To me, this is what LA always was. A nimble class that quickly fights his way through to the objective, bypassing most static threats, while other classes behind him are tied in combat. The first man on point. The tip of the spear. The vanguard. The first responder. I often see people making statements like "Light Assault is a stealth / ambush class", putting the class in the same basket as Infiltrator. So how did it come to this? Why LA gameplay evolved like this? The answer is big and consists of many little things, that pile up together in a game design failure. Objective play is unrewarding. Kill farming is. There's little to no reason to actually fight for a base, to be on point. There were some adjustments to point capture XP, but it's one step on a mile long road. Bases are convoluted, and there are 9000 other threats besides LA, so it's hard for other classes to keep aware and be prepared for an LA attack. Bad enemy awareness is commonplace, even among good players. So jumping on rooftops and shooting unsuspecting people below, or popping out behind an enemy with a shotgun ready became easy ways of farming kills as LA. People treat LA like its main roles are stealth, recon and objective control. And if we ever decide to kill somebody we must do it by attacking from an unexpected direction. People say "attack from behind / high ground, or you're doing it wrong". But why people consider LA weak in direct confrontation? Is it the weapons? No, carbines are often actually better for 10-30m fighting than ARs. Infiltrators have weak weapon choices. Is it some inherent disadvantage, like lower HP? No, we have the same HP pool as everyone else. Infiltrators have lower shields. Is it some ability or a tool that makes us less noticeable or gives us an advantage in planning an ambush? No. Infiltrators get radar tools and cloaks. Our only "tool" or "ability" in that regard is enemy's bad awareness. Not exactly reliable. LA seems fine on its own. And certainly doesn't look like an ambush class. So why is LA considered inept for direct combat? You know the answer. There's a class that does the same thing twice as good. The class that has been the plague of this game since release and hasn't been nerfed since. The Heavy Assault. If we pretend like HA shield doesn't exist, there really would be no reason to keep us from just jumping straight ahead and fighting our way through the objective. But the very first HA shield we meet will become a brick wall. If you're good enough, and HA is bad enough, you can break through that wall. But these walls will keep popping up along your path, and clip your wings eventually. Face to face, LA has fair chances against every other class, except HA. Given the prevalence of HA as the most played class in the game, and lack of team supporting utility (repairs / heals) you can see how that makes us a third tier class choice at best. So people treat LA like a stealth / ambush / recon class, and keep suggesting new tools and abilities that would fit Infiltrators much better. I can't stress enough how much I disagree with that vision. I don't like when Jet Pack is being treated as a tool for ambushing, when it should be treated as a tool to scale obstacles on the way to objective. People ask for team utility. This has potential to make LA play more rewarding, but we must tread carefully here. Otherwise we stand a risk to be downgraded to mixed support instead of indirect assault. HA OP shield and unrewarding objectives is what's keeping LA from performing the intended way.