Assault class -- Basically useless?

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  • EliteRazgriz666

    #91
    Re: Assault class -- Basically useless?

    Plus alot of ppl underestimate the engineer shotgun...the S12K is a killa on strike at karkand coz of the close shootouts in alleys etc.

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    • tehpwnerofnoobs

      #92
      Re: Assault class -- Basically useless?

      The patch made MP7 pretty good too. I love going around on Wake PLA as an engy now. Tons of repairs and good cover for blasting unsuspecting noobs or throwing mines ontop of tanks xD

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      • RingPirate

        #93
        Re: Assault class -- Basically useless?

        I love both the M16 and the Ak101. The M16 clearly has the advantage at distances but I really don't know what's up with the G3. The recoil is just too bad to suit my style of play. Anyone thinks they'll add yet another unlock to each class?

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        • vbl

          #94
          Re: Assault class -- Basically useless?

          Originally posted by EliteRazgriz666
          Plus alot of ppl underestimate the engineer shotgun...the S12K is a killa on strike at karkand coz of the close shootouts in alleys etc.
          S12K is crap.

          Pump shotguns p'zone all other Engineer weapons.

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          • sidtherat

            #95
            Re: Assault class -- Basically useless?

            Originally posted by PHPT
            Numbers are there to help you understand the weaponry so that your own personal beliefs don't blind you to reality. They help you understand the advantages of your weapons to help see when they will be strong enough to overcome the disadvantages.

            If you can't accept that, then fine, go join all the people who think the SCAR-L is more accurate than the G36C, who think either of them are more accurate than the M4 or QBZ, that the L85A1 is the most accurate assault rifle, and that the M95 is just a less-accurate M24 that can shoot pilots.

            The G3 has a small clip and nasty recoil, but it also drops enemies faster than any other automatic in the game, including the LMGs. What you're saying though is comparable to saying the DAO-12 sucks because it takes a long time to reload. Every weapon comes with its disadvantages, and ammo should hardly be a concern anyway with the massive influx of support players running around.


            G3 does 40 damage with 600 RPM. At 450 RPM, that would be the equivilent of 53 per shot (the PKM does 45). At 900 RPM, that would be the equivilent of 27 per shot, the only weapons that exceed that are the G36E and M16, which are burst-fire and will NOT kill a healthy target in one burst.

            Kills unarmored in 3 hits (which is 2 after the first shot, a.k.a. 0.2 seconds) and armored in 4 (which is 3 after the first shot, a.k.a. 0.3 seconds)

            Only other full-auto weapons close to that are the Type 95 and SAW, which both kill an unarmored target in 0.2 sec and an armored in 0.4. Which makes the G3 the most powerful bullet-spewer in the game.

            Happy?

            you forgot one thing - that damage per seconds and hits-to-kill are based on assumption that ALL your shots connected. with g3 this is hardly the case. this gun recoils heavily, using it full auto in other than cqc situations leads to lots of holes in the walls. and using it semi auto negates all benefits of 'fastest killing weapon in the game'. that are the factors you seem to ignore. and yes, i believe in hard numbers.
            both lmg's and other assautl weapons need not to worry about lack of ammo in full auto and can keep the trigger squezed. g3 goes dry.. that 10 bullets less and low clip count lead to running with half empty magazine. and dying because of it.

            i dont negate the g3 sheer firepower - but i found it useful only a) when there are lots of support bags [not players, nowadays support players do not drop bags] and i can reload after EACH shot b) when i spawncamp on karkand. other than that this gun is unreliable and is outperformed in PRACTICAL situations by lmg's or any of the other assault rifles.

            my main grip with g3 is its recoil. sights just jump all over the place. try to unload that auto fire and HIT on a distance longer than usual shotgun distance.

            ps. i prefer pancor to pump actions. damage may be smaller, but i get more than one shot before opponent fires back. and saiga.. well, i simply love it. even when i know that it needs 2 shots [4 in practice] to kill.. and reload. and repeat.. :) i simply like it

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            • Paas

              #96
              Re: Assault class -- Basically useless?

              Originally posted by Wargimp
              Well, given that their intended roll is rushers, I'd suggest making them the only class that breaks the armour/sprint model. They aren't hauling any oversized equipment around, they've got a general lighter loadout than anyother class, and they are supposed to be able to rush into close situations and dominate.

              Make 'em the only class that has both mobility AND armour?

              The other tweak that I'd like ta see is making the GLs a little more effective. They definatly got over-nerfed.
              Yes! Maybe if "YOU" say it people will actually listen. I said the same thing months ago, carry the torch brother, CARRY IT! (No, I'm not being sarcastic. I'm serious. I'm not liked. :P).

              {WP}Paas

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              • WarGimp

                #97
                Re: Assault class -- Basically useless?

                Originally posted by {WP}Paas
                Yes! Maybe if "YOU" say it people will actually listen. I said the same thing months ago, carry the torch brother, CARRY IT! (No, I'm not being sarcastic. I'm serious. I'm not liked. :P).

                {WP}Paas
                :laugh:
                Like I said... part of the problem is that people will make huge amounts of noise about things they hate, but won't bother to support things they like. Rounding up support for positive change is aways harder than getting people to scream for nerfs.

                Nature of us beasts, I guess.

                BTW, here ya are: http://www.totalbf2.com/forums/showthread.php?t=66153
                Getting a clear poll going is the first step to seeing how much support there is for the idea. If it's strong enough, maybe some arm twisting can be done.

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                • {HHx}b14ze

                  #98
                  Re: Assault class -- Basically useless?

                  What is all this talk of the noob tube being gone? It's altered. I think its easier to noob tube now more then ever.

                  Comment

                  • WarGimp

                    #99
                    Re: Assault class -- Basically useless?

                    Originally posted by {HHx}b14ze
                    What is all this talk of the noob tube being gone? It's altered. I think its easier to noob tube now more then ever.
                    The fark are you talking about?

                    I'm not gonna pitch a fit over the nerfed toob, but claiming that it's easier to kill with now is utter complete and unabashed bulls:censored:t!

                    Blast radius is reduced, it now has deviation, and there's nothing quite like bouncing a GL round off the front of an oncoming car to build frustration at the changes.

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                    • ARC|Noodles

                      #100
                      Re: Assault class -- Basically useless?

                      Has anyone seen how amazingly inaccurate the tube is now? It was so badly over-nerfed it's not even funny. Give the n00bt00b a little boost, add some more smokes, and it'll be better, but for me right now, the G3 (and AK) are the only things keeping me playing this class.

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                      • Deadeye313

                        #101
                        Re: Assault class -- Basically useless?

                        I don't think anything suggested will bring back the assault kick like it was before the GL was nerfed (unless they return it quite a bit). So how about instead of tweaking the weapons we give the assault class a new job in this world full of PKMers. Give the kit a grappling hook.

                        I think a grappling hook would do wonders to restore the use of the kit. And help balance things like ungettable snipers and unreachable locations due to terrain or claymore spamming.

                        For instance, on a city map like Karkand a great squad could be 2 snipers, 1 assault, 1 support and 1 medic. The assault guy could find a nice rooftop that unaccessable any other way and throw a grappling hook up to the top. Now, thanks to the assault guy, the team has a prime sniping location and ammo and medical supplies.

                        Another thing the assault kit could do with a grappling hook would be to take out enemy snipers that otherwise would be impossible to attack.

                        For instance: Say you have a sniper or 2 on top of that tower next to the square on Karkand. they have claymored all the ladders and there's no way up. So, call in the assault class. He can throw a grappling hook up to the roof from an unexpected location and get both the snipers. Snipers would now be forced to be very careful in city maps because there will a class specifically there to take them out. Also, snipers could no longer just lay claymores around every corner in the map and get free kills because the assault guys could just use grappling hooks to go above the alley in front of the hotel. It would be the next best thing to having an engineer around.

                        I always felt the special forces stuff would be great on BF2 vanilla maps and if we can get just one and give an otherwise unused class an edge, things could be fun again.

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