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I wish they would adjust the recharge time for the jump pack a little. Still feels too long.
Haven't played assault for a while. Working on weapons for other classes. Was and probably still os my favorite class.
I completed all of the maps on lethal except one playing assault. For weapons I prefer the thunder hammer and heavy bolt pistol. Some perks I like and sorry I do not remember all the names are the non-finisher gun strikes restore armor(very key) along with the perk to increase gunstrike damage by 50% since it happens so much. I like the perk that increases your secondary's weapon damage by 15% so I have something for range. I also like the precision strike increasing ground pound damage by 100% paired with zealous blow to get jump back up quickly.
As far as play style I try to be flexible in each match and do what's needed. If I'm on a team with a bulwark where he sets up shop I try and jump in at the largest grouping of enemies over there. Start sweeping around with light attacks since they are so good at clearing out minoris and pound away with heavy attacks when able or if needed. If there is a ranged teammate like heavy that starts getting some pressure I'll jump back over that way to clear them out. Pommel strike is an easy way to setup a free gun strike to get armor back.
Basically just staying on my toes and trying to be where needed.
Yeah I'm only up to Ruthless, but I concur with the Heavy Bolt Pistol and Thunder Hammer.
Thunder Hammer has a trick you can use in the Skills. The Assault has a Skill that doubles the damage of Ground Pound but restricts it to half the AoE... it's pretty brutall.
I tend to use the hammers with the best speed/damage combo. I generally go Damage first, but if the speed is too low, go with the second most damage.
I take the middle Tree for the first 3
Overcharge 15% damage on Charged Attacks
Retribution 15% more damage after being knocked back or grabbed
Knowledge of the Enemy !5% Damage on Majoris/Extremis Enemies
Squad Cohesion: All members abilities recharge 10% Faster
Precision Strike: Ground Pound deals 100% more damage but radius is 50% smaller
Manueverability: Jump Pack recharges 20% faster
(I have considered the bottom one Zealous blow because I do a lot of ground pounds)
Pride in Duty: Ground Pound does 25% more damage after a finisher
Ascension: Jump pack deals damage to all enemies in the takeoff area.
Shattering Impact on Thunder Hammer adds 50% ground slam radius.
Heavy Bolt Pistol or Normal Bolt Pistol, well I just like the most damage per shot so go Heavy. I never really run out of Bolt Pistol ammo unless I have to fight a ton of Zoanthroapes.
In higher difficulty tyranid, i prefer to use increase ground pound dmg by 100% to take out majoris fast, lock the range first, stick to them to stop them from firing usually they start to drop like dominoes once the first one die. Use parry to get gunstrikes from melee majoris and armor from minoris. I also use flat 20% CD reduction on ground pound as i hardly use ground pound to kill minoris, (widely debated here, just personal preference). I also prefer not taking second aftershock hit, as i find the animation lock in to be too long (yes you can animation cancel) however i like +1 ground slam as it pairs well with pommel strike now.
Against chaos is much harder. Perk wise same. They dont do much parry-able attacks like tyranids and more orange attack instead, so melee cautiously and try not to get animation locked in when they do orange attack. I find myself using my handgun more for this reason.
Lethal is mostly the same but your team mates need to follow you when you fly into backline.
As for perks I aim for the the ones that make me absolute death to things I land on, it makes me smile. (Also gun strikes.)
Thunderhammer is superior by far because it has the most cancellable animations!
I love using the powerfist to focus down chaos majoris enemies too but it lacks in the aoe department
You're kinda right about Chaos being the hardest, but I find them hardest for a different reason, there's just so many shooters which is the one downside to playing Assault, you get shot up and unlike with Bulwark you have little to no defense against it. They can even kill you during a Jump because you keep taking damage anyway.
Assault has no sustain anymore, so generally they pick a priority target (example, warrior group) slam, spam thunder hammer AoEs and chain executions until everything's dead.
Slam+Hammer spam does a lot of damage, so is pretty effective. Emprah help them if they get caught in front of one of those moronic enraged range warriors, though. Or zoanthropes.
Against chaos though...don't. Simple as that. Even skilled assaults get shredded with the nonsense that faction has now. At least vanguard has its healing/cooldown reductions to carry it there.
I see your point, but I've found in a lot of hectic fights its easy to drift apart and end up getting a gun strike juuuuuust out of cohesion range. It would be annoying for any class, but for assault it begins to get really aggravating.
Hopefully the cohesion thing will be extended/removed in the upcoming patch though. Once thats done, assault will be much nicer to play as. Unless its against chaos.