal very good single target damage vs elites. It is significantly easier to play a Vanguard and the only thing propping up the Assault at endgame is it's ability to gain armor from Gun Strikes without killing.
As a die-hard assault marine from the first game, seeing what they did to my jump-pack-boy makes me a tad disappointed. Also, I couldn't get a perfect score on the second trial either! That one was just bullsh*t hahaha. Very cathartic to see I'm not the only one.
I've main assault in both games and I definitely agree on the class being underwhelming in operations. The lack of an extra charge or faster charge rate is really what makes it lack. If that is adjusted I think it'd be that much more fun (Edit: typos. lol)
they should really add stuff like "While charging attacks you take x% less damage." or "Enemies hit by ground pound deal x% less damage." they gotta make it so you can actually use those abilities without the HUGE risk that comes with the fact that even living to 1 good swing still isn't going to restore all that health you spent to do it
As a Blood Angel it is outright heresy. In the name onf Sanguinius, WTF. The campaign sequences with the jump pack rocked. However, in PVP your jump pack regens quicker than in PVE? Bit bizarre. - We need access to a carbine of sorts and a plasma pistol. - 3 charges for PVE & quicker regen in PVE - your dash is replaced with the jump pack dash (uses no charges)
The way I see the assault class is that it is in medieval war terms very much like a shock cavalry. You are not supposed to stay in the fight but you are supposed to dash in, wreak some havoc and get out.
Assault feels hella weird. Even at max level it doesn't look like it will do anything crazy. Running Substantial - Ruthless content assault just gets melted whenever they try to engage from a distance. Really only useful for chaos marine spawns. Charge Hammer > Jetpack Smash is surprisingly nasty. Personally, i think assault needs some form of grey health in a perk, a type of overhealing ability. When damaging or killing X amount of enemies, gain X amount of temporary health. Also, i dont really feel like the power fist fits this class. Feels like Vanguard should have gotten it.
@@jamaledwards8118 i do exactly everything you said. i use a fencing on my hammer and i have my assault maxed out. i do more damage on ground and pounds and when i kill enough enemies it gives my fuel back but guess what its still shit. Ive landed on fodder enemies and it doesnt kill them. it knocks them over and they can get back up and attack me faster then i can recover from the animation and boost away. Damage isnt enough and the height of flying is not right. Gota go with campaign and pvp.
No time in pvp, but maxed out the assault. Absolutely love it, however I also believe the operations version needs some love. You said adding a third charge as the level 25 thing and I think that would really help a lot. Also another guy said, make the dodges do a third of the cost of a jump, that would give me a reason to actually use the dodge. The class flows so well and then all the sudden, bam, stuck in a situation you'd rather not be in yet you have a jump pack that's useless for the next 45 seconds.
Assault has the highest skill cieling other than vanguard imo, the problem is the skill floor is just so much lower. So the result is a lot more varied depending on player skill compared to the other classes. All they need to do i think is add an extra armor plate but reduce speed, damage output, or cooldown. For pve it's straight up bad at higher difficulty. F
@@Gongolongotried to use assault in pvp and I literally felt like I just throwing for my team because everyone can just backstep out of melee range and murder you with their gun. Assault needs some big changes, too bad it’s all I want to play
See it's funny, I think it's absolutely trash in PvP and underpowered in PvE (but still capable). Most of the clips I see of good PvP plays by Assault class players involve completely unaware and incompetent players getting taken by surprise around a blindspot. In an equal fight with people who understand restraint, the Assault class is so easy to bait and kill in PvP. Nobody else comes close, hands-down the lowest tier class right now for PvP IMO.
Assault is pretty solid for PVP in my opinion, I've been having the most success with it out of all the other classes and consistently hit good numbers on the scoreboard, it seems simple at first but if you really wanna get all the mileage you can out of it you gotta really pick your spots well, be good at reading enemy player movement so you can catch them dead center of your ground pound hitbox and maximize your damage. He's also fantastic at flanking with his aerial superiority and his dash boost is so good for maneuvering.
Maxed assault and one of my main issues is perks apparently not functioning or my failing to understand them. The perseverance perk stopping you from being staggered or knock backed by heavy hits while performing a charge attack does not function or I don’t understand what a heavy hit is counted as. The little goober blue people can stun you out of a charge attack with the perk equipped never mind some of the stronger enemies.
As someone that has completed the angel of death campaign solo i can definitely say just lower the cooldown of the jetpack to make it flow alot faster for operations
I do think assault feels off in operations but in PvP I’m having a blast with assault. Ive found that when utilizing the hover and air dashes I’ve been able to pull off some absolutely nutty things in PvP.
yeah in SM1 it was better but in SM2 pvp you can still pull off insane plays. best thing to do is ambush a group with the dive and toss a grenade before you swing anything. that way you are almost guaranteed a kill if everyone tries to attack you back. Trying to dive a solo enemy is dumb because they can dodge away from you, but thats why most people are complaining, they just dont know how to use him right.
100%. I’ve done crazy things in PvP, just learning the classes strengths and weaknesses, I got a double heavy triple kill with a charged hammer strike because of a nice flank. But in operations it’s just so weak, can’t jump high or hover, it’s crazy.
Agreed, I have been doing pretty awesome shit. I do think they will at least need to give us another armour bar though at the very least. The more higher lvl teams especially when they communicate is just too much with how much the class is handicapped compared to the others.
Basically, the hammer needs a stagger. Especially when charged up. Maybe the longer you charge, the longer the stagger. Then their would be a risk reward. Also, there is a small chance to stun. This is fair because you have no primary big gun.
In my opinion melee in general feels extremely bad to play until you have your weapon maxed out, Bulwark is just held up by his kit. So for average you need green weapons and full perks, and for substantial purple weapon and full perks and so on. Otherwise trying to kill Majoris enemies with melee takes like 10 hits. Tyranids are okish cause they give you a lot of counterable attacks but Heretics feel awful to fight.
Not really. It's how you handle the combos, timing, dodges, and parries. Go for crowd control or pick things off one by one. The chain sword has the ground stomp that stuns everything in its AOE and go ham or perfect parry a minoris so that stuns everything next to you, and then use those combos to pick apart more minoris or absolutely wail on a majoris then retreat, rinse, and repeat.
For PVE mode I'd take two armor bars like vanguard if it meant two things: All hammer attacks break block (Your swinging a sledgehammer, a tool used for breaking brick walls in it's most primitive form) and the jump pack was at least 75% of the campaign one.
Bro GREAT vid... THE DEVS NEED TO SEE THIS!!! Assault class is my favorite but I go down alot more than I would like... If these changes were made, Assault would be AMAZING!!
I completely disagree it's not the worst class in the game. You can argue it's not as weak as people make it out to be but you absolutely cannot make the argument any other class is weaker
A little bit of a rant from me too, the class should be more fun to play than this. I dont understand why the jetpack has 10x the cooldown it had in the previous game and also doesn't even really let you fly. You can't even attack high ground enemies. In this implementation it is basically just a fancy grenade. Why would they do this? Why cant I use a plasma pistol? Why does the healing perk on the heavy bolt pistol have a 30 second cooldown and requre 10 kills while the healing perk on the sniper's las fusil can be chained together endlessley and only needs 3? Does sniper need healing more than assault does? Why is the jump pack dash even in the game? The only time I have ever used it is when the game bugs out, misreads my inputs, and regiesters me letting go of the ability button when I'm still holding it which happens way to often. If the problems with assault are the jump pack, the perk tree, and the hammer isn't rewarding enough, then what isn't a problem? I played assault pretty much exclusively in the first game, and the gameplay couldn't be any more different. You could initiate every engagement from the air and even dogdge enemy attacks by jumping and then hammer striking the same enemy which is how it works in this game's pvp and campaign, so they made it properly and then turned it into this? Why? Is this better?
Thunder hammer users for PVP, Worst class being mine (Bulwark), I want to divulge the fact that our banners only replenishes armor points, which your weapon disregards completely. To find low health players that provides free kills, land on those.
I mained Assault in SM1 and played a lot in SM2. Anything can work against noobs but Assault is nearly impossible to use against good players (or lose to, as I've been maining tactical and bulwark now). I've never had issues fighting Assault once you realize you can just backpedal and shoot. Assault has two big issues: 1.) Your slam knocks enemies away from you out of your melee range making. The animations are made for SP and feels awkward for PVP. They need to make melee animations maybe cover a bit more ground (sorta jump a bit of range) OR remove the knock back you do to enemies when you slam down. 2.) Melee damage is lower than ranged damage. Unless someone hits you with a direct slam (which should never happen unless you're not paying attention), you just backpedal and shoot to out trade assault. This makes assault very awkward. It's not bad in a 1v1 setting but the game is hardly ever a 1v1 especially when the meta on 2 out of 3 modes is about 6 man death balling.
@@Gongolongo I haven’t touched SM2 pvp yet but mained it in the first game as well. The knock back and lack of gap closers post-landing does seems like a problem. And we’re not able to use plasma pistols either? Hm. Would you say that aiming towards the “backpleddling” sort this issue? In OG it used to be a thing, especially with the latency. Aim behind with the slam, swing I. The direction you know the enemy intends to dodge roll. Or dash diagonally and shoot instead of melee. Just curious, not backseating🤡
My assault is level 18 and I gave up on it, besides the obvious input lags people in the higher ranks will kick you immediately. Your perks have zero benefits to the team and you have to hog all the stims because of how squishy you are and everyone will hate you for it(rightfully so).
I was under the impression Sniper was the worst by nature of such little ammo, and there being tons of swarms meleeing you which is the exact opposite of what you want to do with a sniper.
Sniper absolutely destroys elites so fast in a way no other class can except maybe Heavy (who doesn’t even have a melee weapon), the other team members have to pick up the slack on the minoris hordes while Sniper is doing so much work on the hard targets. There is a thing for the Las Fusil that refunds ammo when you kill 2 enemies with 1 shot, which means at that point you can shoot into hordes without even using ammo.
I play bulwark and my bro plays assault. It is incredibly rewarding with the power fist to punch your way through a line and then the assault wreaks havoc on the surrounding enemies with his wide swipe attacks, which also allows him to charge heavier attacks and if anything comes up, he uses the jump pack to deal with it while I tank with the shield, all while the AI is sitting in a lawnchair, sipping a brewski. Just thought I’d share my play style does anyone else to do this?
@@Dexyu considering the chaos demons with shields can block the entire jump pack attack and a small normal human with a rifle is capable of bringing down a fcking primaris with a random shot..... and lets not forget that the hammer cant do shit against shields while the knife has more damage and velocity in exchange of... nothing🗿
I played hundreds of hours of assault in sm1. In 2 it just looks so slow and lame and clunky by comparison. I haven’t bought the game yet because assault just looked so ruined. In sp1 you were darting around and repositioning constantly and it was amazing. Taking away their mobility action combat to make them a basic one hit surprise ambush class is such a huge step backwards. In 1 it was about movement, how much damage can you get on target while also dodging constantly their damage output, in 2 it kinda looks like it all about just getting a surprise attack on a lone person.
9:00 i like to explain it like this: If i played "perfectly" this perk would be useless. Why would i want a perk that makes it so i get punished less for mistakes? If i doge the attack the perk will never activate its upsite, why would i take it over a perk that benefits me even when i already play good.
I like assault, mainly because no one ever takes it as a slot in co-op. I also accept that I will simply be the first to fall down in every mob clear as I have to hug the strongest enemy while taking damage during long attacks.
I think Assault needs either a straight up ranged damage reduction or they need to generate more armor per hit because right now it is ridiculously easy for enemies to just walk backward while shooting and kill Assault
I wouldn’t say there is a worst class. Assault has its uses with jumping walls in pvp and it’s high damage smashes in pvp. PvE I kinda agree to an extent. Although it does have the ability to get jump pack charge back on perfect dodge when you use the boost dodge, and damaging enemies that you boost dodge into/through. It’s still not the best, personally I would have preferred if they had perks centered around getting contested health back or regenerating armor pips when Reagan contested health.
assault in pve is underwhelming it need some resistance when charging attack with hammer cause ur too slow to perma cc melee wave while distance just straight up melt your ass so u just end up rolling to try dodging sniper and wave without any mean to defend yourself cause once your low hp ur actually just a burden, can't even try to jetpack to slam cause u just get shot in the air
Yesterday i thought sniper was the weaskest class until i ran into a team the next day that had a sniper terrorize us the entire game and get 20 kills. Too early to tell whats underpowered when everyones still learning how to play
I agree that Assault is a bit underwhelming in PvE ops. Hopefully a day one patch will fix it up, ended up way siding it for Sniper which I didn't think I'd enjoy but now 💕 LOVE.
Well, it is the Worst Class available. Does that make it unplayable and bad ? No. But it is factually the worst class available. Vanguard does everything much better, Tactical is just the best overall class, Bulwark are more survivable and aoe (easy) oriented, heavy and sniper shoots better. Tactical >= Vanguard > Bulwark >= Heavy > Sniper > Assault. That's just how it is. Moreover, 99.9% of the Assault players met online are absolute dogs dying to a swarm of hormagaunts.
I wouldn’t say I’m necessarily great at Assault, but I’ve learned my play style. Going around from behind is sometimes what I do when they are just holding well. The number one thing I had to get over was that just because I was melee, didn’t mean I had to go in first. The hammer makes you feel heavy. So, I simply became patient. I let my allies begin and they act as a distraction and I rarely get shot out of the sky and usually get a double kill. Also, you can’t afraid to use the jetpack dash. 1 on 1 with all three uses available, Assault is the best 1v1. If you’re caught off guard, jet around the corner or doorway, spin and toss your grenade (shock is great for this) then either wait or re-engage. I also had to remember I can jet dash when I’m in mid air as it has saved me a lot. But, really, I’d say it requires far more skill than any of the other classes and once you figure out how to play it on different modes and situations, you can have fun and get kills too.
I only saw “worst class” because I’m half asleep. Didn’t stop me from IMMEDIATELY thinking: Assault. They need a massive buff or at least campaign style jetpack
I’m sorry for any offense to anyone but assault in PVP is objectively one of the best classes. Most mobility, high damage on heavy bolt, one shot capacity. It’s simply a skill issue for most they run in blindly into lanes of fire thinking they can jump in the air and slam down right into the face of a heavy.
I'd be curious to know if you have put in a similar amount of hours into the other classes, and if you think that you need to put in a lot more effort to get a similar amount of results from the Assault class compared to the others (in PVP)
@@TheIceDragon225 no, not really. In my opinion most classes have a fair amount of balance. Every class hard counters and has a hard counter. For instance, Assault counters heavy but gets countered by Sniper. Though, I’m typically in the top 1 percent elo of most games I play so its definitely a skill based match making thing.
i remember doing my first pve after finishing the campaign and i thought maybe my keyboard was broken or something cause i just wasnt jumping like i was just doing so in the campaign. took me a minute to realize its different.
I main assault, and I feel like utility perks that reduce the amount of damage you take while charging attacks or giving you more contested health or recovering more contested healthfrom charge attacks would be an interesting change to make them worth it, but jump pack changes aside, leaning more into the gun strike would be awesome change for this class. You already have one team perk the increases gun strike damaged by 50% and access to the heavy bolt pistol,but being able to get a jump pack charge from a gun strike would be a complete game changer. Sure perfect dodging with it to get the chargeback is cool too, and I won’t even go into how cool it would be to have both, but I think gun strike is where it is at as an assault class. I feel like your survivability as an assault is too dependent on your ability charges, which are lackluster and few and far between, when other classes have them baked in passively
I think one of the big issues with assault is simply how small the pvp maps are in space marine 2 vs space marine 1. The maps were so much bigger and had alot more ways to sneak around the team fights and different levels you could utilize to suprise the enemy from the sky
An awesome change I'd love to see in general is chapter specific weapons for classes. I'd love them to add a power axe for space wolves, bring the flamer into multiplayer and give it to the salamanders and black Templers, allow blood angel assault marines to have power swords, and stuff like that.
1 tip I can give anyone for pvp using assault is to dash in mid air then charge your weapon, you end up skydrifting and it makes it a lot harder for enemies to hit you while charging your slam
A nice buff for Assault would be either more charges or faster recharge. Also, make the dashes cost 1/3 or 1/4 of a charge, that way it there’s actually a reason to do the jump pack dash.
i think adding either health regen per hit or kill, and/ or adding a stagger to each hit will massively improve the feel of the class. as of right now hitting people with your melee gives you 0 feedback, idk if im hitting you idk if youre gonna die, im slicing through thin air at the moment and it doesnt feel good. if you actually got to stagger opponents, 1 that would give you more of the upperhand in a 1v1 which is what the class is supposed to be the strongest at, 2 itll actually give some sort of feedback, 3 it would make the class flow better, and 4 it would actually incentivize using the melee instead of just the pistol. other classes let you kill almost instantly, or even grapple your opponents stopping them dead in their tracks, assault doesnt really have any offensive capabilities and fold like a wet towel under any pressure at all
I've been playing in pve assault since sept 5 a lot and it's pure pain. It's such a cool class but it does very little damage, slow as hell and you just get destroyed so easily
As far as PvE goes I’ve found that the fencing thunderhammers FAR outclass the rest, I just unlocked the artificer one last night and on substantial I’m fighting 4-5 nid warriors at one time and not having to worry about it unless there’s a ranged one barraging me
I'm so glad we have such a down to earth gamer/youtuber on our side. i had such a warped perception on assault b4 i played it myself and got good with it, now i know how to combat the assault no matter the class even if they get the jump on me with the ground slam. as assault you biggest strength is mobility and melee so with that in mind to maximize your win ratio you want to always be fishing for an opportunity where you'll have a big advantage.
Honestly I think Assault is pretty good. The good Assault mains I've ended up coming across know when and where to use their packs and weapons. I even coordinate with them and deal with opposite of what they're fighting to give them reprieve.
I hope assault gets the power claws eventually. I think focusing on speed will help tear through hordes better than the constant stunlock with the hammer.
As someone who played the original space marines. You CAN NOT give assaults the same health/armor as everyone else. They become far to tanky and borderline un-killable with all of the mobility that they have. I agree with the pve portion of this video, but not in pvp. Its good in pvp, just got the learning curve
Thanks so much for watching today my bros! As I said, PLEASE PLAY WHAT YOU LIKE MOST! Who gives a fuck what the internet says. The point of this video is to talk about the glaring issues of the Assault class in PvE in the latter 2 difficulties, while also addressing how - in pvp - Assault is a beast with a high skill floor and even higher skill ceiling!
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If he's not the worst PVE class right now, who would it be according to you?
My only complaint is that it doesn't jump as high when you aren't Titus lol
100%
dude going from campaign jump packs to pve was so disapointing😢
Yeah they should make it like in campaign
Wait, really?!? I haven’t tried Assault in pve yet, since i had my eyes on Vanguard. But i did find the jump pack fun. It’s a shame, but i assume it’s limited so you won’t go over areas you’re not supposed to go over.
I could go with the limited charges and cooldown in operations if it just let me fly. We messed with the trails before getting to the jump pack in campaign, was really disappointed. Then we got to it in the campaign and it was a ton of fun! Back to operations and it's just frustrating. Being shot at by someone above you? Can't easily fly up there. Maybe if you manage to get the landing cursor in the right place you can get up. I don't want to be wrestling with a finicky cursor, I just want to fly up now then decide where to ground pound.
The jump pack dash should use 1/3 of a charge.
Agreed, I never use dash, it’s such a waste, especially only having two charges.
Thissss. That would be so cool because jet pack dodge is a waste
Agreed even if only using half a charge would be nice. Cause you’re not jumping in the air using AOE damage. Just evading… OR it be the default dodge roll for the class no charges used. Or have 1 evade be a boosted one with a cooldown no charges used, and in between cooldowns it’s normal rolls
No, actually the jump pack dash is very powerful and important. I think they should maybe give Assault more charges though.
@@Gongolongo agreed on the power as a gap closer to shut down certain enemies with a massive hammer smack to the face, as it counts as a sprint/dodge attack it can be very effective in not dying or taking damage, end up using it more than the vertical
Assault is GREAT for Tyranids but as soon as you fight Chaos on any difficulty higher than "average" it becomes a panic-inducing struggle to stay alive for more than 30 seconds at a time. Thousand Sons and their ranged cultists fucking melt
Yeah chaos has been my bane. If I squad up in a bug lobby I'm like "thank the emperor it's just tyranids". I tackle the thousand sons just fine but the shield ads just chip away at my health
I played the battle barge mission on MINIMAL as an assault and got my shit pushed in in seconds.
Which is sad since the Jump Packs on Assault squads are meant to COUNTER ranged units in the Tabletop. I don’t know why they couldn’t fix it into the game.
It is a challenge, until it isnt.
Eventually you get used to their spawns and numbers.
Well, that was the case until the devs nerfed enemies hard.
Now Chaos is easier to handle compared to before.
Assault still does very well, in the right hands.
that and every time you attack a chaos marine, he just starts mass teleporting
In operations, they need to give a ton of ways to massively reduce damage while charging attacks if they want big charge attacks to be viable.
The Power Fist has a mastery upgrade that makes heavies give you back much more temp hp. It's not quite the same, but it is nice!
This, dude... I couldn't agree more.
There are perks on every weapon that gives superarmor for charging attacks so u can't be knocked back
@@zecron8 it's trash because melee damage is laughable they seriously need to buff melee damage 30% AT LEAST to be viable
@@zecron8there finna fix the contested health bug so it won’t be that much more effective
I found the jetpack couldn't be activated while moving in some of the trials. Dashing was fine, but jumping up required me to stand completely still.
Yeah there's weird input lag which I'm hoping will get patched!
Were you able to jetbpack to the ledge in the assault trial, the one where the enemies are at the end? I'm not sure if it's because I'm using a controller and couldn't aim it there properly or we were meant to attack at range
@@johnstallone4807 No you just can't jump there, You'll just have to Shoot them.
Has to do with the fact The game refuses to let you fly over, and Dive-attack across most ground-less areas.
(For example, a Stairway with a bend and thus to get from the top to the bottom, you got to cross a ravine. Can't cross the Ravine unless there's Map-walkable ground underneath)
Actually you are able to jump to the ledge. What I found is that if the orange icon on the ground is not visible, you won’t be able to jump. For the ledge part, you need to look up enough so that the orange icon appears on the ledge. Then you will be able to jump
So if you don't have a ground spot targeted, you can't jump pack. It's a pain, but if you just aim higher up you'll be able to jump pack.
My main issue with the Assault class is how you only go up maybe 20ft in the air while in campaign you go up damn near 40ft and way more range with your dive bombs
It's even more atrocious because you get the same exact movement as Titus in PvP as well, so why they nerfed the co op to the ground is beyond me
@@VanHeIthing1 Most likely due to some arbitrary limitations of the maps. Where you could probably reach areas not intended and such.. Still should be fixed
@@Littlecowardgaming So true. I agree with you, that's probably what it is, but it's not a good excuse (not against you we're on the same page)
Idk, if you’re right above someone they can’t aim high enough to even shoot you
How do you pick a class for the campaign, I just started playing.
I main assault so seeing this title had me feeling some type of way.
Likewise
Hahaha I promise it ain't that bad! You know!
So am I bro but it is so insanely ass compared to every other class. Idk what the devs vendetta against it was.
@@Max-vp5snas an assault dude I concur
I ignore meta. Thunder hammer jetpack man go brrr
It should work like in space marine 1. Assault pack would take over your dodge and you would only have jump pack dashes and jumps with no recharge
THIS. I played assault exclusively in SM1, and it's been a pain trying to learn the new assault. Making it's primary function a damn CD hurts. That was what I loved about SM1 Assault was it was based on movement. It should 100% work like in SM1.
please feedback this on their website !
I feel like this would just make assault too good with no downside.
@@kingpinavatar if you can, try out space marine 1. It’s probably discounted on a third party stream key website but there’s some things that game did well and things that needed change
@@kingpinavatar Some infinite movement is def OP
i completed the Campaign and had to much fun using the jump back. Jumped into operations and was like "wtf is wrong with my jump pack"... dunno why they nerfed it in PVE xD
Besides the wonkyness with the jetpack and the map's invisible walls and barriers interfering with gameplay, the one thing that pees me off is that when u swing around that slower hammer you get caught all the time by enemy heavy attacks, unlike parrying, dodging doesn't override ur attack animation, leaving u helpless in that situation forcing you to just eat the heavy attack. If they changed this I'd be alot happier. I'm pretty sure this problem is most prevalent with assault due to his slower hammer.
I would love this game if you could dodge out of animations
fr, everytime i mess up a parry i would instantly get jumped by like 30 xenos@@Gw2Zoke
I've put down about 22 hours in SM2 and ALL of it has been in Assault. I find that I have to work way harder to achieve what other classes do easier. Plus the Heavy Bolt Pistol makes doing the Neurothrope torture, I PRAY for the volkite pistol to be added to Assault later.
Bud I’d settle for the plasma pistol
Like don’t get me wrong I love the heavy bolt pistols feel but it sucks having to nail 3-4 headshots on a warrior before it staggers and then just seeing the heavy or bulwark just charge shot it once and do the same thing and the second usually breaks them
I feel the opposite for PvE. Once you get all your perks up everything is pretty effortless with Assault. I have a 25 Assault, 25 Vanguard, and 25 Bulwark. Assault is the one I’m most comfortable with. I don’t really enjoy Bulwark by comparison.
@@shemashekarshalom539 bud I think the perks need some changes changed that let assault gain heal or armor back that feeds in to the class better that dodge this with the jet back boost to then do the gun strike and how that boost should just be the default and then let it trigger the cap stone ability but that’s not what we’re talking about here where talking about the heavy bolt pistol that is strong but against thousand sons feels back cause the flamer guy will damage you faster then you can’t with the pistol and you still need to hit the head and if you go into melee the bolter boys will eat your buns so we just want something that can stun faster at range
There were volkite weapons in SM1? I want that now.
what the assault really needs is dual power claws
Weird to claim it's not the worst class without listing a class that is worse...
It is by FAR the worst class and it isn't even close
They should allow Assault to carry the weakest bolt carbine as his primary option. It’s annoying having to play solo and the flying nids are a pain
THIS - even in Dawn of War 2 I would often equip the assault squad with Bolters and Plasma guns in order to make them a more mobile tactical squad... They are amazing for flanking and baiting heavy enemy waves into pre-sighted killzones!
Congratulations, you have invented Inceptor squad
@@MrFiremagnet dawn of war 2 came out years before primaris
@@braindeadhoovy2562 well, DoW franchise invented a lot of stuff that made it to the tabletop in one way or another
which enemy is the 'nids'?
As a blood angel this almost tilted me
Same. I've been playing them for three editions!
Me too.
Let's Hope for the next Patch Battlebrother.
For Sanguinius!
Just as long as they don't cut off the Sang. guard wings - OH WAIT!
In PVE I switched the hammer to fencing defense and even though the damage is laughable, it’s a lot more viable and my survivability in big hordes improved tremendously.
The one gimmick this class is designed around just straight up doesn't work. Diving a group of enemies only to see them block your ability, then pop you in an instant.
hammer should ignore shields/blocks. That’ll add soooo much utility to him.
Definitely agree. When I realized small enemies with a basic shield blocked my hammer strikes after 4 times I felt like I was pointless. It should at least stagger them after 1 hit. I had no pistol ammo to add to it.
@@HulkDynamite good lord, the thunder hammer and the dive bomb can be blocked ? That makes this weapon pointless.
You got no ranged weapon other than a pistol, thunder hammer and power fist deals less damage than the combat knife, and they're slow as well.
Lore accuracy and gameplay utility has gone outta the window
In SM 1 ut used to be that you had to aim behind the enemy, because coding was so bad the hit would t register if you got them visually. Might have to try that in the sequel as well 🤡
@@cybercat3113 I agree, but all the other melee weapons would be shit in comparison
Considering that the assault has no primary, I expected the jump pack to offset that quite significantly, but I feel like I have to avoid using it because I’ll end up in a situation where I need it and don’t have charges
Assault needs a small primary like the Bolt Carbine.
I think in order for assault to feel more on par with other classes it needs to have perk that increases your armor damage resistance when surrounded by 5 or more enemies. This could replace the perk that prevents you from being knocked back while charging, since Most melee attacks break armor in one hit, but this could make it maybe 2-3 hits when surrounded.
Or a perk where landing a melee attack after using jump pack refills 2 armor point.
Also maybe a perk that increases that speed of execution animations, this way you can chain them easier.
Assault needs access to the plasma pistol and power sword also
All Classes should have access to all sorts of Pistols and swords
@@dude7167 if you do that then it will make some classes useless, poor balance idea.
Why use a melee class if a ranged class can have a good melee weapon.
@Yeeeeeeesh I agree, since the melee classes don't get a primary weapon, they should have free reign on all melee and pistol options.
powersword yes. but why would you need anything other than bolt pistol? :D
@@DakkaDakka12but assault is already imbalanced. There’s a lot of situations where your left with nothing to use due to distance or lack of ammo etc
I hope inferno pistols are coming this year cuz the sniper could definitely use it
Please change the jump pack to work like the campaign. Just getting constantly interrupted while dying of old age for the hammer to swing is annoying I feel you should have like a higher stagger resist while swing it around. Also the perks from what I've seen that are supposed to make you immune to stagger seem to do nothing. Also a slight gap closer between swing would be nice just having the Sniper Bugs literally just back step you while all your swings miss is the most annoying thing in the world, while you are also animation locked mid swing they blast you and knock you down.
That’s accurate for so many games where there is a tool or weapon that is Perfect in campaign and then is shit in multiplayer
@@potatomasherr Thats the funny thing. The PVP has the Campaign version, which makes 0 fucking sense. The CO-OP has the shit version that only allows you to dash, jump, and slam. I hoping its just a bug.
There's a perk that makes you immune to knock back when heavy charge and attacking
@@BlargTheEnderman it doesnt work. for me at least
@@BlargTheEnderman watch the video, he outlines why that is actually pretty bad
I truly do t understand how the assault was made so much better in PvP than it was in pve. I really don’t understand that decision.
Assault was my first class I maxed level and I enjoyed it a lot. But man after trying other classes it made me realize that Assault was missing something. You nailed it for me.
Also, screw Chaos and their aimbot cultists. I’m literally a hanging piñata for them.
Melee forcing you to stand still, rather than in the other 2 sm games melee gave you a small lunge to stick to enemies, would help assault not be objectivley the worst class.
Literally... gave him 50% perfect dodge but cant do it cause charged attacks is the where real dmg is
This. In eternal crusade jump pack was an absolute menace to heavies and tacticals - as it should be - because of the lunge and the fact that melee hits staggered and they couldnt jus point blank keep aiming at you while being hacked apart by a power axe lol
fucking thank you. the first game made melee SO FUN. WTF
LVl 25 assault, got my thunder hammer built out and max level. It NEEEDS the finesse hammer to work, you'll be in the thick of it all the time, and the upgrades to giving two slams on the heavies make such a difference. Even then though, it's in a rough spot. You are right in saying the hammer does not get enough upside for its downsides, and the jetpack should really be like it is in the campaign, its downright buggy sometimes with how it is in the PVE. Heavy bolt pistol is goated though, no issues there.
How do you get more weapon perk points to max the weapon? they don't provide enough weapons to get mastery points
@@BennyTheDealer I had that, just keep running missions with the weapon and it'll get more xp even after your master it. I'm not sure how/why and it's inconsistent but it works- eventually. Needs addressing/making clearer tbh
@@subtle7461 ah
@BennyTheDealer forgot to mention, need to use the weapon in question ie kill stuff with it to get xp also
@subtle7461 and this is for the green lvl of weapons too?
I would love more of these longer class analysis videos! Bulwark next!
I didn't wanna dive too hard since we're still technically pre launch!
The biggest issue I run into is how the jump doesn't always work. I'll jump up but I just fall and can't ground slam. It's one of the most frustrating things about this class, but when it works, it's glorious. The combat rythymn is really satisfying.
The jetpack dodge shouldn’t use a charge by default. That’s my opinion on how it can be buffed but it might be too op
It should be on a 5 or 10 sec cooldown
I love the every ground pound kill restores 10% charge. I know it’s a later perk but jumping back and forth between two massive swarms like a frog wielding a bus is awesome.
Yes. None of the other classes are worse, so yes. Is it useless? No. But does it need a lot of work? Yes. If the logic is "there are no bad classes," that to me is just toxic positivity that isn't helping anyone.
In Pve, assault needs a lot of help. In PvP, it comes down to skill and map knowledge. I've played with some absolute wrecking balls at Assault
@@italianspartacus In PVE on hardest difficulty as assault im usually the last on the team alive / the one with the most kills / the one who gets elites in execute mode faster. Im not sure what people are talking about with Assault needing help in PVE. It's one of the best PVE classes. You just have to dodge a lot. If you can dodge, you win in PVE as assault.
@inkfilledlungs The Vanguard can pull off most things the Assault can do with way less risk, while being able to carry a Melta for AoE/Trash Clear while it's melee weapon choices deal very good single target damage vs elites. It is significantly easier to play a Vanguard and the only thing propping up the Assault at endgame is it's ability to gain armor from Gun Strikes without killing.
Grapple hook class is what assault should have been
@@inkfilledlungs yeah good luck dodging against chaos LMAO, 4 chaos marine and you're a cooked roastery chicken
As a die-hard assault marine from the first game, seeing what they did to my jump-pack-boy makes me a tad disappointed.
Also, I couldn't get a perfect score on the second trial either! That one was just bullsh*t hahaha. Very cathartic to see I'm not the only one.
I've main assault in both games and I definitely agree on the class being underwhelming in operations. The lack of an extra charge or faster charge rate is really what makes it lack. If that is adjusted I think it'd be that much more fun
(Edit: typos. lol)
It's that jump pack!
they should really add stuff like "While charging attacks you take x% less damage." or "Enemies hit by ground pound deal x% less damage." they gotta make it so you can actually use those abilities without the HUGE risk that comes with the fact that even living to 1 good swing still isn't going to restore all that health you spent to do it
As a Blood Angel it is outright heresy. In the name onf Sanguinius, WTF.
The campaign sequences with the jump pack rocked. However, in PVP your jump pack regens quicker than in PVE? Bit bizarre.
- We need access to a carbine of sorts and a plasma pistol.
- 3 charges for PVE & quicker regen in PVE
- your dash is replaced with the jump pack dash (uses no charges)
The way I see the assault class is that it is in medieval war terms very much like a shock cavalry. You are not supposed to stay in the fight but you are supposed to dash in, wreak some havoc and get out.
the ship needs a flexicanium where you can flex your fit
HAHAHAHAHAHA
Assault feels hella weird. Even at max level it doesn't look like it will do anything crazy. Running Substantial - Ruthless content assault just gets melted whenever they try to engage from a distance. Really only useful for chaos marine spawns. Charge Hammer > Jetpack Smash is surprisingly nasty.
Personally, i think assault needs some form of grey health in a perk, a type of overhealing ability. When damaging or killing X amount of enemies, gain X amount of temporary health.
Also, i dont really feel like the power fist fits this class. Feels like Vanguard should have gotten it.
@maltheri9833what?
@@jamaledwards8118 i do exactly everything you said. i use a fencing on my hammer and i have my assault maxed out. i do more damage on ground and pounds and when i kill enough enemies it gives my fuel back but guess what its still shit. Ive landed on fodder enemies and it doesnt kill them. it knocks them over and they can get back up and attack me faster then i can recover from the animation and boost away. Damage isnt enough and the height of flying is not right. Gota go with campaign and pvp.
The bot epidemic be running wild
Nurgle be blessed
No time in pvp, but maxed out the assault. Absolutely love it, however I also believe the operations version needs some love. You said adding a third charge as the level 25 thing and I think that would really help a lot. Also another guy said, make the dodges do a third of the cost of a jump, that would give me a reason to actually use the dodge. The class flows so well and then all the sudden, bam, stuck in a situation you'd rather not be in yet you have a jump pack that's useless for the next 45 seconds.
A third charge won’t fix it, the problem is the cooldown. (and the dash using a full charge like you said)
They could have at least given it access to a plasma pistol, no reason for it not to have one
Yep in lore assaults have all kinda of secondarys and plasma is definitely one of em
It's great in PvP. Trash in Operations. I have over 50 Ruthless clears and I can 100% confirm assault is dog water in operations T3 and T4.
yeah its so sad to see assault being so bad in Operations.
Assault has the highest skill cieling other than vanguard imo, the problem is the skill floor is just so much lower. So the result is a lot more varied depending on player skill compared to the other classes. All they need to do i think is add an extra armor plate but reduce speed, damage output, or cooldown.
For pve it's straight up bad at higher difficulty.
F
100% brother. Fully agree!
They need to fix the melee animations and the damage. Ranged weapons out dps melee weapons which is very odd.
@@Gongolongotried to use assault in pvp and I literally felt like I just throwing for my team because everyone can just backstep out of melee range and murder you with their gun. Assault needs some big changes, too bad it’s all I want to play
See it's funny, I think it's absolutely trash in PvP and underpowered in PvE (but still capable). Most of the clips I see of good PvP plays by Assault class players involve completely unaware and incompetent players getting taken by surprise around a blindspot. In an equal fight with people who understand restraint, the Assault class is so easy to bait and kill in PvP. Nobody else comes close, hands-down the lowest tier class right now for PvP IMO.
Assault is pretty solid for PVP in my opinion, I've been having the most success with it out of all the other classes and consistently hit good numbers on the scoreboard, it seems simple at first but if you really wanna get all the mileage you can out of it you gotta really pick your spots well, be good at reading enemy player movement so you can catch them dead center of your ground pound hitbox and maximize your damage. He's also fantastic at flanking with his aerial superiority and his dash boost is so good for maneuvering.
Maxed assault and one of my main issues is perks apparently not functioning or my failing to understand them. The perseverance perk stopping you from being staggered or knock backed by heavy hits while performing a charge attack does not function or I don’t understand what a heavy hit is counted as. The little goober blue people can stun you out of a charge attack with the perk equipped never mind some of the stronger enemies.
As someone that has completed the angel of death campaign solo i can definitely say just lower the cooldown of the jetpack to make it flow alot faster for operations
Fix the jetpack, unblockable perks, and give me a plasma pistol. GTG
Give me.... An inferno pistol!
If assault isn't the worst rn, then which class is?
I just don’t get how the Chainsword is 5+ dmg, while Hammer is 4+
The next ones have higher damage!
@@italianspartacus Next ones? There are more melee weaps for assault?
@@patrick8065when you upgrade/unlock them but idk if the upgrades go over from Operations PVE to Eternal war PVP, im sure they don’t
I love assault. and I can use it in any difficulty well enough. but the key problem is that jump pack cool down it's just too long
@@italianspartacus lategame sword has 15 atk but 1 speed hammer highest is 14
I do think assault feels off in operations but in PvP I’m having a blast with assault. Ive found that when utilizing the hover and air dashes I’ve been able to pull off some absolutely nutty things in PvP.
@@freddymcshreddy6586 agreed
yeah in SM1 it was better but in SM2 pvp you can still pull off insane plays. best thing to do is ambush a group with the dive and toss a grenade before you swing anything. that way you are almost guaranteed a kill if everyone tries to attack you back. Trying to dive a solo enemy is dumb because they can dodge away from you, but thats why most people are complaining, they just dont know how to use him right.
100%. I’ve done crazy things in PvP, just learning the classes strengths and weaknesses, I got a double heavy triple kill with a charged hammer strike because of a nice flank. But in operations it’s just so weak, can’t jump high or hover, it’s crazy.
Agreed, I have been doing pretty awesome shit. I do think they will at least need to give us another armour bar though at the very least. The more higher lvl teams especially when they communicate is just too much with how much the class is handicapped compared to the others.
Basically, the hammer needs a stagger. Especially when charged up. Maybe the longer you charge, the longer the stagger. Then their would be a risk reward. Also, there is a small chance to stun. This is fair because you have no primary big gun.
All melee weapons should stagger two-handed gun wielders in PvP.
Actually it is the worst, it is constantly at the bottom in performance.
In my opinion melee in general feels extremely bad to play until you have your weapon maxed out, Bulwark is just held up by his kit. So for average you need green weapons and full perks, and for substantial purple weapon and full perks and so on. Otherwise trying to kill Majoris enemies with melee takes like 10 hits. Tyranids are okish cause they give you a lot of counterable attacks but Heretics feel awful to fight.
Not really. It's how you handle the combos, timing, dodges, and parries. Go for crowd control or pick things off one by one. The chain sword has the ground stomp that stuns everything in its AOE and go ham or perfect parry a minoris so that stuns everything next to you, and then use those combos to pick apart more minoris or absolutely wail on a majoris then retreat, rinse, and repeat.
For PVE mode I'd take two armor bars like vanguard if it meant two things: All hammer attacks break block (Your swinging a sledgehammer, a tool used for breaking brick walls in it's most primitive form) and the jump pack was at least 75% of the campaign one.
Bro GREAT vid... THE DEVS NEED TO SEE THIS!!! Assault class is my favorite but I go down alot more than I would like... If these changes were made, Assault would be AMAZING!!
I completely disagree it's not the worst class in the game. You can argue it's not as weak as people make it out to be but you absolutely cannot make the argument any other class is weaker
A little bit of a rant from me too, the class should be more fun to play than this. I dont understand why the jetpack has 10x the cooldown it had in the previous game and also doesn't even really let you fly. You can't even attack high ground enemies. In this implementation it is basically just a fancy grenade. Why would they do this? Why cant I use a plasma pistol? Why does the healing perk on the heavy bolt pistol have a 30 second cooldown and requre 10 kills while the healing perk on the sniper's las fusil can be chained together endlessley and only needs 3? Does sniper need healing more than assault does? Why is the jump pack dash even in the game? The only time I have ever used it is when the game bugs out, misreads my inputs, and regiesters me letting go of the ability button when I'm still holding it which happens way to often. If the problems with assault are the jump pack, the perk tree, and the hammer isn't rewarding enough, then what isn't a problem? I played assault pretty much exclusively in the first game, and the gameplay couldn't be any more different. You could initiate every engagement from the air and even dogdge enemy attacks by jumping and then hammer striking the same enemy which is how it works in this game's pvp and campaign, so they made it properly and then turned it into this? Why? Is this better?
Thunder hammer users for PVP, Worst class being mine (Bulwark), I want to divulge the fact that our banners only replenishes armor points, which your weapon disregards completely.
To find low health players that provides free kills, land on those.
I mained Assault in SM1 and played a lot in SM2. Anything can work against noobs but Assault is nearly impossible to use against good players (or lose to, as I've been maining tactical and bulwark now). I've never had issues fighting Assault once you realize you can just backpedal and shoot.
Assault has two big issues:
1.) Your slam knocks enemies away from you out of your melee range making. The animations are made for SP and feels awkward for PVP. They need to make melee animations maybe cover a bit more ground (sorta jump a bit of range) OR remove the knock back you do to enemies when you slam down.
2.) Melee damage is lower than ranged damage. Unless someone hits you with a direct slam (which should never happen unless you're not paying attention), you just backpedal and shoot to out trade assault.
This makes assault very awkward. It's not bad in a 1v1 setting but the game is hardly ever a 1v1 especially when the meta on 2 out of 3 modes is about 6 man death balling.
@@Gongolongo I haven’t touched SM2 pvp yet but mained it in the first game as well. The knock back and lack of gap closers post-landing does seems like a problem. And we’re not able to use plasma pistols either? Hm.
Would you say that aiming towards the “backpleddling” sort this issue? In OG it used to be a thing, especially with the latency. Aim behind with the slam, swing I. The direction you know the enemy intends to dodge roll. Or dash diagonally and shoot instead of melee.
Just curious, not backseating🤡
All melee should stagger a primary gun wielder in PvP. There is no reason to melee when the target can just backpedal and shoot dealing more DPS.
WoW day 1 Warlock here. Guess what class I'm playing in Space Marine 2? 😅
I wish it worked like the First game IMO. It was pretty much perfect back then
16:20
I’m all for Morbility being a word.
My assault is level 18 and I gave up on it, besides the obvious input lags people in the higher ranks will kick you immediately. Your perks have zero benefits to the team and you have to hog all the stims because of how squishy you are and everyone will hate you for it(rightfully so).
I was under the impression Sniper was the worst by nature of such little ammo, and there being tons of swarms meleeing you which is the exact opposite of what you want to do with a sniper.
Sniper absolutely destroys elites so fast in a way no other class can except maybe Heavy (who doesn’t even have a melee weapon), the other team members have to pick up the slack on the minoris hordes while Sniper is doing so much work on the hard targets.
There is a thing for the Las Fusil that refunds ammo when you kill 2 enemies with 1 shot, which means at that point you can shoot into hordes without even using ammo.
I play bulwark and my bro plays assault. It is incredibly rewarding with the power fist to punch your way through a line and then the assault wreaks havoc on the surrounding enemies with his wide swipe attacks, which also allows him to charge heavier attacks and if anything comes up, he uses the jump pack to deal with it while I tank with the shield, all while the AI is sitting in a lawnchair, sipping a brewski.
Just thought I’d share my play style does anyone else to do this?
Dude every other class does so much better, with melta guns, theh are so strong, crazy stagger and insta killing little guys.
@@Dexyu considering the chaos demons with shields can block the entire jump pack attack and a small normal human with a rifle is capable of bringing down a fcking primaris with a random shot..... and lets not forget that the hammer cant do shit against shields while the knife has more damage and velocity in exchange of... nothing🗿
I played hundreds of hours of assault in sm1. In 2 it just looks so slow and lame and clunky by comparison. I haven’t bought the game yet because assault just looked so ruined. In sp1 you were darting around and repositioning constantly and it was amazing. Taking away their mobility action combat to make them a basic one hit surprise ambush class is such a huge step backwards. In 1 it was about movement, how much damage can you get on target while also dodging constantly their damage output, in 2 it kinda looks like it all about just getting a surprise attack on a lone person.
3:10 Completely slam fuck something!!!
9:00 i like to explain it like this: If i played "perfectly" this perk would be useless. Why would i want a perk that makes it so i get punished less for mistakes? If i doge the attack the perk will never activate its upsite, why would i take it over a perk that benefits me even when i already play good.
For a melee class it has zero survivability perks with is odd...
Is it the worst class? Absolutely without a doubt.
Is it a terrible and unusable class? Nope. Just that every other class is much better.
I like assault, mainly because no one ever takes it as a slot in co-op. I also accept that I will simply be the first to fall down in every mob clear as I have to hug the strongest enemy while taking damage during long attacks.
I feel the same about the hammer. A bolt pistol will kill me faster than I can swing the thing twice
I think Assault needs either a straight up ranged damage reduction or they need to generate more armor per hit because right now it is ridiculously easy for enemies to just walk backward while shooting and kill Assault
I wouldn’t say there is a worst class. Assault has its uses with jumping walls in pvp and it’s high damage smashes in pvp.
PvE I kinda agree to an extent. Although it does have the ability to get jump pack charge back on perfect dodge when you use the boost dodge, and damaging enemies that you boost dodge into/through. It’s still not the best, personally I would have preferred if they had perks centered around getting contested health back or regenerating armor pips when Reagan contested health.
so if you’re out of the 2 charges you get you can’t get any recharge, great design. Boost dodge should either be free or have minimal charge usage.
assault in pve is underwhelming it need some resistance when charging attack with hammer cause ur too slow to perma cc melee wave while distance just straight up melt your ass so u just end up rolling to try dodging sniper and wave without any mean to defend yourself cause once your low hp ur actually just a burden, can't even try to jetpack to slam cause u just get shot in the air
Yesterday i thought sniper was the weaskest class until i ran into a team the next day that had a sniper terrorize us the entire game and get 20 kills. Too early to tell whats underpowered when everyones still learning how to play
Sniper with Bolt carbine absolutely shreds. Feels good to be an absolute menace to the enemy team and ambush people up close using the cloak.
20:13 Ouch. Glad to see I’m not the only one that totally fumbles sometimes haha 😅
I agree that Assault is a bit underwhelming in PvE ops. Hopefully a day one patch will fix it up, ended up way siding it for Sniper which I didn't think I'd enjoy but now 💕 LOVE.
From what I’ve seen once it’s maxed in pve it’s way better but in pvp it gets one less armor pip for that extra jump but it’s more of a flanker in pvp
Well, it is the Worst Class available. Does that make it unplayable and bad ? No.
But it is factually the worst class available. Vanguard does everything much better, Tactical is just the best overall class, Bulwark are more survivable and aoe (easy) oriented, heavy and sniper shoots better.
Tactical >= Vanguard > Bulwark >= Heavy > Sniper > Assault. That's just how it is.
Moreover, 99.9% of the Assault players met online are absolute dogs dying to a swarm of hormagaunts.
I wouldn’t say I’m necessarily great at Assault, but I’ve learned my play style.
Going around from behind is sometimes what I do when they are just holding well.
The number one thing I had to get over was that just because I was melee, didn’t mean I had to go in first. The hammer makes you feel heavy.
So, I simply became patient. I let my allies begin and they act as a distraction and I rarely get shot out of the sky and usually get a double kill.
Also, you can’t afraid to use the jetpack dash. 1 on 1 with all three uses available, Assault is the best 1v1. If you’re caught off guard, jet around the corner or doorway, spin and toss your grenade (shock is great for this) then either wait or re-engage.
I also had to remember I can jet dash when I’m in mid air as it has saved me a lot.
But, really, I’d say it requires far more skill than any of the other classes and once you figure out how to play it on different modes and situations, you can have fun and get kills too.
You sounds like 95% player suck while they're actually giving legit feedback
@@cppss69 No idea what you’re saying.
I only saw “worst class” because I’m half asleep. Didn’t stop me from IMMEDIATELY thinking: Assault. They need a massive buff or at least campaign style jetpack
I’m sorry for any offense to anyone but assault in PVP is objectively one of the best classes. Most mobility, high damage on heavy bolt, one shot capacity. It’s simply a skill issue for most they run in blindly into lanes of fire thinking they can jump in the air and slam down right into the face of a heavy.
It definitely is bro. I had to discover that it it was a me issue!
As an Assault main. I agree. Absolute wrecking ball of a class if played right. Fairly consistently carry my games.
I'd be curious to know if you have put in a similar amount of hours into the other classes, and if you think that you need to put in a lot more effort to get a similar amount of results from the Assault class compared to the others (in PVP)
@@TheIceDragon225 no, not really. In my opinion most classes have a fair amount of balance. Every class hard counters and has a hard counter. For instance, Assault counters heavy but gets countered by Sniper. Though, I’m typically in the top 1 percent elo of most games I play so its definitely a skill based match making thing.
@@italianspartacus tbf on yourself, you are also focusing on streaming and thinking about content. I would 100 percent play worse if I had to do that.
Assault is the worst class. The perks are awful, the melee damage sucks and it has next to none in team aid
Facts i question how it got passed testing.
i remember doing my first pve after finishing the campaign and i thought maybe my keyboard was broken or something cause i just wasnt jumping like i was just doing so in the campaign. took me a minute to realize its different.
I thought there was a secret to it.. But it's just this mode ugh
I main assault, and I feel like utility perks that reduce the amount of damage you take while charging attacks or giving you more contested health or recovering more contested healthfrom charge attacks would be an interesting change to make them worth it, but jump pack changes aside, leaning more into the gun strike would be awesome change for this class. You already have one team perk the increases gun strike damaged by 50% and access to the heavy bolt pistol,but being able to get a jump pack charge from a gun strike would be a complete game changer. Sure perfect dodging with it to get the chargeback is cool too, and I won’t even go into how cool it would be to have both, but I think gun strike is where it is at as an assault class. I feel like your survivability as an assault is too dependent on your ability charges, which are lackluster and few and far between, when other classes have them baked in passively
I think one of the big issues with assault is simply how small the pvp maps are in space marine 2 vs space marine 1. The maps were so much bigger and had alot more ways to sneak around the team fights and different levels you could utilize to suprise the enemy from the sky
An awesome change I'd love to see in general is chapter specific weapons for classes. I'd love them to add a power axe for space wolves, bring the flamer into multiplayer and give it to the salamanders and black Templers, allow blood angel assault marines to have power swords, and stuff like that.
1 tip I can give anyone for pvp using assault is to dash in mid air then charge your weapon, you end up skydrifting and it makes it a lot harder for enemies to hit you while charging your slam
A nice buff for Assault would be either more charges or faster recharge. Also, make the dashes cost 1/3 or 1/4 of a charge, that way it there’s actually a reason to do the jump pack dash.
"vicious treat addiction" love that XD
Lil piranha!!
i think adding either health regen per hit or kill, and/ or adding a stagger to each hit will massively improve the feel of the class. as of right now hitting people with your melee gives you 0 feedback, idk if im hitting you idk if youre gonna die, im slicing through thin air at the moment and it doesnt feel good. if you actually got to stagger opponents, 1 that would give you more of the upperhand in a 1v1 which is what the class is supposed to be the strongest at, 2 itll actually give some sort of feedback, 3 it would make the class flow better, and 4 it would actually incentivize using the melee instead of just the pistol. other classes let you kill almost instantly, or even grapple your opponents stopping them dead in their tracks, assault doesnt really have any offensive capabilities and fold like a wet towel under any pressure at all
Seeing a fellow Blood Angel brings a smile to my face! Love the Death Company colors
I honestly think assault can be made way more reliable if they just gave him an extra armor bar and made the jetpack more like the campaign
I've been playing in pve assault since sept 5 a lot and it's pure pain.
It's such a cool class but it does very little damage, slow as hell and you just get destroyed so easily
As far as PvE goes I’ve found that the fencing thunderhammers FAR outclass the rest, I just unlocked the artificer one last night and on substantial I’m fighting 4-5 nid warriors at one time and not having to worry about it unless there’s a ranged one barraging me
"Morbility" is now a word. Imma start using this
I'm so glad we have such a down to earth gamer/youtuber on our side. i had such a warped perception on assault b4 i played it myself and got good with it, now i know how to combat the assault no matter the class even if they get the jump on me with the ground slam. as assault you biggest strength is mobility and melee so with that in mind to maximize your win ratio you want to always be fishing for an opportunity where you'll have a big advantage.
Bro thank you so much that's such a kind comment!! Fuck the internet man just enjoy yourself!
Jet pack in campaign: Jump up cliffs and over the map
Jet pack in PVP/Ops: Can't jump over a broken railing 5 ft from you.
Honestly I think Assault is pretty good. The good Assault mains I've ended up coming across know when and where to use their packs and weapons. I even coordinate with them and deal with opposite of what they're fighting to give them reprieve.
I hope assault gets the power claws eventually. I think focusing on speed will help tear through hordes better than the constant stunlock with the hammer.
As someone who played the original space marines. You CAN NOT give assaults the same health/armor as everyone else. They become far to tanky and borderline un-killable with all of the mobility that they have. I agree with the pve portion of this video, but not in pvp. Its good in pvp, just got the learning curve