So I've been thinking about LA changes a lot... but all I could think of for a long time was pretty random buffing to simply make the class stronger, without first laying the foundation of a goal, what do I actually want this class to do. So I sat and thought about that for a time, (a dangerous pass time, I'll have you know!) Now the wheels in my head have been turning since I made the decision to move in this direction when thinking of the class, and I'm slowly evolving an idea. No one: flanks like LA breaks choke points like LA and with explosives nobody bombs like LA but that isn't without all our weaknesses. no one has logistics problems like LA Once an enemy is aware of you, with the lack of indirect fire weapons, you are pretty much in a standup fight, and one of the weakest. Insertion into position is done pretty much solo, and is therefore inherently dangerous. When you die, you will most likely be using a spawn tube, beacon, or AMS and then going through the perils of reinserting yourself into your position again. our available equipment leaves us relevant in limited situations Now, let's examine why our strengths and weaknesses are our strengths and weaknesses and how to either enhance them or mitigate them. Flanking: This one is pretty straightforward, we have more ways we can move and potentially more avenues of approach through that. Additionally, due to circumstance, we as humans have evolved to have greater perception along the X axis than the Y axis, so vertical movement does much to prevent our notice. Breaking choke points: This is, in my opinion, the strongest attribute that LA brings to the table. Choke points occur mostly where enemy and allied forces meet, with little way of getting around on another and roughly equal strength when considering both the numbers on each side and the available cover as well as susceptibility to grenades. Basically when a defense can hold off an attack while not being quite strong enough to push out and destroy their sunderer to stop the attack. Whether on attack or defense, LA is the best equipped to get around the choke point using different, possibly uncovered avenues of approach, and deal significant damage to the attack or defense allowing allies to push either out or in and end the fight. Using explosives: Because of the high alpha strike damage of C4, LA "Hot Dropping" onto vehicles and groups of infantry from ESF, Galaxies, Valkyries or terrain is a strategy that can be employed. The strategy works best from a crew vehicle where the spike damage is more likely to finish off the damaged vehicle that is not receiving the engineer attention it would get if damage were done quickly (by say, a tank buster) rather than a slow, less urgency inspiring weapon (like say, a drake) Next, we examine our weaknesses. Logistics: We have the lowest combat sustainability of any class, while also having the least access to allied supplies and medical attention. The only class which comes close to the lack of kill power in their weapon is the Medic, who stays closer to allied supplies as well as providing it's own healing. Weak stand up game: We do not have the capacity to fight most other classes once our presence is made aware of. The only one who is disadvantaged in a standup fight against this assault class is an SMG infiltrator, provided the range is beyond 12m where they need an extra bullet to kill us but due to their 100 less shield we do not need an extra shot to kill them. Engineers in a stand up fight have the same weaponry and survivability with the added ability to spawn cover, with a machine gun sticking out the end, and all other classes have objectively better equipment and/or survivability. Any time you miss more than 2 bullets, sometimes due to unforeseen circumstances such as explosions, you are in a stand up fight as anyone you have line of sight on, has line of sight on you. This does not take into account someone who just happens to be looking in the right direction at the right time and catches you while you get into position, where you are in a disadvantaged fight. The utilization of our strategy is inherently dangerous: As I stated above, a person can simply be looking the right way as you move and by coincidence alone you have gone from a powerful advantage to a disadvantage as they shoot your helpless body out of the air and press "Q" to ensure your entire mission is scrapped. Other threats include recon darts, proximity radars, players who actually know how to play and actively harden themselves from the threat the LA class presents, motion spotters which absolutely kill the class, along with the somewhat rarer and harder to deploy scout radar which also neuters the class. Lack of revivability results in reinsertion after most deaths: This is definitely a severe weakness of the class, and is so noticeable because each insertion is so inherently dangerous in itself due to the classes other shortcomings. Lack of equipment options leaves us with limited situations where we can be put to full use: So much of our equipment is so close range oriented that even in situations where we can get around the enemy bulge and break the choke point where other classes wouldn't be able to, we are largely ineffective because there is a lack of positions adequate for mounting our attack from. The Answer(s) Now that we have gone through what the Light Assault can bring to the table, and the costs associated with our givings, lets see what we can do to make this a class that can give more frequently, while costing less.