Mortal among Gods

Discussion in 'Light Assault' started by Corezer, Jan 18, 2014.

  1. Corezer

    Just a quick class breakdown.

    Medic:
    Class 1, Numero Uno support. Complete exclusivity on revival of both infantry and Max units, heals infantry almost exclusively (outside of med or resto kits).
    Class 2, Fierce front line fighter. Armed with an exclusive weapon that is widely considered the best all around in game, and the ability to heal himself at the same time as nearby allies while not having to disengage in any way to pull out an item or the need to even carry an item, allowing him to carry C4 inconsequentially

    Engineer:
    Class 1, Fierce support. Exclusive rights to vehicle and Max maintenance, and provides infinite ammo to himself as well as nearby allies. Can also carry anti tank mines as well as extra C4 that provides the requisite firepower to destroy a sunderer by himself.
    Class 2, Fierce close combatant. Armed with an assaultman's carbine that provides supremacy in close range, and the ability to spawn cover that has a machine gun attached to it (or a rocket launcher) for both protection and destruction.

    Infiltrator:
    Class 1, Fierce support. Has the ability to paint all non-infiltrator targets on the minimap using the Recon Dart. Has the ability to provide infinite supplies to self and allies with terminal hacking, as well as allow team mates to pull vehicles right from underneath the enemy for impressive flanking of tank based defenses. Can single handedly shut down AA and AV turrets in a tower, as well as spot enemies from a vantage point without taking himself out of combat due to range as other classes might.
    Class 2, Numero Uno Ranged combatant. The sniper rifle has always been the best at long ranges, now with guaranteed 1 shot kills at ranges outside of what you will see other weapons perform at (besides the Reaper DMR and Gauss SAW) with sway free sniper rifles this supremacy is solidified and unquestionable.
    Class 3, Fierce Flanker. The cloaking device, in spite of any opinions of quality or bugs, allows one who is in the thick of combat to break spotting effects and most other radar effects. The SMG provides admirable performance where it is needed most, and the EMP grenade gives you the edge in combat when engaging hardened assaultmen and other support classes, this can be paired with the exclusive portable radar for knowledge on where to use the grenades.

    Max:
    Class 1, Numero Uno close combatant. The ability to equip a pair of weapons designed for shredding infantry make this class, in urban scenarios, unmatchable by any one enemy provided they are of equal skill and intelligence. The extreme levels of durability also assist in this.
    Class 2, Numero Uno vehicle extinguisher. So powerful is this class in this area, that other classes are, while recognized for their contributions, not given this title as an entire class of play. A pair of comets or fractures shreds vehicles like no other class can, and a pair of bursters can only be matched for their destructive potential by a mounted turret or a small tank.

    Heavy Assault:
    Class 1, Numero Uno front line fighter. Armed with an exclusive weapon that while not quite as powerful in the performance end as the Medic's, has more staying power, this class is able to dish out large volumes of fire while using his shield ability to absorb similarly large volumes. The rocket launcher gives him a bit of anti vehicle capability and while the LMG may not be as good as the carbine up close, the shield again makes up for losses in spades and allows this small tank to be the best in front line or general combat, able to engage multiple target types at multiple ranges.

    Light Assault:
    Class 1, Fierce flanker. The Jump and Drifter jets, in spite of their lack of usefulness in combat, provide a means of making an unorthodox insertion into combat for the element of surprise. C4 can be used more effectively than with other classes, as the ability to drop it from an unexpected angle can allow it to arm before the target discovers it and moves.

    To be honest, I am hesitant to call the light assault a fierce flanker. Without the ability to break spotting or stay off of any radar type, the amount of flanking it is logistically feasible and worthwhile to pull off is limited. Even barring that it still isn't number one at any play style, just a niche technique (Numero Uno C4 thrower?) and even with the capacity to flank there isn't exactly a lot of killing potential between his weapons due to ammo limitations.

    I'm sure there are going to be a ton of people who come in and say I'm wrong cause they can do well with the class. So can I, but only in the same way I can do well with a pistol, by having better hand-eye than most and being able to read the map and find the right situations to shine in. That's my merit, not anything the class brings to the table.


    The Light Assault is good for getting quirky kills to put in montages, where you cut out the minutes you spent, possibly dying repeatedly, probing the enemy defenses to ascertain troop locations and determine the best insertion point, and cut out the end, where you die to a respawner who comes back and flanks you now that it is known you are on site, or you redeploy before any consequences of sticking yourself in the thick of the enemy with nothing but a specialist weapon class.

    either way, LA is boring for the majority of play, it's like spending 4 years in college for a couple hour ceremony where you get a diploma, except playing LA doesn't get you a job.
    • Up x 10
  2. Iridar51

    Yep, just spelling what was in the air for a long time.
  3. Sandpants

    Yes, this is the best explanation so far.

    LA is as good as you are and as your enemy is bad. It's not the class.
    • Up x 3
  4. FireBreather

    It's clear that LA needs significant overhaul, it doesn't seem like that's happening any time soon. Just another infiltrator update, and may be we get to dual wield pistols. Yay.

    But seriously, it seems like devs are just focusing on the core classes that most people cater to (i.e. infiltrator, ESF, HA, and MBT). Which makes sense to a cynic inside me who thinks devs only puts out major updates if they can grab quick cash from. Other than the drifter jump jet update (which isn't anything worthy enough to change the class), there hasn't been any major change to the class since beta. Zero.

    Things got so stale that I had to stop playing after almost a year. I'm still keeping my fingers crossed though. Someday.
    • Up x 2
  5. Imposer

    LA and Infiltrator are probably my favourite classes. I think that saying the Infil is a god compared to LAs in an exaggeration. I think they both need work to be more effective at their roles.
    • Up x 3
  6. Alarox

    LA is my highest SPM class and the one with, probably, my highest K/D as well. I used to dislike the class way back when, but after giving it another shot I've found a reliable class that I play even over the HA.

    Shotgun + C4 + Jetpack = Awesome
  7. Corezer

    This is the kind if person I talked about at the end...
  8. acksbox

    I don't play LA much, but LA is the most challenging class to fight as the jet pack gives them an entire other attack vector that you rarely have to worry about with other infantry classes.

    I definitely fear LAs more than most infiltrators.
  9. Corezer

    again, this is what SOE goes off of.

    Lazy kids that are terrible at the game and don't want to invest the time or energy in looking up every now and then are somehow considered a class advantage.
    • Up x 3
  10. Tenebrae Aeterna

    You're not mortal...you're Hermes, Messenger of the gods; he who delivers C4 from the heavens!

    In all seriousness, we all know that the Light Assault needs a lot of work. Your words on the Infiltrator were a bit of an embellishment though. We're at a good place with long ranged sniping right now, we have some great chaos oriented Infiltrators out there with the close ranged sniper rifles and SMGs, but hacking is meaningless.

    The defense turrets of a base are normally destroyed the moment you get there, if not by vehicles...by Engineers who can destroy and then repair them for additional experience points. Same goes for what little terminals are still present within the game. We need a lot of work on the actual infiltration aspects of our class, things to do behind enemy lines that we have a monopoly on and don't share with the damn Engineer that are persistent...a constant presence.

    ...but yes, the Light Assault needs a lot of work. No arguments there.
    • Up x 6
  11. morty420

    Hello glum LAs! Sony has some nice implants for you !

    Here's a sample!

    1. gyro stabilizing kidney ! Destroy foes while you fly!

    2. Nanite adrenal glands ! get that 20% adrenaline rush speed you have been asking for!

    3. Hallucinogenic pineal gland. Randomly places a item in your utility slot. Non usable
  12. Corezer

    That's one thing I will agree on, T, They shouldn't be taking terminals out, but rather moving them around. We don't need 6 of them in the spawn room, move some around the base so hacking can be a good way to effect supplies and cut down on the monopoly the engineer currently has.

    That being said, when it can be done it is very valuable, not only that but hacking the v terms in a tech plant and back raging the enemy armor is almost always going to result in a pretty big play. Hacking turrets is commonly considered better than destroying them, cept maybe for TR as anchored prowlers can blow them up so handily. Very few engineers want to spend the resources on mines/c4 just to blow up a turret for 100xp and spend a half hour repairing it in the middle of a battle when putting that mine/c4 on one tank gets them all that xp, along with a kill or 2, in a fraction of the time.
  13. Obuw

    I used to play LA (with a Shotgun) almost exclusively. However, ever since I bought an SMG, 90% of my playtime is as an SMG infiltrator. It is hands down a much better flanker than LA in most situations I find myself in.

    Reasons:
    - Thanks to pop imbalance issues, 90% of the time we are being spawncamped, with two dozen tanks / lolpodders staring at our spawn shields. The moment you try to get out as a LA, you get blown to pieces.
    - Even if you do manage to get out, someone will have spotted you and will take you out in mid-air before you even get a chance to land on your feet.
    - Even if you do manage to land on your feet and get in a flanking position, someone will spot you before you close the distance, and take you out.
    - When in an outdoor setting two dozen snipers are always scattered around the map dropping people left right and center, even moving targets. Only way to get close is to play infiltrator.

    But I still do play LA. When?
    - When flanking as an infiltrator in a tower fight I realize that a door isn't being covered by the enemy. In which case sometimes spawning as LA and kamikaze-dropping down to the lower floor behind the enemy zerg with a shotgun can net you more kills before you die.
    - There's a lone max out there and I want to whittle him down.
    - There is a lone tank or two out there that needs to be taken out, and I'm drowning in infantry resources (read: playing in esamir).
  14. Tenebrae Aeterna

    I should clarify on what I mean.

    Equipment terminals are a lucrative target for all classes because they award experience for their destruction, even more so for Engineers who can then repair them for an additional gain. You're right in the fact that few classes capable of destroying base turrets will waste the time and resources to do so, armor does it for them as quickly as possible...sometimes going as far as actually killing allied Infiltrators to do it.

    With all that taken aside, even if the equipment terminals and base defense turrets aren't destroyed...it only takes about one or two Infiltrators to effectively hack all available objects within the entire base. This leaves hacking extremely underwhelming for the majority of Infiltrators. Not only do we not have a monopoly on the devices that can be hacked, but the entire system of hacking wasn't designed in a way to perpetuate the need for hacking in general...it's usually a one time deal and that's it.

    It would be positively delightful if equipment terminals were brought back out of the Spawning Rooms; our ability to hack these devices permitted us lone wolf classes, the Infiltrator and Light Assault, a means to resupply. This really wouldn't solve the problem I'm trying to explain though. What we need to make hacking viable is further incorporation of indestructible objects which can be hacked and change the flow of battle. Using the upcoming energy bridges as an example, these are presumably indestructible objects that can then be hacked by Infiltrators to provide assaulting forces a better means of access to the enemy base. However, if they're truly indestructible, the only means to stop this is to have defending Infiltrators hack it back to the defending forces side...creating a sort of war within a war. Now, hacking is a constant presence within the siege itself...one that any and all Infiltrators can get themselves involved in.

    Hopefully they continue this trend, because it would make Hacking a facet of the game on par with Repair and Healing/Resurrection; there's always something in need of repair, and there's always wounded or dead soldiers in need of healing and resurrection. If this is done right...there may always be something to hack, and thus a constant need for Infiltrators.

    Anyway, this is going way off topic...haha.

    Back to the subject at hand...the Light Assault needs a lot of work. There's nothing superior to the Light Assault in terms of vehicle destruction, and they do quite well in large scale battles where they can exploit the chaos and use it to catch people off guard that are too distracted to bother looking up. However, they don't seem to have much presence on the battlefield...they need a tool desperately and the whole ADS change is absolutely ridiculous abroad. I wish I had an idea on what kind of tool to give the Light Assault because I don't really see duel wielding being all that effective seeing as how it's extremely unlikely that they're going to be able to duel wield the Commissioner, Underboss, or Shotguns. So...what are they going to duel wield?

    Just seems like it's going to be underwhelming...
    • Up x 3
  15. drNovikov

    LA: numero uno noobshotgun spammers.
  16. belthazor3457

    This.

    I have been told many times - fairly recently too - that it is unfair for me to drop C4 onto tanks from above. I am like.... what do you even have a gunner position for if your gunner isn't going to check for any targets? If I fly over a column of tanks and C4 the lot of them, it's overpowered of my class, and not because four or five tanks either did not have gunners or had gunners that decided they didn't want to check the sky to protect the tanks? This makes me unfairly overpowered...?
    • Up x 2
  17. Obuw

    It's not that C4 is OP. It's that it's an extremely cheesy mechanic especially for the receiving end. And it's extremely unreliable and unlikely to succeed. And it's the only mechanic available to most classes to deal with tanks.

    They need to give every class an AV weapon instead of relying on C4 fairies to counter main battle tanks.
    • Up x 1
  18. Akashar


    I do a lot of tank, and I'd tell you, I really like the situation how it is. I really love the LA, and the mind game you have to play when the tank knows you are here and look for you while you sneak your way by the trees... All of this would be really more difficult if everybody could have AV weapons... I don't think c4 is OP, it's part of the gameplay when you're a tanker, and it force you to be more aware and don't overextend, I can't say the same of fractures or strikers...
    What would be cool for a start would be having ads while in flight back for LA only, that would be a unique trait! :)
    • Up x 1
  19. Corezer

    These are the kind of people who say Light Assault is fine...

    • Up x 2
  20. DevDevBooday

    In the 701 hours I have put into this profile i have played only 2 hours of LA (most of which was accidently spawning as it after losing my MAX)
    Its a completely redundant and unnecessary class. There has been no situation that I havent been able to solve better as another class. Needs a complete revamp