Assault class - how to effectively used them?

Share strategy and tips here.
Dong101
Posts: 68
Joined: Thu May 12, 2016 1:03 am

Assault class - how to effectively used them?

Post by Dong101 »

I am way under utilize the assault in my game. After tiggering addition pod too many times, I stop bringing assault on mission.

I read thst they are good. But in my game, I always find them more of a burden due to lower mid to long range aim. Often I need to move them close butcend up triggering additional pods.

While arc thrower is nice, I find psi is better in lock down single target and offer other utilities skills that help the squard every turn.

Now all my assault become haven advicers :roll:
Saph7
Long War 2 Crew
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Re: Assault class - how to effectively used them?

Post by Saph7 »

If you use assaults well, they can practically win you the game before psi soldiers ever get running. Assaults and Shinobis are the only early-game classes that can double move and attack, and their attacks hit hard enough to kill nearly anything in March/April. Yes, you'll sometimes trigger additional pods, but that's really not a big deal (if you trigger stuff on your turn, it doesn't get to take yellow alert actions). Besides, even if you do trigger something, who cares? Just kill them too.

A standard Extremely Light mission has around 9 enemies, and an Assault can easily kill 2-3 of them. If you pair the Assault up with a Technical (who can be expected to take out another 2-3), then that's most of the enemies on the mission. Add a Specialist to support and they'll generally be fine even in tough situations. My preferred 4-man midgame squad is one Technical, one Assault, one Grenadier with incendiaries, and a Specialist (either officer or overwatch). You can beat anything up to and including a Very Light with no trouble at all.
hamds28
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Joined: Thu Mar 30, 2017 7:36 pm

Re: Assault class - how to effectively used them?

Post by hamds28 »

You don't have to shoot with the assault every turn. My assaults approach with blue move and hunker if no shots present themselves. It forces the enemy to reposition themselves or get flanked. If you don't mind losing Lightning Reflexes, you can also take Slug Shot. I find that my assaults dip in effectiveness slightly around April/May, but pick up with weapon upgrades. A mid range class can afford to not kill an opponent, but a flanking assault is exposed when you fail to kill someone at point blank. So I usually pick targets that are well within the expected damage range. Also, I tend to use my assaults in the middle of the turn, when the outcome of some of the other chancier shots have been resolved and I know whether or not that flank is safe. My shinobi almost always goes last, and if necessary, breaks cover to save the assault.

Assaults are most powerful against smaller pods as they get more chances to flank without retaliation. High level, well equipped assaults are monstrously deadly. My Gunnery SGT Assault faced down a three muton pod all by himself in a house with bad LoS for all my shooters. Turn one, bust glass roof and blue move to muton 1 (also flanking muton 2 but not within shotgun range) destroy it with a 100% crit. Close Encounters triggers, stun second mutton. Third muton fires flanking shot, but assault is Untouchable. Delete remaining two Mutons one by one while untouchable.
Icarus
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Joined: Thu Apr 06, 2017 12:26 pm

Re: Assault class - how to effectively used them?

Post by Icarus »

I really like electroshock on assault within teams that have to be concerned with multiple pod activation. It doesn't matter if the assault has crappy aim, it doesn't matter if the enemy is in high cover, you always at least get the disorientation effect. You can blue move and stun to get close, then blue move and shoot with CE within the next turn and move back to cover in case you activated another pod, instead of running in with RaG in the first round. Lends itself better to cautious play, though giving up LR does hurt.
Zork
Posts: 151
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Re: Assault class - how to effectively used them?

Post by Zork »

I don't have the very positive or optimistic point of view of Spah7 but he brings good points.

1 - Electroshock builds
An Assault build simple to use is the Electroshock build, once you'll get Chain Lightning you'll get an amazing tactical tool. Before that it's a tool for hacking enemies, a good tactical tool, and you can build him for using an Assault Rifle not a Shotgun then you get a solid soldier with some tactical tools. A quite good option if your squad is oriented to hacking enemies.

Such build isn't just pick all Electroshock skills, many variations are interesting, for example:
- Lightning Reflexes is a fine option and only gave up on a safe way to ensure disable special skills of one target.
- Arc Pulser really worth it only from hacking perspective, it can't stun mechanical and the damages aren't that high.
- Stun Gunner definitely worth it for a build aiming Chain Lightning but if your soldier has a quite high aim you can choose another skill.

2 - SMG builds
Im' still exploring such builds but for some reasons I find them easier to play than pure shotgun close range builds.

Take care that such build will still involves the problem of revealing pods because the SMG range is short.

Firstly they suit very well some Electroshock builds. For example, Electroshock, Arc Pulser, Stun Gunner, Extra Conditioning, Rapid Fire, Bring 'Em On, Chain Lightning. In case a new pod is triggered by a run and gun, you can still throw a possible devastating Chain Lightning. Secondly the extra mobility and the frequent Run and Gun make it much easier to play, because it's easier to find good movements and good positions. And the lower damages from SMG aren't that much a disaster with critical and double fire from Rapid Fire.

Secondly you can jump in and make a SMG critical build. Again the point is extra mobility make them easier to play, and not bother on shotgun skills is ignoring skills more difficult to play so you get an efficient soldier easier to play. An example of such build is Lightning Reflexes, Close and Personal, Killer Instinct, Extra Conditioning, Rapid Fire, Bring 'Em On, Lethal.
NOT a tactical/strategy expert player, playing LW2 at Easy. Rather old so I appreciate not be bothered by excessive familiarity, I'm not your friend and will never be. Refuse to learn English well so don't attempt learn it to me, thank you. :-)
Psieye
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Re: Assault class - how to effectively used them?

Post by Psieye »

I don't have a lot of assaults in my current campaign, but the latest mission features a TSGT assault running around causing havoc without taking wounds afterwards. Note "causing havoc" doesn't mean he needs to shoot much.

Now if you're not comfortable with keeping assaults unharmed until they hit TSGT (where they explode with any of those 3 perks) then give them a rifle and treat them as an ordinary shooter. They're still very useful with Lightning Reflexes. Stungunner for +25 aim on stun gun is very useful.

You say psi does control better, but what have you given up to get psi before your assaults hit TSGT? The decision to get psi early is a huge strategic investment that shapes how you play the campaign. If you forfeit psi then you can support assaults with the tech they need to stay relevant.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd
hamds28
Posts: 37
Joined: Thu Mar 30, 2017 7:36 pm

Re: Assault class - how to effectively used them?

Post by hamds28 »

Also, giving your assaults hazmat suits will let them bait out poison spits when approaching and not attacking. Oh, and incendiaries too. A grenadier tossed one at my CE/Untouchable Assault brawling with 6+ enemies in a troop column gone horribly bad. First reaction was oh FU...wait, wow hazmats are even better than I thought. Zero damage, not even the direct damage.
Dong101
Posts: 68
Joined: Thu May 12, 2016 1:03 am

Re: Assault class - how to effectively used them?

Post by Dong101 »

Thank guys. I will give it a try.

Just save this girl: Hp: 6 M: 15 W: 71 H: 8 Dodge: 11 A:67 Defend: 7
AWC: lock on, DGG

That what prompted me to asked the question. Seem like a good candidate for arc thrower/rifle spec.

Thinking of leveling her to be chain lighting assault. But since this is my first LW2 play thru, jist not sure will it work as my earlier experience with assault was pretty bad and I do not plan for them in my squad build.
Psieye
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Re: Assault class - how to effectively used them?

Post by Psieye »

Dong101 wrote:Thank guys. I will give it a try.

Just save this girl: Hp: 6 M: 15 W: 71 H: 8 Dodge: 11 A:67 Defend: 7
AWC: lock on, DGG

That what prompted me to asked the question. Seem like a good candidate for arc thrower/rifle spec.

Thinking of leveling her to be chain lighting assault. But since this is my first LW2 play thru, jist not sure will it work as my earlier experience with assault was pretty bad and I do not plan for them in my squad build.
Give her pistol training until she gets quickdraw. Have her hunker-tank until enemies come to her then shoot pistol (proc Lock On) then stungun or Rapid Fire on the target. She'd be great at killing Mecs if you also give her shredder ammo or support her with a holo guy (and Lead by Example on a sniper officer). Once you know you've activated every enemy, you could then do silly things like Run & Gun -> Lightning Hands -> Faceoff.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd
Dong101
Posts: 68
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Re: Assault class - how to effectively used them?

Post by Dong101 »

Without quickstudy this will take forever.... :P

But why not?
stefan3iii
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Re: Assault class - how to effectively used them?

Post by stefan3iii »

Assaults are particularly strong on low strength missions, things like extremely light and very light (they're strong on big missions too, but yes can get into trouble with too many activations). Pulling extra pods isn't as big of a deal on an extremely light. To avoid it, you need to figure out where enemies are. Pay attention to audio cues, know how many enemies are on the map, and use a shinobi to scout.
Exquisitor
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Re: Assault class - how to effectively used them?

Post by Exquisitor »

Assaults work particularly well with Shinobis. Shinobi scouts ahead to make sure the coast is clear, assault then has two choices. First, if the coast isn't clear, blue move up to cover and use the arc thrower to disorient or stun an opponent. Second, if the coast is clear, run and gun, move up to flank and kill them with the shotgun blast. They can also run and gun and use grenades or shredder cannons very effectively. The trick is in the preliminary scouting and their ability to disorient (electroshock ability) if they miss with the arc thrower.

I equip mine with exo armor, tac vest or nanoscale vest, best ablative possible, and AP ammo. Use the best laser sights that you can, extra magazine and autoloader. They deserve the best weapon because they can destroy single targets in one turn, but if you don't have the resources, the next best works well in a pinch.

Once the assault hits TSGT (close encounters) and GSGT (close combat specialist) they put out a lot more damage and become virtual killing machines. At MSGT you have two solid choices for builds as well with street sweeper and chain lightning. I haven't tried lethal because the other two are amazing.
Psieye
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Re: Assault class - how to effectively used them?

Post by Psieye »

Exquisitor wrote:assault then has two choices.
More than 2: include stationary, sideways and backwards to the choices if you've carefully arranged for the assault to be the only visible target.

If you don't want to move forwards and you've killed everything dangerous, you can always hunker with smoke/aid protocol. Most enemies don't take 0% shots (Naja an exception) so provided nobody else is visible they'll come towards you. Or you could move sideways into a building (out of sight) or backwards beyond vision. The enemy are not going to stand still if they see nothing while activated. Let them create the safe space for an assault to charge in.
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd
caseywills
Posts: 28
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Re: Assault class - how to effectively used them?

Post by caseywills »

I had the same problem. It is always a temptation to run up and shotgun the problem away... Then another pod activates and it is even farther away and your assault is exposed... ugh.

So what I do is try to think about the assault as a defensive unit. Disorient with the arc thrower, or get close and hunker behind high cover that is closest to enemy but not too close. This will draw fire at low probability to hit. If they run up close to you, execute them.

You only have to hold back on the first and second pod. Use your grenades with abandon on them. Then on the third pod, you can unleash the assault and shinobi.
Dong101
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Re: Assault class - how to effectively used them?

Post by Dong101 »

Thank all. I pull one of the better stat and AWC assault out from haven and took him for a spin. Hack mission with sniper, ranger, specialist and shinobi.

Still not used to the playstyle and end up using him for stun and disorient most of the time. Used the shinobi as scout on the front line as adviced and only rum and gum in when it is safe. Still feel that chould had done the same with a ranger.

I guess just need to adapt my strategy with assault.

Edit: LoL rum and gum..... will leave it as it is just for laught.
aedn
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Re: Assault class - how to effectively used them?

Post by aedn »

Assaults are still the best/most consistent soldier class in LW2 from early game to late game. Other classes might have higher power levels at a specific stage of the game, but no other class is as reliable and consistent over the course of the game.

Early game they are your best single target damage dealer, mid game they build into solid frontline units that can flank at will, and counter most alien melee units so excel as a defensive blocking unit. Late game they can be solid tank units who can take 2 shots per turn, are great at area control, or can build into midrange rifle users, or super high DPS units with Aoe potential.

Along with technicals they form the core of probably 90% or more of all missions I go on for the length of the game. The only real weakness they have is they are not great against heavily armored units, and robotics.

As far as using them, early game you use them to flank and kill aliens on extremely light to light missions. They are a bit weak here, and you want shinobi spotting as much as possible to minimize extra pod activations.

Mid game you have to use them more defensively, so run and gun flanks drop off some, but they focus on eliminating alien units that want to close with your, as well as breaking overwatch at will, or selective flanking.
Psieye
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Re: Assault class - how to effectively used them?

Post by Psieye »

caseywills wrote:get close and hunker behind high cover that is closest to enemy but not too close.
Subject to the assault being the only visible target and the enemy having over 75 aim. Put a smoke or aid protocol and the required aim to shoot at all is 95. If you want the enemy to stand still and shoot, hunker in low cover. If you don't want them to shoot at all, buff his def more than just hunkering in high cover. If you want someone else to be shot, have them visible with less def (e.g. bait hunkers in low cover).
My three 8-man GOp squad Commander campaigns:
1st
2nd
3rd
LordYanaek
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Re: Assault class - how to effectively used them?

Post by LordYanaek »

Assaults have been my favorite class since vanilla XCOM1. They were incredible in LW1 and they are still very good in LW2 (i feel they aren't as strong as in 1 but i think the same can be said of every class ... maybe they are just more balanced).

As far as builds go, i used 3 (with some slight variations).
  • Spike Damage build: Mostly Raider (left) branch but with Electroshock or LR, Rapid Fire and Untouchable. Early on they can obliterate an entire pod with trench gun out of concealment. Later they become quite capable of taking either several weaker/wounded enemies or a single big guy with a boosted critical (and later 2 with RF). End game, Street Sweeper bring back AoE killing for bigger pods. I'm not a big fan of Miss Shot which is why i tried Electroshock (for easy CC) or LR at LCpl. Their drawback is they rely heavily on cooldown abilities (starting with RnG) to do their job which means they have a strong turn every couple turns but aren't as good if they need to keep fighting every turn. They shine on missions where you need to quickly dispatch a few pods but don't expect to fight every turn (most timed GOps unless enemy activity rises to the light-moderate levels, but especially VIP missions which tend to occur on larger maps in LW2 and have longer timers since 1.3)
  • Stungunner : Middle column except for Hit and Run and Bring em On (Formidable is also an option). They are among the best controllers in the game since stun is the best CC ability. I equip them with a rifle (smg on some missions) so they stay out of troubles. They try to flank (but from range) and crit for good damage (R&G makes it easier) or stun someone. Once they reach TSgt they can actually do both. BeO isn't really great but helps bring their damage on par with other shooter builds and the other choices at GSgt are worse (untouchable isn't as useful unless the soldier has low defense and will be shot a lot).
  • "In your face" build : Full Breacher (right column) but with Close Combat Specialist (Untouchable is a valid option). That build needs high mobility (as high as you can find) but doesn't care (much) about aim. My personal record is 22 mobility prior to equipment modifiers (but with mobility PCS). The idea is to get to point blank range of an enemy each turn and crit-kill it. Later you'll kill 2 with Close Encounters (which is why you don't want to rely on R&G). With light armor they tend to be very squishy so Untouchable can be a good idea but CCS can be devastating when it works. Aid Protocol + Fortify can make them pretty hard to hit in case of emergency.
    They are great on missions where you need to fight a lot of enemies in a (very) short time (such as Network Towers and Smash and Grab).
Apart from the stungun+assault rifle build, Assaults are short range soldiers and need to get close to the enemy (ideally right in his face) which can be dangerous of course. As a result Assaults are brutes that need to be used with finesse. Blind-rushing an enemy in the middle of the map can be dangerous with the risk of activating more pods. You need at least some idea of other pods position. A concealed shinobi is usually the best way to know whether or not it's safe to move but a battle scanner can help you, scanning protocol can help you, and general map awareness can also help you (on many missions there's a pod guarding the objective, pods generally patrol along semi predictable routes ... so even without direct scouting you'll eventually develop a feeling when it's generally safe to move forward with your Assault).

So far i only touched their combat power (either to kill or CC enemies) but Assaults are extremely versatile soldiers, strong against most enemies but also extremely useful tactically thanks to an hyper versatile ability at Sqaddie rank : Run and Gun.
  • Run and Gun allows you to move, stun a Dark VIP and move back with your package, possibly double moving away from enemies with the help of an officer when another soldier can only single-move away with Command.
  • R&G allows you to dash and Hack/Open an objective in case your specialist can't get a LoS.
  • An Assault officer can use R&G to Oscar Mike + double-move and GTFO with the rest of the squad when another officer will lag behind.
I'm sure other players will come with other creative uses for R&G which should probably be renamed "Run and do whatever you want" ;)
hamds28
Posts: 37
Joined: Thu Mar 30, 2017 7:36 pm

Re: Assault class - how to effectively used them?

Post by hamds28 »

LordYanaek wrote:Assaults have been my favorite class since vanilla XCOM1. They were incredible in LW1 and they are still very good in LW2 (i feel they aren't as strong as in 1 but i think the same can be said of every class ... maybe they are just more balanced).

As far as builds go, i used 3 (with some slight variations).
  • Spike Damage build: Mostly Raider (left) branch but with Electroshock or LR, Rapid Fire and Untouchable. Early on they can obliterate an entire pod with trench gun out of concealment. Later they become quite capable of taking either several weaker/wounded enemies or a single big guy with a boosted critical (and later 2 with RF). End game, Street Sweeper bring back AoE killing for bigger pods. I'm not a big fan of Miss Shot which is why i tried Electroshock (for easy CC) or LR at LCpl. Their drawback is they rely heavily on cooldown abilities (starting with RnG) to do their job which means they have a strong turn every couple turns but aren't as good if they need to keep fighting every turn. They shine on missions where you need to quickly dispatch a few pods but don't expect to fight every turn (most timed GOps unless enemy activity rises to the light-moderate levels, but especially VIP missions which tend to occur on larger maps in LW2 and have longer timers since 1.3)
  • Stungunner : Middle column except for Hit and Run and Bring em On (Formidable is also an option). They are among the best controllers in the game since stun is the best CC ability. I equip them with a rifle (smg on some missions) so they stay out of troubles. They try to flank (but from range) and crit for good damage (R&G makes it easier) or stun someone. Once they reach TSgt they can actually do both. BeO isn't really great but helps bring their damage on par with other shooter builds and the other choices at GSgt are worse (untouchable isn't as useful unless the soldier has low defense and will be shot a lot).
  • "In your face" build : Full Breacher (right column) but with Close Combat Specialist (Untouchable is a valid option). That build needs high mobility (as high as you can find) but doesn't care (much) about aim. My personal record is 22 mobility prior to equipment modifiers (but with mobility PCS). The idea is to get to point blank range of an enemy each turn and crit-kill it. Later you'll kill 2 with Close Encounters (which is why you don't want to rely on R&G). With light armor they tend to be very squishy so Untouchable can be a good idea but CCS can be devastating when it works. Aid Protocol + Fortify can make them pretty hard to hit in case of emergency.
    They are great on missions where you need to fight a lot of enemies in a (very) short time (such as Network Towers and Smash and Grab).
Apart from the stungun+assault rifle build, Assaults are short range soldiers and need to get close to the enemy (ideally right in his face) which can be dangerous of course. As a result Assaults are brutes that need to be used with finesse. Blind-rushing an enemy in the middle of the map can be dangerous with the risk of activating more pods. You need at least some idea of other pods position. A concealed shinobi is usually the best way to know whether or not it's safe to move but a battle scanner can help you, scanning protocol can help you, and general map awareness can also help you (on many missions there's a pod guarding the objective, pods generally patrol along semi predictable routes ... so even without direct scouting you'll eventually develop a feeling when it's generally safe to move forward with your Assault).

So far i only touched their combat power (either to kill or CC enemies) but Assaults are extremely versatile soldiers, strong against most enemies but also extremely useful tactically thanks to an hyper versatile ability at Sqaddie rank : Run and Gun.
  • Run and Gun allows you to move, stun a Dark VIP and move back with your package, possibly double moving away from enemies with the help of an officer when another soldier can only single-move away with Command.
  • R&G allows you to dash and Hack/Open an objective in case your specialist can't get a LoS.
  • An Assault officer can use R&G to Oscar Mike + double-move and GTFO with the rest of the squad when another officer will lag behind.
I'm sure other players will come with other creative uses for R&G which should probably be renamed "Run and do whatever you want" ;)
Really really nice highlight about the utility of RnG. Thanks!
Dong101
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Re: Assault class - how to effectively used them?

Post by Dong101 »

I am in progress of building a stun rifle assault since got a lady with good AWC perks that improve aim.

Will train up another one of "in your face shortgunning" assault with all the advises given. Hopefully can level up enough before game end. But definately plan for it in next play thru.
lumber-chick
Posts: 24
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Re: Assault class - how to effectively used them?

Post by lumber-chick »

"Run and Gun allows you to move, stun a Dark VIP and move back with your package, possibly double moving away from enemies with the help of an officer when another soldier can only single-move away with Command."

Move is a blue action. Stun VIP is an action. You cant move any further that turn, can you?

"An Assault officer can use R&G to Oscar Mike + double-move and GTFO with the rest of the squad when another officer will lag behind."

That doesn't sound right. Oscar Mike is 1 action. If you begin the turn with it you only have 1 more move. But yes, if you RnG double-move you can then OM others, but Assault isnt getting its value.
LordYanaek
Posts: 940
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Re: Assault class - how to effectively used them?

Post by LordYanaek »

I didn't personally test Oscar Mike but i'm almost sure i did the VIP trick (but LW2 campaigns are quite long so i'm no longer 100% sure now that you say it so if someone can confirm it would be nice).
The way i understand it is that the game will use "limited" actions before using "full" actions so the bonus non-move action from R&G is used before your default actions for any non-turn ending, non move action (like stunning a VIP or, if it's consistent, using OM).

Again, i'm no longer sure how the mission i have in mind played out in the end, but my plan was to use an assault to stun the VIP and i think i would have remembered an epic fail ;) or maybe the mission played totally differently and i killed the VIP, but i think it's one of the few i finally took alive.
lumber-chick wrote:but Assault isnt getting its value.
It's value is doing whatever is best for the squad at that specific moment. If the squad has to GTFO from uncontrolled RNFs to avoid a wipe, i'd say it's an extremely good use of the assault.
Zork
Posts: 151
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Re: Assault class - how to effectively used them?

Post by Zork »

aedn wrote:Assaults are still the best/most consistent soldier class in LW2 from early game to late game. Other classes might have higher power levels at a specific stage of the game, but no other class is as reliable and consistent over the course of the game.

Early game they are your best single target damage dealer, mid game they build into solid frontline units that can flank at will, and counter most alien melee units so excel as a defensive blocking unit. Late game they can be solid tank units who can take 2 shots per turn, are great at area control, or can build into midrange rifle users, or super high DPS units with Aoe potential.

Along with technicals they form the core of probably 90% or more of all missions I go on for the length of the game. The only real weakness they have is they are not great against heavily armored units, and robotics.

As far as using them, early game you use them to flank and kill aliens on extremely light to light missions. They are a bit weak here, and you want shinobi spotting as much as possible to minimize extra pod activations.

Mid game you have to use them more defensively, so run and gun flanks drop off some, but they focus on eliminating alien units that want to close with your, as well as breaking overwatch at will, or selective flanking.
Well I can play with 3 Rangers, Rangers have both strongest OW builds and strongest Shoot builds. I don't see how Assault can compete with that, with their close range they are a lot more contextual and quite more than Shinobi.

I have to see any let's play showing regular uses of Shotgun skills, some great uses sure, not constant persistent use, that means it's quite contextual.
NOT a tactical/strategy expert player, playing LW2 at Easy. Rather old so I appreciate not be bothered by excessive familiarity, I'm not your friend and will never be. Refuse to learn English well so don't attempt learn it to me, thank you. :-)
hamds28
Posts: 37
Joined: Thu Mar 30, 2017 7:36 pm

Re: Assault class - how to effectively used them?

Post by hamds28 »

I would bring 2 rangers and 1 assault over 3 rangers, even before the Tech Sergeant level. With the exception of Shinobi, no one else can run suppression and waste enemy OW, crit harder and more consistently, and reach hard to kill enemies like an assault. They aren't built to dish out consistent damage until the late midgame, but they do pull their weight on my GOps teams, Network Towers and Troop Columns.
stefan3iii
Posts: 319
Joined: Wed Feb 01, 2017 3:49 am

Re: Assault class - how to effectively used them?

Post by stefan3iii »

Zork wrote: Well I can play with 3 Rangers, Rangers have both strongest OW builds and strongest Shoot builds. I don't see how Assault can compete with that, with their close range they are a lot more contextual and quite more than Shinobi.

I have to see any let's play showing regular uses of Shotgun skills, some great uses sure, not constant persistent use, that means it's quite contextual.
Shotguns do more damage, and assaults are much better at critting at close range. So when an assault is actually hitting, they tend to do more damage than a ranger. Sometimes you can't hit anything with an assault, because you can't move close enough and risk activation, but on average they're as good or better than rangers.

That said I think both classes are good. Rangers need more support in early and mid game. They want team members that can destroy cover, and they benefit greatly from a +Damage ammo like Stiletto. Assaults are just solid the whole game, and are the strongest class specifically at TSGT I think.
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