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Your ranged teammates should be taking out the ranged enemies whilst you keep the melee enemies off of them. If they don't and instead keep engaging in melee with you (e.g. sniper/heavy) then there isn't much you can do except break off to deal with them yourself or use Kraks etc.
Ah okay, thats what I thought. I feel like the boost dash needs 2 reasonably quick cooldowns (for pve) then the ground pound have its own cooldown.
then always try to use your gun strikes.
and if that doesnt help use a fencing weapon and parry a lot on top of that.
remember you can dodge and parry everything that isnt blinking orange. not just when you get the blue indicator.
you have to be in the thick of, you have to use every invulnerability tool the game gives you.
whenever you are not dodging, parrying, gun striking, executing or jumping you are basically near death.
If you can't juke, and keep dodging as you get them into melee range, then all you can do is get behind hard cover and let them come to you.
I mean, it is hard to know how long you need to aim in mid air, but generally snipers shouldn't be able to shoot you out of the air. Their tell tale "laser pointer" will be on you much longer than your jump takes.
If you get shot out of mid air, you aren't paying attention to the Laser Pointers of the enemy. The Laser was on you before you took flight. Be it the sniper of the Thousand Sons or the Warriors with the Venom Cannon. Their telltale "Laser" will be on you for quite a bit. Do not try to "dodge" them by taking flight, actually dodge them by rolling. Wait for the shot, then jump after you dodged the attack.
Yeah, but melta is a super crutch and it can hardly be called playing the game.
I did see that perk about the dash down the tree, I need to get it.
Assault has a massive survival boost once you unlock the perk which gives you 1 armor segment from non-lethal Gun strikes. So regardless are you scoring a kill with gun strike you always get 1 armor.
Fighting anything that is Majoris or higher is way easier and mid-fight armor gains are better, because of this. Not only do you gun strike a lot of the time elites and even Terminus level enemies (even more so because assault has 50% better perfect dodge window build in which helps triggering gun strikes on non-parryable attacks), now you get 1 armor segment each time you do so. So on avg you do 1 gun strike on an elite enemy, so that's 1 armor and then you melee finisher them, that's another armor point.
Pick also the team perk that increases gun strike dmg for everyone in the squad by 50%. You remove elites hella faster, which translate you getting more melee finishers which in turn gives you armor.
Jump pack upgrades that I pick is the one that gives you 100% more dmg (50% reduced AoE) on it and the one that gives you 10% of charge back per kill. Everytime when you get mega swarmed just jetpack away (hold button) and prep to charge back in. You get easily 10 (1kill = 10%) kills with it that way which equals 100% cooldown reduction for the ability.
So use jetpack wisely. You get 2 charges, use 1 to reduce enemy numbers and using your own judgement save the last charge to get away, or commit it for clearing more enemies.
Best usage imo is slamming into mega swarms that are on you instead of swinging with hammer. Getting jetpack back online is no biggie, getting your health back is.
Speaking of hammer, I chose the bottom line perk but went back up soon as I could. Then yoink the HP increase for contested health and soon after that back to bottom line and yoink the 20% minoris enemies dmg boost. With this set up you will smacking the ground hard. (PICK FENCING TYPE HAMMER, but not the purple rarity one, pick Balanced purple hammer instead. Fencing purple hammer has literally no speed, once you get it to Relic then go back to Fencing hammer).
So what you do is you learn to do minimal charge up with the hammer (from neutral) a skill called Aftershock, it's a charged heavy that you do from neutral stance. Your character will slam the ground with explosive effect and once you get that perk that gives it "an additional spin", your character will actually slam the ground twice. Fantastic to make swarms fly away (those that didnt die will be flying away often giving you gun strike opportunities.)
But that's not enough, what you do is you do the minimal amount of charge and let it rip and soon as your done with your 2nd bonus slam you animation cancel that attack with a parry and start charge it up again let it rip again with the minimal charge time. Repeat process as many times as you like. Get used to the loop, it's really effective. But just know that sometimes you might get "mega swarmed" and that's the time to use jetpack to clear them out. It's faster and most importantly you conserve health.
Pay attention to enemy ranged units, the little bastards that leech your health away, slam them, prioritize them ! If you can't shoot them down with your sidearm, jetpack on them or just break their line of sight with you.
Sniper majoris tyranids are no joke, just run at them and dodge their shots. As you said they can mid-air snipe you, even if you don't charge your jump pack they can just casually John Wick you out from the air.
Assault is 99% all about melee and jump pack usage. You gotta really put in the effort to learn the melee system; parries, dodges and gun strikes. And as I mentioned you have to mess a bit with animation cancel to really become an Angel of Death.
Edit: Hammer running / dodge to melee attack causes minoris enemy always fly on their back and gives you gun strike opportunity, easy armor !
For the assult you want to run with the chain sword, it is alot better at highter content than the hammer. Also your main dps is from perfect dodge and gunstrike, so practice that.
I have to say I underestimated the Chainsword on Assault, but it is the weapon you want to use if you're doing the +50% Gunstrike damage and Shield on non-lethals with the fencing version. But it is much slower to kill than the Hammer. Hammer is little more than one Jump and a hammer swing with Precision strike talent. Sometimes you can kill turn a group of elites red and execution ready in one jump and a hammer swing.
Chainsword when played in this way tends to be a lot more defensive. slower to kill, but you gain back so much armor in melee and it is very quick to kill with gunstrikes though those are passive.
However none of that does you any good against you true enemies... the little chaos sh*ts who enmasse shoot the hell out of you, and the Tzanglor Enlightened, Neurothropes, an Zoanthropes, who for whatever crazy reason your jump pack cannot reach or touch when it should. Or the really chezy crap on hammer where the Snipers will suddenly appear out of nowhere and snipe you when you are in the middle of an animation lock on hammer. Hammer allows you to block in an animation lock but not dodge.
Luckily we now have th Volkite pistol which is extremely good and taking out entire waves of the IG little sht shooters. Just a slow fan while holding the trigger can wipe the entire wave of them out.
The other problem with Chaos being mostly shooters, is that game mechanics that entire assault builds are based on are out the window since you never get to do any gunstrikes except rarely. I used to use Powerfist too on occasion in Chaos boards which it was pretty good against, but since they added the Enlightened its too much of a liability.