My thoughts on the Assault...

Discussion in 'Monday Night Combat 360 Feedback and Issues' started by Goose, September 9, 2010.

  1. Goose

    Goose Active Member

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    I gotta disagree when you say that Assaults are great at taking down Gunners. That just simply isn't true...

    A gunner can kill an assault from twice the range an Assault can kill at and when you say that he can kill in one clip, ummm so can Gunners. and thier clip is bigger. The only way to kill a gunner with a Assault is to get the surprise and that could go for any class.
  2. OoPpEe1985

    OoPpEe1985 New Member

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    If met at medium to close range a Assault can outgun a assault. Yes quick reaction on the Assault or slight surprise on the Gunner is key. Grab 2 controllers get close range with a Gunner and Assault and push/hold fire at same time. You will see what I mean. Gunner will usually win. Now do same thing but have Gunner push fire a split second after the Gunner. Gunner will wipe him out usually. This could also be caused by how I have my support setup for Endorsements.
    I've wiped out many Gunners as a Assault and I rarely play Assault (Support player - #166 on Crossfire Leaderboards). His bullets do more damage per bullet of a gunner. Which is obvious due to Gunner's massive clip. He can also just charge if closer ranged, I've rang out many by charging them as they are turning to fire at me, and that slight delay before they can start firing can cost them if you are quick.
  3. Goose

    Goose Active Member

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    Then couldn't I say the same against you? The gunner shoots first and the Assault dies. The assault shoots first and the Gunner dies. It works both ways except the Gunner can kill you from a farther distance and can easily take the place of an Assault in terms of kills.
  4. Leonyx

    Leonyx New Member

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    The assault's mobility allows him to quickly get out of that situation or find cover for protection, while the gunner is slowed down while shooting and really can't avoid the conflict once it's started. It's really more of an even match-up, though I would have to give slight advantage to the gunner because of the extra range.

    Are you at least convinced that the assualt has advantages that set him apart from the gunner? That was the whole point of the thread, right?
  5. Enigma5081

    Enigma5081 New Member

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    Assault is my main class and the number one thing is that the bomb is your best friend. Learn to lob it right and you will wreck, jet pack is also your close friend a must against gunners. And in my opinion charge 2 is better because if there is an assassin or tank around when you grapple somebody your dead. With level 2 i launch gunners and tanks, and with level 1 or 2 skill recovery you it recharges fairly fast. And tanks and gunners are easy stick as gunners slow down when they shoot.

    And for thoughs wondering how you die so fast its rate of fire and accuracy.
  6. Grec

    Grec New Member

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    -Speed 3
    -Accurancy 2
    -Rate of Fire 1

    There you go.
  7. PhantomPhoton

    PhantomPhoton New Member

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    Assault is my main class...

    Endorsements: RoF, Clip Size, <your choice>

    Use BOTH your weapons. With RoF and Clip Size endorsements, you can devastate enemy bots with the grenade launcher (I also like to use it to take out Gunners from a distance) and also do some decent damage to turrets. If an enemy Pro shows up, just swap over to assault rifle and lay a clip into them. Charge and Bomb are both useful can openers for many different situations (Charge can be used to ring out tough players, kill off assassins, or flee from damage; Bomb is useful on breach-bots, Jackbots, Bouncers, enemy Pros, firebases, turrets, etc), and gabbing the Critical Shot passive skill is a good option too.

    The real trick is not to concentrate on PvP, but instead support your teammates with your mobility, push the lanes and hold the middle ground.

    I had a match the other day where a player playing an Assassin and I (as Assault) managed to push one side of the level all the way to the enemy base and hold it there for upwards of 5 min until our team could push the other side and allow us to take down their moneyball... The class is good if you use it right.

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