-Double assault's bomb cooldown. -Double assault's charge cooldown. -Double assault's reload time for assault rifle. -Reduce damage done by assault's bomb and grenade launcher to the moneyball. -Double tank's charge cooldown. -Make support's airstrike cooldown 90 seconds default, 60 seconds with gold skill. -Reduce assault's overall movement speed. Honestly, I think assault would still be the easiest class. This would cause more assaults to want to use speed or skill pill, which would reduce the standard crit shot, armor, accuracy and RoF endorsements used on the class.
I see what you mean and I support this idea ten-fold. Yet being the only class you play as in the tutorial when new players start up, they could use a bit of practice with that character until they hit level 10 or somewhere along those lines? I was like that when I started playing which was actually. . .well, two days before the game actually came out and I seemed to be doing well. I considered the Assault as a "starter" character for me and most of the people playing at that time but then I experimented with different classes and found the ones that were right for me. Technically, no-one has a favourite class. It all comes down to what position they pick and what endorsements they have. But yet again, I'm getting sidetracked, I'm sorry. <3
With the bomb's cooldown, I suggest it works like the support's turret. Barely any cooldown regen while it is out. As it is now you just lay a bomb, detonate, drop again, rinse and repeat without any drawback at all.
Maybe it's because I don't play tank, but I really don't think the assault needs nerfing. Definitely not THAT much nerfing, anyway.
Though I don't think it was intended, I find that this reads more like frustration than fair balancing suggestions. The assault is lacking in many other ways particularly when it comes to bots and turrets. I think overall the balance is good. I certainly agree with Snarf that this many changes would be excessive.
This. The Assault is MNC's most-generic class. The only thing he can do better than any other class is ring outs and his unique hovering ability which isn't really comparable to anything else in the game. Even then, the Assault doesn't outright excel at anything. Other than ring outs and his hovering, indeed anything the Assault can do can be done better by another pro.
1. It can hover/fly. 2. Bomb is nearly better than an airstrike in almost every aspect sans sheer damage. 3. It shreds other pros with barely any effort, and its hit and run tactics sometimes even make assassins look a bit lame in comparison. 4. Its charge is both an excellent mobility tool and a weapon. At level 3 it's an easy-mode lunge-grapple combo that either finishes you off, rings you out or leaves you in prime range to be killed. 5. Does bot/turret control just fine, like pretty much every other class does. It's kind of silly to see people defend the assault because it supposedly does not deal with bots/turrets when every class have good ways to deal with them. Assault is pretty close to be a master of all trades.
More than one class needs changes. Here are my thoughts. Feel free to discuss. Note: Nerfs are italicized/blue for ease of reading Assault The Assault would need to be better at fighting pros, but should have less ability to block passage/kill bots and turrets. This would soldify the Assault's role, but make it difficult for him to clear a lane without the aid of others/using ejectors wisely.The assault shouldn't be capable of running lanes so well while having such a good standing against Pros as well. -Reduce rate of fire on grenade launcher -Change LVL 3 charge grapple animation to faster "bot grapple" animation -Increase charge skill regeneration time -Increase Bomb skill generation time -Increase maximum amount of time Jetpack can suspend Assault in air -Increase accuracy during Jetpack usage Assassin The assassin needs to gain some benefit from her shuriken launcher outside of minor turret chipping. At the same time, her ability to eliminate her weaknesses needs to require more skill or more effort. Grapple needs to be amplified to accomodate laggier matches. Assassin needs to be more suited to taking care of turrets and bots, and less worry regarding fighting other Pros. Avoidance should be improved, while making it more difficult to have a successful Pro v pro fight outcome. -Allow Assassin to recloak during grapple animations -Reduce overall damage to Moneyball -Reduce overall damage to Shaveice -Increase Shuriken damage to bots -Reduce angle at which grapple qualifies as a "behind grapple" -Increase overall speed -Increase grapple range with sword -Increase frame advantage after front grapple -Change shuriken launcher reticle to better represent targeting -Change speed endorsement to only affect non-Dash speed -Increase speed endorsement bonus to regular movement speed -Reduced juice gain Support Support needs to have more tools available more often, but to a lesser potency. Require that the Support possess slightly more skill when using HH gun and airstrikes instead of success being over-simplified, but amplify maximum potential to balance. The Support needs more complete map viability, instead of being forced to hug his turrets to retain value. -Increase Firebase armor -increase Support jump height -Decrease firebase rate of fire -Decrease amount of red meter required for LVL 3 Airstrike -Decrease Airstrike splash damage -Make HH gun firing scope a frontal cone shape -Have the closest portion of the cone do more than the furthest range -Closest heals faster than HH gun used to be able -HH gun can affect multiple targets - Accuracy endorsement increases range instead of tightening spread -Increase enemy turret hack speed -Enemy turret hack is temporary, time-dependent on turret level Gunner Increase Gunner's ability to maintain lanes, but retain his weakness to Snipers. Decrease effectiveness against turrets. Decrease benefit from deploy/passive, while helping mobility and basic ability to promote investment in red/blue skills. *-LVL2 Passive Mortar rounds split right from beginning. (This would deal more damage to bots, but force a Gunner to get closer to a turret for maximum damage each shot) -Increase Minigun clip size -LVL3 Passive does not provide double rounds, merely increases rate of fire -LVL3 Deploy no longer provides head shield -Increase LVL3 Deploy armor increase *-LVL2 Deploy reduces time to deploy/un-deploy instead of adding critical shot Tank Increase defensive ability, while adjusting offensive properties.The tank takes shots, survives, and keeps on trucking. His abilities need to emphasize that. -Death Blossom is susceptible to grapples -Charge is susceptible to grapples -Product grenades do not block sight of your health bar, or any other obscured elements of your HUD -LVL3 Passive adds a head shield -Head shield works while mobile/deployed -Head shield works better while deployed (Undeployed headshots take 75% health, Deployed=50%) -Death Blossom incapable after Jet gun clip below 50% -Decreased Jet Gun Clip size *-Maximum Death blossom damage remains same Sniper The Sniper currently doesn't benefit too much from his SMG, and needs a reason to use it. The Sniper rifle's juice garnering ability needs to be dealt with, while still retaining its value as a heavy-hitting weapon. Seeing as how every other device in the game causes self-damage, I fail to see why traps are exempt. -Damage dealt from explosive rounds juice contribution reduced -Being within range of ice traps upon triggering will catch/slow Sniper as well -Increased SMG clip size -Increased SMG accuracy -Increased Sniper rifle clip size -Decreased sniper rifle rate of fire -Ice traps are destructible -Flak duration increased -Flak damage increased inherently -Flak radius decreased
I've found it from playing assault actually. As a tank, I don't have trouble against them, but every other class does. Haven't you noticed how 90% of the forum players have a good assault or only play assault? It is too easy and shouldn't have that much power.
I would even consider tripling the assault's reload. It reloads in less than a second at the moment, and that's not even fair. Jet gun is over 2 seconds, sniper is over 3, minigun is almost 5. I think they should force assaults to need something other than armor and rof high in their endorsements so they aren't the most mobile class and one of the strongest.
I agree that it's the easiest class to play, but honestly, I rarely have THAT much of a problem with even the top assaults out there. And I play assassin, which is supposed to be one of assault's primary targets. The way I view assault is that it's the easiest and least rewarding class to master. I don't know how well he kills bots, but there's no way in hell he kills bots faster than an assassin or a tank. He can kill pros fine, but a really good sniper with explosive shots should be able to kill more pros. And if anybody can find an assault that will do as well as DeadEye in k/d, I will pretty much blow them. If they nerfed the assault down that much, I promise you good assassins would eat them alive. The only thing that keeps me from chasing assaults around all the time is knowing that one bomb can easily ring me out and one charge could easily kill me. If they had shitty cooldowns for those, I'd bait them into missing each one, and then kill them with absolutely no problem. Every time. Hell, I probably wouldn't even use my cloak.
Gotta agree with shammas for once, After playing more and more assault I'm finding that hes just TOO well rounded. I wouldn't nerf him as hard as detailed in the op, but bomb and charge need to be toned down for sure. @kang Not trying to be rude or anything but those are all pretty terrible changes
Well the assault is simply a very good pro killer, and one of the aspects of that is that he's always ready. This means having a low reload time, and generally fast regenerating abilities. It's part of what his role is. If anything, his damage output versus bots and turrets should be decreased more so he actually lacks that ability. And regardless, in a Pro v Pro situation, he still loses out to Assassins/Gunners who come to the firefight prepared. Every class has its own way of being intolerably annoying. The assault's way is just by being really good at getting to/killing you, so it's a lot more noticeable.
Decent assaults never lose to assassins. The gunner can only win if he's far away or host. The assault can just keep jumping and making his bullets not register. And whoever said that the assault can't get a better k/d than a gunner, try playing against any good team. With a good tank and sniper, the gunner is almost useless, as Deadeye has seen many times against our team. Assaults can basically do whatever they want and get away with it, which is stupid.
QFT There have been many posts lately about the "influx/abundance" of assault players in pubs. The reason for this is pretty clear and simple. The assault class is the most versatile and well rounded class. Now that people understand how to use him at his peak efficiency, hes TOO powerful. Bomb is pretty much an airstrike that is easier to place and has almost no cooldown Slightly lower damage but with ringout capability and remote detonation using charge while airborne is effectively a "Get out of jail free" again, with almost no cooldown In fact the cooldown is low enough so that he can initiate you with it Either closing the gap or damaging/ringing you out with the impact and then use it to escape just seconds later from you or team members who attempt to help you The extremely fast reload on his primary means he can just rain purple drank all day er' day And honestly he can kill bots just fine, hes not the best, but its not like he can't clear bot waves with reasonable efficiency And then ofc as shamas pointed out, one of his bigest strengths He has high base move speed and a lvl2 passive that grants him very high jump height Add to this the jetpack and you can effectively just hop around and air stall while your enemy's bullets miss or simply don't register.
so you want to have no further threats to your sniping. how bout we get rid of bomb knockback, half the assaults health, fly drains 5x faster, and make him freeze when the dot on the sniper rifle hovers over him. he doesnt need mega nerfs. id rather you remove a class from the game before you nerf them to make them laughable. its bombs need to be destructable with another explosive device, like the snipers. perhaps, it needs to begin bomb cooldown after its current bomb explodes so it dont throw 2 down rapidly. i6 DOESNT NEED TO BE WEAKER THAN THE SMG. and so many more things damage more rapidly than a grenade launcher
I don't snipe. At the moment, I think that only a great tank has an advantageous match-up against an above average assault. The reload and cooldown things are most legitimate. Did you know that the AR would still have the fastest reload of any primary even if increased by 2.25x? What's wrong with that? The insta-kill bomb? Face it, if you land a lvl 3 bomb, they have no choice but to back down or stay and die. Doing this every 8 seconds? Not balanced. Being able to charge into a fight and chase your opponent anywhere in the map, and then charging away to safety 4 seconds later? Not balanced.
They have the best bots in the game aswell. Take Spunky Cola as an example: 1. Exit spawn & spam 3 waves of buzzers. 2. Grenade the bots by the centre at a safe distance. 3. By this time your buzzers will get a kill or two & a couple of assists. The money from bots, assists, kills & taunts gives you enough cash to buy more buzzers. I'm an assault noob but even I find them too easy.