1. eternal

    eternal New Member

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    How are they a buff? At level 3 its a straight nerf. Longer cooldown than before even if you detonate the bombs as soon as you can.

    Levels 1 and 2 its a buff only if you detonate bombs right away. After 2 seconds its a nerf.
  2. Nerfed

    Nerfed New Member

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    I assumed the recharge buff would be greater. If it really is that minor, I don't care much. I use bombs the same way I did before, and I see barely a difference.
  3. Polynomial

    Polynomial Moderator Alumni

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    I actually think this is a good idea.
  4. JON10395

    JON10395 New Member

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    I disagree. I think the Assault's Bomb should regen like the Support's Firebase.

    Once deployed, the meter will recharge to half and then stop. When the Assault has detonated the bomb, the regen continues.
  5. Polynomial

    Polynomial Moderator Alumni

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    This too is a good idea.
  6. azure

    azure Member

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    Thirded. A slower regen while the bomb is out (up to the half point) would encourage people to blow up the bomb sooner if that was what the change intended to do.
  7. Tiller

    Tiller Active Member

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    The problem with bombs is that its hard to remove them at all unless you trick or kill the assault. The skill recharged so that once you blow one, you can immediately set another. This made locking down areas and bomb spam easy and powerful. A good assault could use cover and effectively block the path of another Pro (for example, one base side of LazerBlazer) and keep it locked down for a good while since you either ate bomb damage or took a long way around. This was a bit of a problem in skilled hands. The solution would be to make them more possible to destroy if you spot one, or stop the skill from charging when deployed.

    I do like the suggestions above though. Either have a detonating timer or the skill recharges half way for higher levels.


    Normally Charge 3 isn't looked at as powerful. I contend that it is when you can use it to get into combat and then use it after a few seconds to ring out an enemy, then use it again to get into another fight. It was too rapid with the grapple. While I like it for mobility and I'm sad to see that's mostly gone it was Uber's intention to have him use it wisely, and thus that's how it should be.
  8. eternal

    eternal New Member

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    Agreed that the assault should have to use his charge wisely, but the nerf was excessive. I proposed changing the CD on charge 3 to be what Charge 2 used to be (8.5seconds.) Currently charge 2 has almost DOUBLE the recharge time it used to, and is slower to recharge than the tank's charge 1. If you hit someone with the grapple with charge 3 right now the total time is nearly 12seconds for it to recharge (10second recharge + ~1.5-2second grapple) compared to tank's 7.5seconds recharge for charge 3 (which if the a tank and assault both use their charge the tank's overwrites the assault's as he is a heavier class.) Not only does the assault have the worst charge now, but its not even CLOSE anymore. It used to be that the assault's charge 3 made up for the fact its single target and can't dash through bot waves by having a shorter cooldown, longer range, and faster speed than the tank's charge 3. However when used scrictly for mobility the assault charge was a bit too fast on its cooldown (6.66seconds) now its cooldown, speed, lack of priority, shorter range all combine to make it FAR sub-par.

    It shouldn't be "better" or even "exactly equal". But it certainly shouldn't be so significantly worse than the tank's charge or assassin's lunge. The point of being a "jack of all trades" is that you aren't the best at everything but you are profficient at everything. If you are only average-sub standard than there is no benefit to playing a jack of all trades and its simply better to be a specialist.
  9. Tiller

    Tiller Active Member

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    I'll agree with that. The nerf seems overtly excessive with the charge. I'm just contending it's there for a reason. Though outside of unnerfing the cooldown just a little bit I'm not sure how to go about making it so that the charge is still useful without it going back to the way it used to be.
  10. Shurryy

    Shurryy New Member

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    Whine~Whine~Whine~Whine~Whine~Whine~Whine~Whine~Whine~Whine~Whine~ :roll:

    I'm having no problems using the assault as he is now. Still highly mobile, still highly capable of guerilla tactics, still dangerous in the right hands, can still deny an area, can still charge people to death, and can still escape a tricky situation quickly.

    It all depends on timing and precision now, instead of being capable of throwing two bombs in rapid succession, you now have to use your assault rifle or grenade launcher as your real source of damage! As it should be. And the stuff about assaults being poor bot killers...?
    Really? Are you serious? He can take down a jackbot on his own in two bomb throws as long as he keeps nailing it with grenade launcher, and its still only about 5-8 seconds wait for the bomb to recharge! If not less! And his grenade launcher... Only one needs to hit a jackbot and the slimbots are gone! About five shells and the jackbots should be gone too.

    This was a perfect balance, as before the Assault was a cakewalk, now you need to think before you go tossing your bombs around while singing jinglebombs and doing a tapdance on your keyboard getting auto-kills.
  11. eternal

    eternal New Member

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    Wow. Ok. You are WAY THE F* off. So much for "I play assault"

    1. Bombs have a 11 second cooldown now. They NEVER had 5-8 seconds.
    2. It takes 3 headcrab bombs and 20 grenade launcher shots to kill a jackbot. Totalling around 25seconds. (A tank or assassin or sniper can kill a jackbot in about half that.)
    3. Jackbots aren't the only bot that spawns, being able to fight a jackbot doesn't make you a good bot killer.
    4. Where did Uber say that the Assault was supposed to use his grenade launcher and AR as his main form of damage? I've never read that anywhere. Because if that is true, he is SCREWED since grenade launcher has pitiful DPS and AR has very short range before a severe damage drop off.
    5. You obviously DON'T play assault currently, and probably barely played him before.
  12. TheWilder

    TheWilder New Member

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    Hating Assault nerf much Eternal? I see you cry everywhere. That guy maybe dont knows the numbers (Or he uses Skill recharge endorsments) but he is right, in the right hands its still an ownage, with less charges...but im kinda happy that noone calls me a noob or say "you are playing the OP class, bla bla" on the Pub servers anymore. He is still usable and he is still awesome, and BTW to kill a jackbot you are ok with 2 grenades, since you will spam him with your grenade launcher before your skill recharges.
    So you are the one who don't knows how to play here, not Shurryy
  13. eternal

    eternal New Member

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    Jackbots have 20,000health
    Grenade launcher does 450damage per shot to bots

    With gold ROF, you fire 1grenade every 0.7seconds
    The assault has a 2.8second reload time with grenade launcher and 10shots per clip.

    So you are doing 4500dmg over 9.8seconds

    Bombs do 5750 damage to a Jackbot at level 3
    Running bronze skill (The main viable assault endorsement that doesn't concentrate on survivability is gold ROF silver accuracy bronze skill regen.) you get a 25% skill regen boost. So every 8.5seconds (7.5regen + 1second before bomb can be detonated to start the regen timer.) you can throw a bomb. Assuming a completely ideal situation.

    It would take you 20seconds of constant fire to kill a jackbot (keep in mind, you can't shoot our grenade launcher while doing the throw animation for the bomb so that adds about 1second per bomb throw.)

    An assassin does 1000damage per swing from behind using the sword against a jackbot. And swings every 0.4seconds if using silver ROF endorsement. So that is 2500dmg per second. So she kills the Jackbot in 8seconds

    --

    And I find that the assault had needed a nerf for quite some time. I just feel that this nerf was excessive in scope and needs to be pulled back to about half of what it was.
  14. DeadStretch

    DeadStretch Post Master General

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    I think it's funny that you keep throwing the numbers out. You know there are other factors in the numbers besides the Assaults direct numbers.

    Regardless of the numbers the Grenade Launcher is pretty deadly and can easily take out waves of Blackjacks and Slims. A single bomb attached to a Jackbot can bring it down to around half health.
  15. eternal

    eternal New Member

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    NO

    NO IT F**KING CAN'T. Stop spreading false information

    1/4th is NOT 1/2

    The grenade launcher is PASSABLE at taking out botwaves. It gets the job done and nothing else. Its not fast, or efficient like the sword, jetgun, mortar launcher, product grenade.

    Just because you are comparitively poor at something, doesn't mean you are unable to do it. Just because someone CAN run in a marathon, doesn't mean they will place in the top 100.
  16. DeadStretch

    DeadStretch Post Master General

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    Idk man red health to me means more then 1/4 health.

    STOP RELYING ON THE NUMBERS AND USE YOUR EYES TO JUDGE FOR YOURSELF!

    There I yelled to, to show I mean business as well.
  17. Polynomial

    Polynomial Moderator Alumni

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    I feel thrilled that the class I picked to be the best back in August 09 turned out to be the best. Death to the unbelievers!
  18. killien

    killien Active Member

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    Grenade launcher isn't bad at dealing with bots, but weapons like the sniperrifle and railgun are vastly superior due to punch-through and range

    There's only one way to take out a massive chunk of a JackbotXLs health with the bomb: Juice
    If you're not Juiced, you'll only knock out 1/4 on a headcrab
    If a Jackbot is taking more damage than that without juice, there's a bug
  19. DeadStretch

    DeadStretch Post Master General

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    Juice doesn't affect skills in any way.
  20. arseface

    arseface Post Master General

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    I would LOVE to know the factors besides the numbers. I love numbers. I love them because they don't lie, when they lie there are just more numbers I haven't accounted for.

    BAL_EXPLOSIVE_DMGVSFOD =2.5
    BAL_EXPLOSIVE_ATTDMGADD =2000

    Numbers don't lie, you were just missing some numbers.

    EDIT: OH SHI- I totally missed this
    BAL_EXPLOSIVE_JUICE =1.5
    This surprised the heck out of me.

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