1. eternal

    eternal New Member

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    Naw, cause the Gunner has mortar for long range which is significantly stronger than the grenade launcher, it can't bounce around corners but that actually makes it much easier to hit your target since it explodes when you'd want it to instead of when IT wants to.
  2. DehydratedWater

    DehydratedWater New Member

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    Assault one takes a lot more skill to use, gunner has a further base damage drop off, and additionally has deploy to further increase damage at range. If you claim the assault down sight does the same thing, you are only fooling yourself.

    The way I see it, assault was meant to be a mobile pro and moneyball killing jack of all trades type of thing. If you want a powerful machine gun, play gunner. If you want mobility, play assassin. Taking assault skills down is really taking every aspect of the class down, because assault is the most skill dependent class, and really can't get much done without either juice or skills.
  3. zodiark1234

    zodiark1234 New Member

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    Naw, that title belongs to Assassin. :lol:
  4. eternal

    eternal New Member

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    Hate to be the bearer of bad news Water but the minigun actually drops off damage at less range than the assault, and zooming does actually increase the max range of the assault.

    BAL_MINIS_DMGFULLRNG=1024
    BAL_MINIS_DMGFULLRNG_S=2048
    BAL_MINIS_DMGFALLOFF=2048
    BAL_MINIS_DMGFALLOFF_S=2560 - S I believe stands for "Super" in reference to the Dual Minigun

    BAL_A_RIFLE_DMGFULLRNG=1536
    BAL_A_RIFLE_DMGFALLOFF=2560
    BAL_A_RIFLE_DMGFULLRNGZ=2048 - Z I'm pretty certain stands for "Zoom" in reference to well... his zoom.
    BAL_A_RIFLE_DMGFALLOFFZ=2560

    As you can see, until you get the dual minis, the damage for the rifle actually has a longer effective range. Once you get the dual minis the damage drop off for the minigun is the same as zooming with the assault rifle.
  5. eternal

    eternal New Member

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    Hmmm, actually I'd say the amount that the assassin uses her skills is significantly less of a "requirement"

    Lunge and passive 3 are often enough to be extremely effective. You don't need to upgrade cloak or dash or smoke bomb. Smoke bomb is only used either to stop a turret or escape. Lunge can pretty much make dash a non-requirement (though not to say you don't do better if you DO use it in conjunction with lunge, its just not REQUIRED.) and cloak you rarely will be cloaked long enough to need more than cloak 2, and can pretty much make due with cloak 1.

    The assault NEEDS his bomb and charge and passive 2. He uses his jump jets a lot defensively and offensively, its not a strict requirement but like dash it helps. However he uses his bomb and charge nearly constantly, not just at key times but damn near whenever they are available.
  6. Tigerhawk71

    Tigerhawk71 Member

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    Blazers cost $25. You get what you pay for. I don't see why people still consider this an issue. Fully upgraded they're what, one kill more expensive than a lv1 rockit? They are a rapid fire nuisance for a comparatively low cost. People underestimate lv3 blazers a lot, they are a massive pain in the *** when actively defended.


    He's the most mobile medium class, that's for sure. The Sin is far more mobile but she's a light class.

    The Assault is the Mario. He's the all rounder, the jack of all trades and master of none. That's what he's supposed to be and now that's what he is.

    Just like Sins after the armor nerf, the Assaults are just going to have to suck it up and learn to pick thier battles a bit more carefully.
  7. zodiark1234

    zodiark1234 New Member

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    As I main Assassin, this is occasionally very true. Lv3 Lazor Blazors are capable of hitting the fast Assassins and can actually pose a significant threat, especially hacked, though a Shaveice can perform equally as well paired with some Rockits.

    Lazor Blazors also function very well as Tank bait with a sniper or gunner nearby, preferably sniper for that easy one shot kill.
  8. killien

    killien Active Member

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    I'm pretty sure the S in DMGFALLOFF_S stands for SpunUp
  9. BroTranquilty

    BroTranquilty New Member

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    It clearly stands for Sexy.

    This is why people are NOT allowed to reference hostilebalance.ini. Just stop. Please. My head hurts.
  10. eternal

    eternal New Member

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    NUMBERS MAKE BROTRANQUILITY SMASH! NUMBERS AND LOGIC BAD!
  11. Tigerhawk71

    Tigerhawk71 Member

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    Why anyone needed to quote the balance file to work out that aiming the assault rifle increased your effective range is beyond me.
  12. DeadStretch

    DeadStretch Post Master General

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    The first class I played was Assault, back on the 360 version. I have to say for not being the greatest with the PC version these Assault changes are Fantastic. I am still able to do everything I do on the 360 on the PC except for one thing. Having a bomb ready when they is already a bomb out.

    I have seen every phase of balance changes since the beginning of the game they all work out. Everything is still new right now and you are in shock. In about a week or so you'll be fine back to your normal ways. See the thing is you are looking for something to be wrong instead of just playing the class.

    This was barely a nerf and the only thing that really is was something we've all been asking for since the PC version even released.

    As the devs. would say "Give it some time."
  13. Goose

    Goose Active Member

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    My thoughts exactly.
  14. Nerfed

    Nerfed New Member

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    There's a difference between accuracy and falloff. Aiming with the assault rifle will also increase the distance at which falloff caps out. After a certain distance, bullets do 9 damage each. Aiming increases that distance by quite a bit. This means that, often, you'll do more damage when aiming (compared to shooting from the same distance without aiming).


    btw the changes made to the bomb are a buff. Stop being morons, throwing your bombs all over the place. Think out when to use and when not to use your bombs.
  15. Polynomial

    Polynomial Moderator Alumni

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    After playing more the only thing that really annoys me is the charge speed being reduced. I'll deal with the rest of the nerfs.
  16. DehydratedWater

    DehydratedWater New Member

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    Lunge isn't technically a skill, dash is basically bad, cloak isn't needed(except for the crits, which aren't needed, just nice), and smokebomb is only good after a lunge/ to blind turrets.

    The bomb has been severely limited, as you can no longer use it for double bombing, it is really only useable for toss dets now, and the bomb has actually been nerfed in cooldown time because during the travel it is not recharging, whereas it used to.

    I'd say if they want to keep this route, at least let it recharge halfway while deployed.
    Last edited: March 28, 2011
  17. Xx Tikki xX

    Xx Tikki xX New Member

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    *points to the support*
  18. DehydratedWater

    DehydratedWater New Member

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    Support:
    Deploy turret > hack > come back in a few minutes


    Assault: charge target for kill, bomb another target, gun down, charge away, bomb bots

    Notice how one uses skills every few minutes, whereas the other needs it every few seconds?
  19. killien

    killien Active Member

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    Or allow to recharge to full, but reduce the rate to 1/2-1/3 while the bomb is active
  20. d-roy

    d-roy Active Member

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    Something I brainstormed up earlier while playing assault.
    Make the bombs TIMED.

    1. Assault deploys bomb.
    2. Recharge starts.
    3. Assault may now detonate the bomb if he so wishes. In this case, he doesn't.
    4. Recharge of the skill is done. The bomb detonates automatically 'cause the skill has been recharged.

    Disclaimer: I am perfectly happy with the current changes.

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