Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It all depends on what kind of playstyle you most enjoy.
Some common ones that people like are:
1. Ambusher Jump Jets / any Shotgun / C4 / Flight Suit (this is optional, I prefer Nanoweave with this build) / Safe Fall (you WILL suicide regularly without this) / Regen Implant (because C4 is amazing on Light Assault and you can't carry medical kits as a result)
2. Icarus Jump Jets / any weapon / either C4 or medical kits (C4 not as useful on Icarus builds) / Nanoweave / your choice of implants
3. Drifter Jump Jets / any Carbine (do NOT use any other primary on this build) / C4 / Flight Suit or Nanoweave / Regen Implant / Catlike 5 (VERY imporant to this particular build).
Skirmisher jets are contentious among veteran players. Some people say they're by far the weakest kind of jet and some people say it's their favourite. It's a love-or-hate thing; I'm one of the haters.
(ps. regarding the Tengu, be careful. It's an okay gun when you aim down sights but it's one of the weakest weapons in the whole game if you try to hipfire it. Because the Tengu is a 200 damage model gun it takes 5 full body hits of all pellets to kill or 2 and a half head hits, and its 500rpm fire rate puts it at a lower DPS even at peak performance than most other SMGs. The Tengu's only redeeming strength is it smooths out inconsistencies in aim with its pellet spread and it's good at killing infiltrators. SMGs in general are a bad choice on light assault because you're likely to be fighting either at range due to having used your superior mobility to find a good firing position OR because you're flying. SMGs are very weak at both roles, and a carbine does both roles very well, particularly those carbines you can hipfire very well such as the AF4-A Bandit, which is by far my favourite for light assault play.)
Live free in the NC.
Next. The word "best" in this game has to real answer. There's no "best" so much as there is a "best for what you want to do". With most of my advice being "best for all round use while not specializing at any one thing".
First, the weapon. The default Mercenary. Like all default guns it's good for any and all fights you might find, which is more important that a gun like the Tanto which is you don't know what the one way it wants to be use in is makes it much more useful. And being a carbine will let you still land some shots if you are in the air when you start shooting, though aiming at the when on the ground will still help land more shots. This way you also get the best addition for it for free, a laser sight. A suppressor can help but I would also first give it a 2x red dot sight.
Jetpacks. Again, the default because it gives you the most options on where you can use it.
Falling off a high building? Short, well spaced apart, bursts on the way down and then hold for the last 20 meters (unless you fell from under 20 meters, about 2-3 stories high, then just do the first bit).
Need to get between one place and another in the air? You get further along hozisontally with lots of little bursts than with holding it down.
Need to go up? If you can't figure this one out you're playing the wrong class
Suit slot. Nanoweave armor. You are going to get shot at. A lot. This is normal.
This will make you that little bit harder to kill that will give you that little bit more time to kill them first in a fight, which is this game can be all you need to come out on top.
Grenade. Default. Use it to blow people up. Think there's some one on the other side of the door? Throw the nade in first. Hope a friendly don't run in after it. Again....
Pistol. One guess. Did you guess the default? You are right. But if you can give it a darklight, their good if you're trying to flush out an infi that you think is nearby. And at close range, though at a slower RoF, that pistol packs more damage per bullet than your carbine does.
Utility. Medical kits. Easier to use than the other option and will put your health (the green bit) back to full from what ever it was at instantly. Save the C4 for when you feel you can stay alive long enough to be without the pocket medic as the normal medics will often be unable to get to the places you died in.
Implants. Stick with the defaults unless you get anything you think might be better like safe fall, health regen or really anything that sounds useful and/or fun. Otherwise don't worry about them.
How to play. Simply put, always look for another way in and not the front door everyone else is using, even more so if you can find a way in from the next floor up. You are the only class that can move in a 3D space while everyone else is stuck moving in the 2D on the ground.
Amanoob is right that all the default stuff is great. It does a good job at every role even if it's not specialized at any one. If you're still getting used to the light assault class, though, that's great because it gives you time to figure out how you like to play.
My prefered is drifter jump jets for drifting from height to c4 vehicles.
All my loadouts use a shotgun primary and the gladius as secondary. You have to have ASP to use smg's in the secondary slot.
Flash grenade for breaching rooms.
Safe fall and regen for implants.
My current favorite LA loadout is:
Jaguar/Mercenary/Fortuna (1x, flash suppressor, grip, SPA if available)
Event squirtgun (It's surprisingly accurate while airborne since the projectiles are massive)
Default ammo in the rocklet rifle
Icarus jetpack (it's just fun, especially if you learn to bounce. But Ambusher and normal are both strong choices, while drifter might be a little more situational but better for C4ing)
Nanowave 4
Frag grenade
Medkits
Battle Hardened (Not required but I hate flinch), Counterintelligence. If you don't have those, target focus is nice for ganking MAXes and sweeper HUD can be nice. Safe fall, aerial combatant, and regen are good with other loadouts.
ANY shotgun and jump jets.
Just joking, pay not atention to me
The merc is a overall nice gun (better if aim well,if you land HS consistantly ,well you murder enemies fast) but is less accurate than the Tanto (Which is great if you love Headshots but worse if you don't)
Lots of meme loadouts in here, the most effective one would be as follows:
Carbine(s): GD-7f, Bandit, Mercenary, ACX-11 (all great choices). Don't use the Tanto, it's terrible. Attachments are the standard 1x scope, Flash Suppressor, Laser Sight/Grip (your preference), Soft point ammunition (where available).
Sidearm: No reason to ever use anything but Commissioner or Underboss.
Jetpack: Defaults are the best all around, others are way too situational. Ambushers were a mistake.
Rest: Nanoweave Armor, Frag Grenades/Flash Grenades, Medkits
Implants: Assimilate and Battle Hardened are meta, personally I also enjoy Assassin on LA. Counter Intelligence is also nice, but an exceptional implant, so rather rare.
side note ,May I suggest if you don't aim for the head often ,use Safefall instead of assimilate (So you don't need to waste fuel on falls unless you want to kinda hover above them abit
Can I counter with in that case you should aim for the head more often? Safefall is such a waste for a minor convenience.
One good middle ground is to aim for the upper body, easier to hit and should the recoil place your crosshairs on their head as you are shooting them, win/win.
Sure, but its a good habit to get into early. And even the Assimilate bonus from the occasional 'lucky' headshot is more useful than running safefall in my opinion.
So until they get to a point aimming is less issue,I stick by my suggestion of safefall (To give a idea ,if you are more a tactics guy than a shooter guy,safe fall grants you more options on how you can engage or disengage,I have won a good few engagements thanks to safe fall alone (Stupid example of why it's nice ,was flying in a reaver as a NC heavy (If asking Transport reasons) landed on a roof top,killed a guy near immedately due to landing behind him (And safe fall saved me from any damage) , proceeded to just go inside the building behind the enemy's main defenses,was a nice bloodbath (Til I ran into a TR Max and friends)
Basic idea Yes ,Assimilate can offer a bonus if you need to recover fast or engage multiple enemies and hope to win ,but It only does so if you are actively able to hit the head consistantly,Where safefall is a consistant implant that helps with new LAs and classes in general on the mobility front (So a LA won't have to use thier jets to safely fall and potentially give the enemy a "I'm up here" noise to go with)
I may had rambled abit too much.
let me fix that...
1. Ambusher Jump Jets / pump shotgun and pump shotgun only / C4
semi auto shotgun are absolute garbage..