Regarding Vanguard Grappling comparison. In several locations the Vanguard can grapple in a straight line over terrain like the top of the S shaped stairs on Decapitation. I was able to have the yellow target circle appear at the bottom of the stairs but once you try to fly up and slam down you you’ll get stuck on the corner of the stairs.
My boy Yeertski, you're pumping these videos out quicker than I can make time to watch them. Keep it up tho! Always appreciate good SM2 related content. Concerning the assault, I'd welcome additional jump pack charge, but that's it.
Assault is highly reliant on gun strikes, parry and executions to keep armour up to protect his precious health bar. having some moderate amount of lifesteal is nice aside of contested health gain which is hard to do. mitigates some bad commitments for what ever reason . really love if boost dodge is the basic assault dodge and doesn't eat a charge. Would be major if jetpack smash could actually smash flying enemies to the ground and have a button mash element to do dmg on flying extremis enemies.
They should copy paste pvp assault into pve just with longer recharge, make jump pack dodge not expend charges, I like the idea of building in the zealous smash into the base perks as well.
u either get bros who prime majorises from range and leave it for you to execute or bros who bolt pistol shoot groups from range just to spread them out and negate a juicy jump
I know a lot of people will disagree, but no. It is probably one of the hardest classes to play well. But it can be insanely good. Good hoard clear, probably the best hoard clear with the right build. Assault isn't as good vs chaos though. A way to heal would be nice, or damage reduction. Might make it too op though.
@SageOfLimitlessHands with shock Bulwark is about the same. But then you loose armor on gun strike. Assault doesn't have that problem, and clears faster. Assault is more like a glass cannon. Bulwark is the more like the tank.
@RianD-xp3kk But you don't need armor on gunstrike when you have a shield that blocks most hits. My argument isn't that the assault would be a tank but that it wouldn't be more op than the Bulwark already is now. And assault will never have the survivability of a bulwark or support capability
Generally for pve assault I just would want it to feel the same as pvp in terms of height but obviously have a recharge slower than pvp but maybe just a bit quicker than current pve or instead of a faster recharge one more charge to the actual ability
Slower? All those abilities cool downs are stupid. What use us if ability you can use 3 times per game? It's useless. Play Astartes mod you'll se what this game should be
Pommel smash and gun-strikes both lethal and otherwise give armour and contested health, groundpound can one shot majoris, it has great cleave potential, the heavy attack hits like a truck and the charged heavy on the block hammer especially can do serious damage to bosses and mini bosses, it's only downside is lack of a primary which only really comes into play against zoans and neurothrope types, I think the class is fine as it is. It just has a high skill curve. Though I can only speak for operations, I don't play eternal war.
The issue is though that airborne enemies are cancer because your hammer is useless and chaos enemies give less opportunity for guns trikes and parries. You don't get to one shot majoris a lot because groundpound opens you up and a group of four spread out chaos marines will burn way more health than you can contest. And I am an assault main.
Leave as is, just to make it so boost in any direction only uses 25% of the specials bar , so you can now boost forward 4 times moving fast then crash down once ! I feel like boosting around is pointless! And most people just use the assault to smash down.
Fun part is that there is plenty of ways to fix that game, not only assault. It could be done by reducing cool down like in Astartes mod. Or by buffing damage (like in Astartes mod), or by doubling the armour. Or by making enemies actual challenge instead of annoying bullet sponge. Or by making assault actually fly further than 5 meters. What all those ideas have in common? All are ignored by developers.
It’s cool when you enjoy and master the class nobody wants in higher difficulties, and saving the match. For me it is ok, the correct build smashes everything.
@warriorfire8103 it all depends on the team composition if we have a heavy or a sniper then keeping the swarms off of them and allow them to pick off targets is a good strategy on a higher difficulties
The hammer needs to swing much faster. Or at least give us a perk to make it do so. A larger AOE for slam would be cool. Maybe a shielded slam so you're not shot out of the air.
I would personally enjoy a rework on the take heavy hits perk on assault, I really enjoy charged slow weapon playstyle, like the Greatsword form the MonHun Series, and reworking so that when you take heavy hits you get mitigation and ur contested health stops falling would make the playstyle pretty fun and I believe still not meta-breaking like the dmg you can pump out as tactical or heavy.
I spammed the block hammer build lately and few operations later i’m a beast with it. I’m unmatched in dmg pretty much every game. Small groups disappear and recharge my jump pack and then i can proceed to assissinate annoying targets with good timings on the heavy attacks(the double slam is insane). Also the feeling is amazing. I think it really shines against tyrannids
It would be nice if the jump pack dash could have an AOE damage effect that knocks back & stagger enemies, allowing gun strikes to occur as well as a get of jail free card. I know there’s a perk that makes the dash to have damage, but it doesn’t work the way I want it to.
People like to pretend assault is bad but he's not. He has high mobility, huge DPS and quite good sustain with armor reinforcement perk. He does not need rework, just tweaks. Good signature perk for example, cause entire column is useless now. Or something being done to jet pack dodge which nobody uses. Maybe give him something so armor reinforcement would not be mandatory. I can totally see him filling highly mobile glass cannon role.
In terms of pure power level, Assault is strong. Ive solo'd lethal with Assault, Bulwark, and Vanguard but still haven't been able to do it with Heavy, Sniper, or Tactical. The main problem I see with people playing assault is they always fully commit to their jetpack slams regardless of the situation. They like Kamakaze straight up into the air and they are gonna slam or die trying lol Also, the chainsword is beastly on assault. I prefer it over the Thunder Hammer.
Just change the perk that makes you do more damage on ground slam but cuts your radius in half . Make it so it just buffs the damage without the nerf Or add 3 charges . That’s really all the assault needs , is more of what it’s already good at .!
My hope is they make its jetpack dash worth using or make it half cost which would immediately give the last perk value. Not once in 200hrs have I seen an assault use it. Just once I'd love to see one dashing across the field to clutch an objective in time.
One thing I want to see as a pve assault main is a 50% resistance to RANGED not melee damage because ranged damage is what kills me more than melee along with some way to get your health/contested health back because with assault I can 8/10 times mark me dying due to ranged damage or having no real way to get health back past the limited stims that can be extremely hard to find at higher difficulty
Really they just need to swap the functionalities of the jump packs from pvp and pve. In PvE the class feels great except for how limited your movement/verticality is because of the jump packs reduced effect, while in pvp that shit is wildly OP and allows you to get a free kill and escape w/o any opening for counter play every time you encounter an enemy. The only downside of assault is that they have a slightly higher skill floor than most classes which is why a majority of the assault players you run into are pretty awful. However once you actually learn how to play at an entry level its one of the classes that has the most potential. Most of these "rework" or "fix" ideas boil down to "the devs should fix my skill issue for me"
Assault needs either more felxiblity in the air such as the ability to shoot like in campaign or have a way to heal health, gain damage reduction given they are forced to be in everyone's face.
all they need to do to make assault feel better is make them invulnerable to ranged damaged while up in the air and then finally figure out melee weapons block fencing and balanced
Definitely can understand your perspective when some are good and some coul use some additional polishing. I know it might seem op, but the jetpack should behave the same in pve as it does seemingly on every other aspect of the game i.e., 2-3 charges with a 10-30 second cooldown. I believe that the timer is a bit high and yes there are methods to side step the cooldown however in the heat of combat when you need to reposition and crush a venom cannon, when you fly up to get shot into paste, isn't ideal. I would propose for pve, having a resistance to ranged fire while in the air by a certain percentage anywhere from 25-50%, in addition having something to reward you for a fully charged slam, with having the longer you stay in the air, the less damage resistance you receive, therefore making you choose to take out that major or take out the ones in front of you quicker. Just a few ideas I suppose, these are most likely classified as reworks, but I do believe there should be something for health returned to you, like only when armor is broken and surrounded by 5 or more enemies or something and getting a small percentage back, that way it wouldn't be super super over powered but it would allow for an alternative pathway of survival not depending on armor and gunstrikes, when armor is shredded in seconds Love the videos and the discussion
Simply increase the height and distance cover by the Jumpack on PvE.. also allow it to hover a few seconds just like in PvP. The Class doesn't need a rework, just a good buff to it's jumpack mobility in PvE. A slight increase in the hammer's swinging speed would be nice aswell in PvE PvP Assault is strong with 3 charges of JP with pretty good cd !
I think assault needs a little help, if anything just make the jump pack work more like it does in pvp. Anything to help it be more survivable at higher difficulties would be welcome because other classes aren't as hard in lethal or even ruthless IMO.
I just want a 40K game that does Marines Justice! Realistic Melee damage, Realistic engagement ranges for ranged weapons. Jump pack that actually lets you fly (Assault Marines would actually position like a strike aircraft! Giving actual meaning to METEOR STRICK!) Stuff like this would require a War Thunder or DCS levels of detail and map size though, probably something we will never see 😢for a 40k game. Imagine being able to engage at 500 to 1000 meters with Bolters and Heavy Bolters or Bisect a Marine with a Power Sword or Lightning Claw. This would be a 40K game worth its METAL!
Yes, the jump pack is garbage in PVE! As an Assault main, it pained my heart watching a new battle brother trying to jump pack up the ledge, instead of going the long way around via the stairs, to avoid a massive enemy wave. Garbage!
I think it's fine mostly. It needs jumping over a twig that's part of the map edge and wasting a jump sorting... And needs more useful perks. There few valid builds
Its normal for chaos to be tough but every other class can deal with chaos better than assault. With the amount of ranged attack you take, in higher difficulty it becomes not an action game but a survival game. And the lack of a primary does not feel that impactful against nids but against the TS, its a drag. Especially against terminator. And since they can barely be staggered, melee is a tough sell as well. So you wait for an opportunity to gunstrike. While being shot from all side.
I don't think assault needs an extra charge in pve, if you run the perk that recharges your jetpack on ground slams and that gets you a lot of extra use from the jetpack, the other day I was being swarmed and was the last one alive so I just ground slammed 5 or 6 times in a row before my jetpack ran out because of lack of things to kill
Is it me or is anybody else feeling the negative effects of Parry just got back to playing a couple days ago and I still feel comfortable with the counter times, but I noticed when I counter an enemy if another enemy is attacking at the same time during me doing a perfect counter, I still take damage and get staggered. It’s really weird because I don’t ever remember it being that wayin this seems like a problem to me personally I don’t know if anybody else is feeling the same way, but I think that’s kinda annoying especially if two enemies attack at the same time it should counter both.
Worst part is for sure how feels bad only being able to jump pack like 6 feet most of the time feels. They need to sort that out but it would be a big adjustment to all the maps to allow the height of pvp. It does need it though. If you have played pvp pve mobility feels terrible. Also assault pvp main.. i agree with dropping to 2 charges or increasing the recharge time a bit. The class is also asymettrically powerful in pvp because of being able to jump yeet melta bombs and how easy it is to find more grenade ammo. Probably get more kills with bombs than hammer tbh.
I have had many times in pve where the jet pack does not work at all. Standing still, hit triangle, don't jump in the air, start walking, boost forward, waste my boost. Also not being able to jet off steps. So fix that first. Possible better ranged weapon, or twin pistol option, and/or possibly a plus 1 frag carry. Spear or chain axe. Then clearly a defensive or health recovery perk might be nice. I have both Vanguard and Assult leveled to 25 with all weapons to relic on both. Vanguard is better in all respects, easy choice.
There’s nothing wrong with assault. People aren’t playing it correctly as I see others use both their jumps immediately to hit majorus. Between the jump dodge and using the jump to take out hordes for instant recharge the class has plenty to work with. I do ruthless and lethal runs with assault and have little troubles….but I take out the enemies I’m suited for and support my brothers with enemies I’m weaker against.
Pathing and jump height. Ledges and edges come between you and your target way too often. The very concept that you can 't jump high enough to go up to a ledge with a JUMP PACK is absurd. Dodging should always be a boosted move. Maneuverability and melee is the whole point of the assault class.
anyone who says assault need a rework is p stupid, all he needs is either: the healing perk from vanguard (since that class is always way more aggro and more up close) or a perk that lets him negate ranged dmg by almost 50%.
Does it need a rework? I don't know. It's the only class I haven't got to lvl 25 (it sits there on a measly lvl 2). I'm playing on PS5, so the controls for the jumppack are really wonky. I just can't get it to work (and I've tried the different configurations for the controller). With my luck, the Space Wolves champion will be the Assault so that I can't play it.
Assault is my most played class but its definitely one of the weakest in terms of its perk tree, most of the perks feel generic and dont provide much support for the rest of the team. Cooldown on the jump pack is also far too long in PVE to even consider wasting a charge on dodging attacks.
Why do you keep mentioning that things can be “played around”? So? If something can be played around isn’t the gauge on rather it needs to be changed or not lol. You can “play around” not getting armor back from non-kill focus strike shots. Doesn’t mean it shouldn't be a perk
good fucking lord, leave assault alone. isn't there something else to winge about? it's fine. it is far from the best, but it sure as hell not the worst. if you struggle playing a level 25 assault it is frankly a skill issue at this point. give devs the opportunity to work on actual content instead.
i hope squad cohesion isn't what i think. i play solo it won't change. I'll use cheats. i already do in pve and their anticheat is a joke and it's just going to promote more reason to cheat.
Regarding Vanguard Grappling comparison. In several locations the Vanguard can grapple in a straight line over terrain like the top of the S shaped stairs on Decapitation. I was able to have the yellow target circle appear at the bottom of the stairs but once you try to fly up and slam down you you’ll get stuck on the corner of the stairs.
Ik with assault you can jump over the stairs railing for the first part of the map right after the cutscene that loads you into the mission
My boy Yeertski, you're pumping these videos out quicker than I can make time to watch them. Keep it up tho! Always appreciate good SM2 related content. Concerning the assault, I'd welcome additional jump pack charge, but that's it.
Assault is highly reliant on gun strikes, parry and executions to keep armour up to protect his precious health bar.
having some moderate amount of lifesteal is nice aside of contested health gain which is hard to do.
mitigates some bad commitments for what ever reason .
really love if boost dodge is the basic assault dodge and doesn't eat a charge.
Would be major if jetpack smash could actually smash flying enemies to the ground and have a button mash element to do dmg on flying extremis enemies.
They should copy paste pvp assault into pve just with longer recharge, make jump pack dodge not expend charges, I like the idea of building in the zealous smash into the base perks as well.
Assault: 🚀
Tactical: wait for it...
Assault: ☠️
Tactical: every sniper in the world shot him before he hit the ground
u either get bros who prime majorises from range and leave it for you to execute or bros who bolt pistol shoot groups from range just to spread them out and negate a juicy jump
I know a lot of people will disagree, but no. It is probably one of the hardest classes to play well. But it can be insanely good. Good hoard clear, probably the best hoard clear with the right build. Assault isn't as good vs chaos though.
A way to heal would be nice, or damage reduction. Might make it too op though.
No more op than Bulwark though which also is great at horde clearing, had a shield to block all damage and can heal at will.
@SageOfLimitlessHands with shock Bulwark is about the same. But then you loose armor on gun strike. Assault doesn't have that problem, and clears faster. Assault is more like a glass cannon. Bulwark is the more like the tank.
@RianD-xp3kk But you don't need armor on gunstrike when you have a shield that blocks most hits. My argument isn't that the assault would be a tank but that it wouldn't be more op than the Bulwark already is now. And assault will never have the survivability of a bulwark or support capability
Just need something against flying ennemies cause we are useless
This is why I'm excited for 6.0 since class perks are supposed to get a good work over.
Trying to curb expectations but lot of potential there.
Generally for pve assault I just would want it to feel the same as pvp in terms of height but obviously have a recharge slower than pvp but maybe just a bit quicker than current pve or instead of a faster recharge one more charge to the actual ability
it shouldnt be slower, thats like 1 of the absolute major complaints of it.
And be able to pass over terrain... Like flying should allow to
Slower? All those abilities cool downs are stupid. What use us if ability you can use 3 times per game? It's useless. Play Astartes mod you'll se what this game should be
Pommel smash and gun-strikes both lethal and otherwise give armour and contested health, groundpound can one shot majoris, it has great cleave potential, the heavy attack hits like a truck and the charged heavy on the block hammer especially can do serious damage to bosses and mini bosses, it's only downside is lack of a primary which only really comes into play against zoans and neurothrope types, I think the class is fine as it is. It just has a high skill curve. Though I can only speak for operations, I don't play eternal war.
The issue is though that airborne enemies are cancer because your hammer is useless and chaos enemies give less opportunity for guns trikes and parries. You don't get to one shot majoris a lot because groundpound opens you up and a group of four spread out chaos marines will burn way more health than you can contest. And I am an assault main.
Against nids, you're fine. Against the TS, it's not that fun to play assault
@@moreauclement9702 100% right
Leave as is, just to make it so boost in any direction only uses 25% of the specials bar , so you can now boost forward 4 times moving fast then crash down once ! I feel like boosting around is pointless! And most people just use the assault to smash down.
Or just add damage stacks for perfect dodges with boost.
@@Cmaximus7you are a goddamn genius…
I feel like it should do damage or at least stagger enemies
@@percygoodbeard4827 perks already do that. Don’t know if they are worth it or not because I’ve never tried the damage on dash perks
@@TooTrue22-24 personally I really think it should just straight up be basekit but that's just me
Man i have to say you make my mournings way better. Thank you and can’t wait for future videos!
Fun part is that there is plenty of ways to fix that game, not only assault. It could be done by reducing cool down like in Astartes mod. Or by buffing damage (like in Astartes mod), or by doubling the armour. Or by making enemies actual challenge instead of annoying bullet sponge. Or by making assault actually fly further than 5 meters.
What all those ideas have in common?
All are ignored by developers.
It’s cool when you enjoy and master the class nobody wants in higher difficulties, and saving the match. For me it is ok, the correct build smashes everything.
I find my self focusing more on crowd control with the assault occasionally catching majors in the splash zone
@ashleyhenderson9166 its fun but I eventually moved to the 100% damage boost so I could immediately remove problem targets
@warriorfire8103 it all depends on the team composition if we have a heavy or a sniper then keeping the swarms off of them and allow them to pick off targets is a good strategy on a higher difficulties
The jump pack isn’t the issue, it’s the target that gets locked into not being able to roll away and the the swing radius is broken as shot.
Best type of videos to listen while I’m driving to/from work
The hammer needs to swing much faster. Or at least give us a perk to make it do so. A larger AOE for slam would be cool. Maybe a shielded slam so you're not shot out of the air.
@@MisterSinister47 only if they give the same to power fist
I would personally enjoy a rework on the take heavy hits perk on assault, I really enjoy charged slow weapon playstyle, like the Greatsword form the MonHun Series, and reworking so that when you take heavy hits you get mitigation and ur contested health stops falling would make the playstyle pretty fun and I believe still not meta-breaking like the dmg you can pump out as tactical or heavy.
I spammed the block hammer build lately and few operations later i’m a beast with it. I’m unmatched in dmg pretty much every game. Small groups disappear and recharge my jump pack and then i can proceed to assissinate annoying targets with good timings on the heavy attacks(the double slam is insane). Also the feeling is amazing. I think it really shines against tyrannids
Maybe a chainsword build for chaos with the bonus dmg and less aoe on jump pack perk would do the trick. I will come back when i’ve tried that out
It would be nice if the jump pack dash could have an AOE damage effect that knocks back & stagger enemies, allowing gun strikes to occur as well as a get of jail free card. I know there’s a perk that makes the dash to have damage, but it doesn’t work the way I want it to.
People like to pretend assault is bad but he's not. He has high mobility, huge DPS and quite good sustain with armor reinforcement perk. He does not need rework, just tweaks. Good signature perk for example, cause entire column is useless now. Or something being done to jet pack dodge which nobody uses. Maybe give him something so armor reinforcement would not be mandatory. I can totally see him filling highly mobile glass cannon role.
What you said could be true if assault has no cooldown on jump. In reality he is very fast and mobile but only once per 3 minutes
Assault should be able to float like in multiplayer while also attacking in melee so you can get those fliers
In terms of pure power level, Assault is strong.
Ive solo'd lethal with Assault, Bulwark, and Vanguard but still haven't been able to do it with Heavy, Sniper, or Tactical.
The main problem I see with people playing assault is they always fully commit to their jetpack slams regardless of the situation. They like Kamakaze straight up into the air and they are gonna slam or die trying lol
Also, the chainsword is beastly on assault. I prefer it over the Thunder Hammer.
For PvE the only thing I'd like to see change would be the perks for perfect dodging using the jetpack. At the moment the risk isn't worth the reward.
Just change the perk that makes you do more damage on ground slam but cuts your radius in half . Make it so it just buffs the damage without the nerf Or add 3 charges . That’s really all the assault needs , is more of what it’s already good at .!
I must be one of the 2-3 people that actually uses jump pack dodge builds. So interesting to play
My hope is they make its jetpack dash worth using or make it half cost which would immediately give the last perk value. Not once in 200hrs have I seen an assault use it.
Just once I'd love to see one dashing across the field to clutch an objective in time.
One thing I want to see as a pve assault main is a 50% resistance to RANGED not melee damage because ranged damage is what kills me more than melee along with some way to get your health/contested health back because with assault I can 8/10 times mark me dying due to ranged damage or having no real way to get health back past the limited stims that can be extremely hard to find at higher difficulty
Really they just need to swap the functionalities of the jump packs from pvp and pve. In PvE the class feels great except for how limited your movement/verticality is because of the jump packs reduced effect, while in pvp that shit is wildly OP and allows you to get a free kill and escape w/o any opening for counter play every time you encounter an enemy. The only downside of assault is that they have a slightly higher skill floor than most classes which is why a majority of the assault players you run into are pretty awful. However once you actually learn how to play at an entry level its one of the classes that has the most potential. Most of these "rework" or "fix" ideas boil down to "the devs should fix my skill issue for me"
Assault needs either more felxiblity in the air such as the ability to shoot like in campaign or have a way to heal health, gain damage reduction given they are forced to be in everyone's face.
I like it being hard to play because I rarely don't get to use it, if it gets too much buff everyone will use it
all they need to do to make assault feel better is make them invulnerable to ranged damaged while up in the air and then finally figure out melee weapons block fencing and balanced
Definitely can understand your perspective when some are good and some coul use some additional polishing. I know it might seem op, but the jetpack should behave the same in pve as it does seemingly on every other aspect of the game i.e., 2-3 charges with a 10-30 second cooldown. I believe that the timer is a bit high and yes there are methods to side step the cooldown however in the heat of combat when you need to reposition and crush a venom cannon, when you fly up to get shot into paste, isn't ideal.
I would propose for pve, having a resistance to ranged fire while in the air by a certain percentage anywhere from 25-50%, in addition having something to reward you for a fully charged slam, with having the longer you stay in the air, the less damage resistance you receive, therefore making you choose to take out that major or take out the ones in front of you quicker.
Just a few ideas I suppose, these are most likely classified as reworks, but I do believe there should be something for health returned to you, like only when armor is broken and surrounded by 5 or more enemies or something and getting a small percentage back, that way it wouldn't be super super over powered but it would allow for an alternative pathway of survival not depending on armor and gunstrikes, when armor is shredded in seconds
Love the videos and the discussion
Nah, i think assault is fine (for me)
Simply increase the height and distance cover by the Jumpack on PvE.. also allow it to hover a few seconds just like in PvP.
The Class doesn't need a rework, just a good buff to it's jumpack mobility in PvE.
A slight increase in the hammer's swinging speed would be nice aswell in PvE
PvP Assault is strong with 3 charges of JP with pretty good cd !
I think assault needs a little help, if anything just make the jump pack work more like it does in pvp. Anything to help it be more survivable at higher difficulties would be welcome because other classes aren't as hard in lethal or even ruthless IMO.
I just want a 40K game that does Marines Justice! Realistic Melee damage, Realistic engagement ranges for ranged weapons. Jump pack that actually lets you fly (Assault Marines would actually position like a strike aircraft! Giving actual meaning to METEOR STRICK!) Stuff like this would require a War Thunder or DCS levels of detail and map size though, probably something we will never see 😢for a 40k game. Imagine being able to engage at 500 to 1000 meters with Bolters and Heavy Bolters or Bisect a Marine with a Power Sword or Lightning Claw. This would be a 40K game worth its METAL!
also change their perk from increased perfect dodge window to just a further ranged dodge. tired of getting hit by that ground blast from chaos
Yes, the jump pack is garbage in PVE! As an Assault main, it pained my heart watching a new battle brother trying to jump pack up the ledge, instead of going the long way around via the stairs, to avoid a massive enemy wave. Garbage!
I think it's fine mostly. It needs jumping over a twig that's part of the map edge and wasting a jump sorting...
And needs more useful perks. There few valid builds
More things in combat should give jetpack charges or just %of one . not just ground pound kills etc
Assault definitely needs a rework. It has no survivability on higher level levels.
I think assault for pvp is fine. Would like to see some changes come to the pve though.
As an assault main it needs no change in my opinion
Its normal for chaos to be tough but every other class can deal with chaos better than assault. With the amount of ranged attack you take, in higher difficulty it becomes not an action game but a survival game. And the lack of a primary does not feel that impactful against nids but against the TS, its a drag. Especially against terminator. And since they can barely be staggered, melee is a tough sell as well. So you wait for an opportunity to gunstrike. While being shot from all side.
I don't think assault needs an extra charge in pve, if you run the perk that recharges your jetpack on ground slams and that gets you a lot of extra use from the jetpack, the other day I was being swarmed and was the last one alive so I just ground slammed 5 or 6 times in a row before my jetpack ran out because of lack of things to kill
Imagine playing assault and yeeting yourself off a cliff into the void...
Is it me or is anybody else feeling the negative effects of Parry just got back to playing a couple days ago and I still feel comfortable with the counter times, but I noticed when I counter an enemy if another enemy is attacking at the same time during me doing a perfect counter, I still take damage and get staggered. It’s really weird because I don’t ever remember it being that wayin this seems like a problem to me personally I don’t know if anybody else is feeling the same way, but I think that’s kinda annoying especially if two enemies attack at the same time it should counter both.
i still have the theory they fck up and put the PVE jump version in PVP and vice versa
Worst part is for sure how feels bad only being able to jump pack like 6 feet most of the time feels. They need to sort that out but it would be a big adjustment to all the maps to allow the height of pvp. It does need it though. If you have played pvp pve mobility feels terrible.
Also assault pvp main.. i agree with dropping to 2 charges or increasing the recharge time a bit. The class is also asymettrically powerful in pvp because of being able to jump yeet melta bombs and how easy it is to find more grenade ammo. Probably get more kills with bombs than hammer tbh.
Half the perks need reworking, because theres the objective best perks, not much variation in terms of builds
I have had many times in pve where the jet pack does not work at all. Standing still, hit triangle, don't jump in the air, start walking, boost forward, waste my boost. Also not being able to jet off steps. So fix that first.
Possible better ranged weapon, or twin pistol option, and/or possibly a plus 1 frag carry.
Spear or chain axe.
Then clearly a defensive or health recovery perk might be nice.
I have both Vanguard and Assult leveled to 25 with all weapons to relic on both. Vanguard is better in all respects, easy choice.
I haven't even finished the video. The answer is yes. Assault needs a rework.
There’s nothing wrong with assault. People aren’t playing it correctly as I see others use both their jumps immediately to hit majorus.
Between the jump dodge and using the jump to take out hordes for instant recharge the class has plenty to work with.
I do ruthless and lethal runs with assault and have little troubles….but I take out the enemies I’m suited for and support my brothers with enemies I’m weaker against.
Tactical os not a melee class. It has the most primary options in the game lol
Pathing and jump height. Ledges and edges come between you and your target way too often. The very concept that you can 't jump high enough to go up to a ledge with a JUMP PACK is absurd. Dodging should always be a boosted move. Maneuverability and melee is the whole point of the assault class.
anyone who says assault need a rework is p stupid, all he needs is either: the healing perk from vanguard (since that class is always way more aggro and more up close) or a perk that lets him negate ranged dmg by almost 50%.
Does it need a rework?
I don't know. It's the only class I haven't got to lvl 25 (it sits there on a measly lvl 2).
I'm playing on PS5, so the controls for the jumppack are really wonky. I just can't get it to work (and I've tried the different configurations for the controller).
With my luck, the Space Wolves champion will be the Assault so that I can't play it.
Jump Pack just needs the same amount of recharge as it does in the campaign cuz it sucks right now.
Assault is my most played class but its definitely one of the weakest in terms of its perk tree, most of the perks feel generic and dont provide much support for the rest of the team. Cooldown on the jump pack is also far too long in PVE to even consider wasting a charge on dodging attacks.
Why do you keep mentioning that things can be “played around”? So? If something can be played around isn’t the gauge on rather it needs to be changed or not lol. You can “play around” not getting armor back from non-kill focus strike shots. Doesn’t mean it shouldn't be a perk
Hate the Assault class as it is now. Other classes can do things better than you and you don't bring anything to the table to help your team.
No, I just think most people are bad at melee.
Please just give me the 10% health gain on Majoris kills (Same as Vanguard) and I'll be happy.
Pve assault needs to be a copy of pvp there fixed
all i want is heavy class can have a chainsword :((
good fucking lord, leave assault alone. isn't there something else to winge about? it's fine. it is far from the best, but it sure as hell not the worst. if you struggle playing a level 25 assault it is frankly a skill issue at this point. give devs the opportunity to work on actual content instead.
i hope squad cohesion isn't what i think. i play solo it won't change. I'll use cheats. i already do in pve and their anticheat is a joke and it's just going to promote more reason to cheat.