Assault - Wilder's guide - UPDATED

Discussion in 'Monday Night Combat PC Strategy and Tactics' started by TheWilder, March 12, 2011.

  1. TheWilder

    TheWilder New Member

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    [​IMG]
    CLASS MATCH UPS UPDATE!!!!
    Hey guys, I gues many of you know me, in case you do not, let me introduce myself *cough* *cough*: I am the biggest douchebag and the best Assault on the planet, now let us proceed to the guide >:D

    1) Assaults main objective
    2) Endorsments
    3) Weapons
    4) Skills
    5) Juice
    6) Overtime
    7) Bullseye/Juice bot
    8) Class match ups


    I recommend you to read this whole Topic, because lots stuff is explained in different parts

    1) Assault's main objective
    Assault is all rounder as we all know. You can push lines with your Grenade Launcher,
    you can "pro hunt" enemy players and you deal huge damage to the moneyball. You will be mostly MVP if you do your job right. When enemy moneyball is downed, be sure to go and try to destroy it ASAP, we will get to the techniques later.


    2) Endorsments

    I use 2 types of endorsments

    a) [​IMG] Always use GOLDEN Armor, you can survive much more, and you can take down face to face more opponents and bots, in case you get suprised by slimbot when retreating from enemy base after Juice rush ETC. Without golden armor like 4 slimbots can deal you some serious damage, because assault haves only 500Hp without any endorsment
    b) [​IMG]I always use silver ROF, since you can dish out more damage in less time and you are able to out damage other Assaults easier (Since you also have GOLDEN armor) and it helps when you need to take down some turret and bots as well ofcourse.
    c) [​IMG]I used this one as my bronze for a long time and you will be suprised how it helps. But since Assault rifle haves big damage fall-off i would not recommend silver accuracy, BUT also keep in mind that the better accuracy endorsment you use, the smaler will your DMG fall-off be, combined with Aiming Down The Sights, you can do massive damage on larger distances, in case you like to keep some space
    [​IMG] I run this one ATM. You can tear up Gunners face to face, before they even deal you some important damage. If you dont have this one as bronze, you will have to reload before you can take down a gunner. Also when juiced you can fire from your Grenade Launcher without reloading, which is really useful when you need to take down some turret or deal serious damage to moneyball.

    3)Weapons

    Assault rifle

    [​IMG]

    This is your primar weapon, it can dish out some really serious damage in close and middle range. But it suffers from LARGE damage fall-off. You can use it to gain some quick juice but it works perfectly against other pros. With RMB you will Aim Down the sights and get some better and useful accuracy and reduce the damage fall-off a bit.
    Also keep in mind that before you activate your jets, your accuracy is still the same, but after you do so, it will be highly unnacurate.

    Assault rifle in numbers:
    Damage: 39-8
    Rate of fire: 600 rounds per minute
    Fire interval: 0.1 sec
    Clip size: 25 rounds
    Reload time: 1sec
    Damage v. bot: 1.0x
    Damage v. turret: 0.5x
    Damage v. moneyball: 0.2x
    Spread: 0.085
    Zoom spread: 0.25x

    Grenade launcher
    [​IMG]

    Grenade launcher is your Primar anti bot/turret tool. It can also be used to take down pros, since your assault rifle is useles at long range. Grenades ricochet and take some time(1sec) to explode in case you dont hit your target directly, use this as your advantage, you can destroy turrets behind the walls easily. Grenade launcher also haves a nice explosion radius, thanks to which you can kill Supports while they try to hide behind their tiny baby brawashers.

    Grenade Launcher in numbers:
    Damage: 150
    Rate of fire: 60 rounds per minute
    Fire interval: 1.0 sec
    Clip size: 10
    Reload time: 2 sec
    Damage v. bot: 3.0x
    Damage v. turret: 2.0x
    Damage v. moneyball: 1.0x
    Grapple damage: 150
    Fuse: 1sec

    4)Skills

    Passive:

    Level 2
    Critical Activation Chance: +2%
    Critical Damage: 1.15x
    Critical Duration: 1 second

    Level 3
    Critical Activation Chance: +5%
    Critical Damage: 1.25x
    Critical Duration: 1 second

    You will want to get this to lvl3 always, since it affects your primar killing tools.

    Bomb

    Level 1
    Damage: 100
    Radius: 256
    15 seconds recharge time

    Level 2
    Damage: 200
    Radius: 384
    12 seconds recharge time

    Level 3
    Damage: 300
    Radius: 512
    10 seconds recharge time

    Damage vs Turret: 3.3x
    Damage vs Bots: 2.5x
    Damage when attached: 2000

    Bomb Activation: 1 second

    Learn how to use this skill, it can be used in many situations

    a) Anti player tool:

    You can headcrab (atach the bomb to an enemy player) for 2000 damage, if you learn how to do this you will kill tanks and gunners easily. Also Snipers and Assasins without any Armor endorsment will die in a single explosion of lvl 3 bomb. If you are fighting enemy player you can block his way with bomb and make sure he wont leave alive. You will ringout many players thanks to massive explosion radius, remember that Assasins and Snipers will almost fly after explosion. Pros will be ignited after explosion. Another great chance to get some kills is when Bullseye comes to the game, on Steel Peel area he even runs into the enemy base, and everyone hugs him like santa, once i was able to get 3 kills by headcrabing Bullseye ad then wait for the right opportunity to make my bomb explode, do this every time he spanws, its also great Assasin denial, when you are the one hugging him :D .


    b) Anti bot tool
    If you see a large wave of bots incoming you can get lot of juice from them thanks to bomb, and give them some serious damage as well. Remember that when Jackbot-XL spawns, headcrab him! You will be suprised how massive damage you will dish out (and you can make sure, that you will be the one who will kill him ;) ) Also Blackjacks can be headcrabed to carry the bomb around.

    c) Anti moneyball tool
    Always, I repeat ALWAYS headcrab the moneyball. This deals pretty good damage, go on and try it, you will be suprised

    d)Travel tool

    Bomb jumping is pretty underused. With gold Armor it wont deal you such a damage and it will help you to travel long distances combined with charge, just throw a bomb, jump and make it explode so it throws you in your desired distance, charge and activate your jetpack before landing, so you dont suffer from fall damage and keep some movement.

    Charge

    Level 1
    Damage: 150
    20 seconds recharge time

    Level 2
    Damage: 300
    15 seconds recharge time

    Level 3
    Damage: 300
    Grapple Damage: 450
    10 seconds recharge time

    When you upgrade to lvl3 charge, keep in mind that Q+E=lvl2 charge
    It is a great finisher and an outringing tool, i love this skill, it saved my life so many times, also charge helps you to travel faster/escape as well, just jump and charge, you can also use this when you are flying to travel even longer distances (jet-pack jump from higher position, charge+jet-pack deactivation = cool and fast way to travel)

    Flight

    Skill Capacity: 100
    Regeneration: +5 per second
    Activation cost: 10 energy

    Level 1 Drain: -30 per second
    Level 2 Drain: -20 per second
    Level 3 Drain: -15 per second

    This is an awesome skill, it can help you to not get grabbed by Assasins, when you get ringouted you can return back, you can suprise snipers and it will help you in many other situations, which you will find by yourself :p . Also keep in mind that jump-pads always throw you a bit higher than needed and activating jet-pack will prevent you from falling, you can use this to gain some elevation.

    Order in which you buy skills
    is purely on you i mostly do it like this: lvl2 Passive+charge, lvl2 bomb, lvl 2 fly, lvl 3 passive, (lvl 3 charge (in case of a good Assasin only)) lvl3 bomb, as last i mostly buy Fly.

    5) Juice
    When you are juiced, you can tear down enemy defense down without any problems, your grenade launcher does the job perfectly. In case you want some fun, juiced Assault rifle is a total pro killer. You also deal UBER damage to the moneyball with Grenade Launcher (Look for the guide part 6th below (Overtime), it describes it)

    6)Overtime
    Always check how much time is left to the overtime, so you got your juice ready. Get to the enemy moneyball and headcrab it, then juice and shoot it with grenade launcher, when your bomb recharges throw another one and keep shooting from grenade launcher. You will deal some really serious damage.

    7) Bullseye/Juice-bot

    DONT shoot him, use your bash/meele atack to gain loads of juice(you can't even compare it to shooting, shooting gives you almost no juiced compared to meeleing) and use it to crush tiny baby men base :mrgreen: :mrgreen: :mrgreen: :mrgreen:

    8) Class match ups
    Assault [​IMG] vs Assault [​IMG]
    Well, if you are using mine endorsments other Assaults shouldn't be a big problem, just try to be the one who will start shooting first and don't forget to use bombs and charge(only for finishing him, otherwise he will run away). Only Assaults you will have problems with will be Assaults using gold Skill recharge as they will always start the fight with lvl 3 bomb and charge.
    Tips: If you meet competent Assault, be sure that he will do same tactics like you, block your way with bomb then kill you etc. This is really about the moment of suprise, so keep in mind that if you get raped to much you can use jump+charge for really quick escape

    Assault [​IMG] vs. Tank [​IMG]
    Tanks are hard enemies, you can't go to your range because they will charge and then kill you in few seconds. You need to keep in mind that as Assault you should always be on higher position, in that case tanks are not problems at all, I always Aim Down the Sights to deal bigger damage before they release anything and also block their way with bomb and if they manage to run away I jump+charge to get better position so they have no chance for surviving. Simply, haras them to death, and use your jet pack to fly around ledges (works perfectly on Grenade III)
    Tips: But what will you do if you meet tank face to face? I got one really good working tactic for this, you need to learn lenght of his charge for this (I failed so many times when i started doing this tactic, so failure is ok, but it will work with training). You need to maintain your distance, the distance which is a bit longer than lenght of his charge why? Every, EVERY tank will charge you and I have noticed an Interesting thing, when they finish their charge, they are unable to move for like 0,4 sec. So when you hear that Tank is opening his armor for jets throw a bomb, like 90% chance of headcrab <3.

    Assault [​IMG] vs. Support [​IMG]
    They will mostly just heal their Firebase hoping that it will kill you, which makes you unable to do anything, because even if you can out damage his healing, any Sniper will give you a delicious headshot. Your only chance is lvl3 bomb, plant it near firebase and watch what will he do, if he run away, destroy the firebase and use the bomb to help you with it. If he is still healing his firebase, try to damage him - even at cost of your own health and then make the bomb explode It will push him far away - now you can kill him or the firebase or both ^^.
    Tips:In case you meet Shotgun support, i learned how to use lvl3 charge effectively so I actualy use it a lot (KEEP IN MIND Q+E=CHARGE LVL2). Risk the one shotgun damage and then punch him away and finish him. In case you do not have charge lvl 3, you should do the same tactic as you would face tank, simply use your jet pack to get on different ledges and damage him from distance.

    Assault [​IMG] vs Assassin[​IMG]
    Well, when i see a competent Assassin I go for lvl 3 charge ASAP. If she will try to stab you, you can simply throw her away, but the important part is when she haves juice, Its also your job to deny juiced 'sins, it doen't matter if she is already juiced, its better if you just throw her away and every player will juice in the air, because she do not wants to loose her juice by dying and thats a good thing since Assassin will loose like 40% of her juice before she runs back to your base.
    Tips: Don't try to kill enemy Assassins at every cost, just damaging them is good enough, since they need all Hp's they can have. And again...lvl3 charge rulez.

    Assault [​IMG] vs Gunners [​IMG]
    Gunners are easiest targets IMO. Everything depends on 1 factor - suprise butt seks, lol.
    If you are using my endorsments, bronze clip makes everything so much easier, because you don't have to reload to kill single Gunner. When you see a Gunny, try to choose a way so he do not notice you and then just fire everything to him, before he deals you some important damage with not spinned (He must not have his Minigun spinned!) he is dead. In case you face 2 face fight him, like if you jump towars him to finish him with charge and he starts to deploy, charge behind him before he starts to slow you with his bullets and laugh loudly for easy kill butt kill
    Tips: Competent gunners are hard to kill with charge lvl 1,2 because they will flapjack you as you hit them, (Cuz you always get somehow underneath them) however not many Gunners do this but be prepared this willl happen.

    Assault [​IMG] vs Sniper [​IMG]
    A skilled sniper will counter you, even though you are so mobile. But you got your lvl 3 bomb and Snipers are a light class...so they fly like a birds. The best tactic is find your target, jump+charge and throw a bomb behind him before you land, but use your jets to not touch the ground (Ice traps + Grabs...) fly around and simply fire all you got to him, if he runs away, use bomb = kill. If he wants to fight with his SMG, tear him apart with Assault Rifle.
    Tips: Like on every map lvl2 fly is sooooooo useful against sniper. Lets say Grenade III, you can fly to their camp spot, on spunky you can fly behind them (If they are on the main catwalk) etc. Learn to use Fly...

    Well i hope this guide helped you guys, be sure to leave a comment, Ill gladly answer your questions

    Cheers, Wilder
    Last edited: May 20, 2011
  2. JDvasquez

    JDvasquez New Member

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    Re: Assault - Wilder's guide

    Thank you for this guide, Wilder. You're one of those difference-maker Assaults when ever I played with or against you.
  3. TheWilder

    TheWilder New Member

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    Re: Assault - Wilder's guide

    Yay, thank you for that <3 and im glad that i could help
  4. Mail

    Mail New Member

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    Re: Assault - Wilder's guide

    Personally I just don't seem to be any good at using the assault rifle, so when I do use the assault I generally use him with gold skill. The mobility is delicious. Anyone who can aim the damn thing without having an aneurysm mid-flight should certainly use your methods, though. Sounds like what I've seen actually good assaults doing.
  5. Nerfed

    Nerfed New Member

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    Re: Assault - Wilder's guide

    You explained bomb jumping in a pretty unclear way. You can copy sections of or link to my bomb jumping guide as long as you give me credit (I mean, if you decide to quote stuff from it)
  6. TheWilder

    TheWilder New Member

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    Re: Assault - Wilder's guide

    I totaly knew you will comment here with your bomb jumping Q+Space method, well I was thinking to ask you if i can, but somehow i dont like your way, its too complicated for new guys
  7. Nerfed

    Nerfed New Member

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    Re: Assault - Wilder's guide

    There's nothing complicated about it :/

    It's just a series of keystrokes, and it's like riding a bicycle. It takes a few minutes to learn, and after that you'll never forget it.
  8. Dragon-Guard

    Dragon-Guard New Member

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    Re: Assault - Wilder's guide

    Im using gold armor, silver skill and bronze RoF atm
    which also works pretty well for me, between 2 and 3 k/d most of the time.

    Reason for this build is the fast bomb recharge mainly.
    With this however im forced to play somewhat defensivly at the start vs good teams untill i get my lvl 3 bomb, as its there where the skill recharge gives me an advantage.

    Will give this build a try though.
    How does it hold up vs tanks that try to rush your face?
  9. TheWilder

    TheWilder New Member

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    Re: Assault - Wilder's guide

    Well you can headcrab them without any problems, since you have some armor to get close, in case you dont have bomb I believe that this is the best Anti tank/gunner build that you can have, since you have armor, rate of fire and clip to put all this into use, Im totaly enjoying "out-gunning" gunners, they have no chance, also before tank notices me, he is mostly on 40% of HP so yea this works pretty well
  10. Mail

    Mail New Member

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    Re: Assault - Wilder's guide

    What are your opinions on running crit on an assault? With both his passives he already has a 7% increase to crit rate, and a gold crit endorsement brings that up to 12% and the crit damage increase to X1.5.

    Now if I'm right that means every time a bullet comes out of your assault rifle, it has a 12%(+?) chance to trigger a full second of crits. This could mean some pretty reliable damage potential if I've got my info right. I don't use assault much, though, so by all means if someone knows better they should correct me.
  11. TheWilder

    TheWilder New Member

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    Re: Assault - Wilder's guide

    I never tried this, but i was thinking about to try it. I once saw some dude using this (he ran Gold crit, silver clip and bronze fire-rate) and he was dealing some really good damage, but i somehow dont like to rely on crits, even if Assaults crits are one of the most dangerous (since every bullet gets boosted and you can fire load of them in 1 sec) My opinion is that if you want to try it go on, but i prefer my rate of fire :)
  12. Dragon-Guard

    Dragon-Guard New Member

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    Re: Assault - Wilder's guide

    havent been able to try yet but does bashing bullseye really build up juice that fast compared to shooting?
    Also how does it compare to shooting with money gain?
  13. grimbar

    grimbar New Member

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    Re: Assault - Wilder's guide

    One melee attack on bullseye is equivalent to 10% Juice, wack him 10 times and enjoy your juice.
  14. Dragon-Guard

    Dragon-Guard New Member

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    Re: Assault - Wilder's guide

    now thats something i didnt know yet.
    Thanks for that tip :p
  15. TheWilder

    TheWilder New Member

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    Re: Assault - Wilder's guide

    Yes, meele gives you loads of juice compared to shooting, but you gain small amount of money, however when you juice and destroy some turrets and kill some pros, its totaly worth it ;)
  16. Fitzgerald

    Fitzgerald New Member

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    Re: Assault - Wilder's guide

    Assault is a very mobile class, I certainly see a reason for using an armor endorsement, but what i dont see is it being worth it in the gold slot. The difference (before the last patch) between gold and silver AC was 100hp. IMO running around with 700hp and being able to deliver more damage with a gold ROF is more cruicial. Especially with how it greatly effects your GL.

    Charge. LV 2 is just fine, i find it much better than lv 3 against good assasins.
    A sin can grapple you out of your charge, but a sin cannot grapple you out of the air. if you jump and charge with lv3 you will do pitiful dmg, but if you jump charge with lv 2 you do a very good amt of dmg (1 shots sins and snipers w/o Armor), and negate his ability to grapple you out of your charge.

    Bombs: Bombs are a very leathal weapon, imo they are what brings the tanks and gunners to a more even playing field. w/o them the heavier classes are much more difficult to kill. In lieu of this, use your bomb as much as possible. The more you use it the better you will get with its placement. Also just because it is remote detonating doesnt mean you have to put it somewhere and wait for an enemy to pass by. Throw it near them and det it in the air. Its much more difficult for them to avoid and throws thier aim off if you attack at the same time.

    (just in case theres a question) Acronyms used:
    hp = hit points, or health points
    AC = Armor
    imo = in my opinion
    RoF = Rate of Fire (this is an endorsement)
    GL = Grenade Launcher
    LV = Level
    sin = assassin
    w/o = with out
  17. TheWilder

    TheWilder New Member

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    Re: Assault - Wilder's guide

    As I said i like to headcrab them, which i need armor to do so. Just FYI its 75. 150. 250 if im right, so you are running with 650 Hp instead of 750 and i totaly dont find ROF to be worth the golden position, since ill fire the whole mag with it or without it ( I know it in fact increases your dmg with crits ( since you fire more bullets in 1 sec) but whatever), I like charge 3 cuz it throws them away, and if you time it right its much better than jump, seems pretty weird technique to me. And you didnt say anything new with bombs...derp herp, thanks for comment, someone might find it useful
  18. DehydratedWater

    DehydratedWater New Member

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    Re: Assault - Wilder's guide

    I personally have used both charge 2 and 3, and generally prefer 2 because it gives me more flexibility. I can hit people in midair, on the ground, and can use it against people with high health and not send them across the map out of reach to be killed.

    When I use charge 3 it is because of spunky bouncer spam or a good tank/gunner that I need the throw to deal with more effectively. I will also get it if I am using charge for travel much more than I am for damage, at which point the reduced cooldown is greatly appreciated.

    Usually though, I find that 4/5 of juice ($400/$500) is better than the charge 3. Just my 2c
  19. ars0n1st

    ars0n1st Member

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    Re: Assault - Wilder's guide

    Melee attacks on anything including bullseye and juicebot are 5% juice not 10%.
  20. TheWilder

    TheWilder New Member

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    Re: Assault - Wilder's guide

    I wasnt sure about it (so i did not talked about it), but the 10% is kinda way too high, so I think that you are right Arson1st its 5%

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