Whats the point of heavy assault

Discussion in 'Heavy Assault' started by Valantors, Feb 28, 2014.

  1. Tonberry76


    sorry am not English but dutch :)
    my grammar sucks i no

    but rely if NC VS ore TR play so much the sniper class and the enemy also pull more tanks and airplanes
    who gone blow them up the snipers ?? good luck with that

    also many pll play medic and eng try to heal ore repair the few tanks and players we have
    and a few max suits also don't stop 20 tanks

    with that only a few HA and a few LA ore our only hope
    try to reduce there numbers its rely hopeless because we lack in to much fire power vs the enemy
    and the enemy just crush us in no time and move on to the next area where the same thing gone happen

    til our tanks pop up ad last then we can win but we already lose 4 areas
  2. Valantors

    Dont get me started on snipers , i swear every second play is a infiltrator since the patch

    I have a Positive kd ration , and as a medic i did even better actually , there guns are freaky accurate

    I like the idea of a heavy assault class , to take the damage as you move into a room or assault a base but , we seem weak at range , fair enough but even medium to close where we should be strong i find us average, if you took ha out of the game , besides rockets what would be missed

    yes i may suck , but i dont stand out in the open firing , dont get me started on hit boxes or sever lag and getting shot behind cover
  3. Xenocidebot

    If you look at the Player's site description for Heavy Assault, it says the following:
    That's an HA's job. You are, first and foremost, anti-tank, anti-air, and/or anti-MAX. Secondary to that, you have the ability to control spaces through volume of fire with more mobility than an engineer's turret. The shield enables you to make shots on vehicles without getting splattered or shot up by its infantry support, and if need be, survive close-range encounters getting into position to take those shots.

    With regards to your issues fighting Engineers and Medics- that isn't a problem with the class, because Heavy Assault is not supposed to be The Best Infantry-Killer Class. There is no "Best Infantry-Killer" class. Each class is equipped for anti-infantry work, and you should not assume that having the biggest gun and biggest health bar means HA is supposed to be the best at it.

    The tradeoffs for an HA's anti-vehicle capabilities are low long-range accuracy while on the move and low mobility. Every other class's weapons, with the exception of sniper rifles, are more accurate while on the move, and while other classes lack a shield, this also means they lack the slowness the shield causes. Medium-long range engagements are not the HA's forte by default because of this- superior mobility and accuracy on the move will allow them to wear you down easily. They're winnable fights, but unless you sacrifice the large LMG for a battle rifle or mobile LMG, you'll be disadvantaged at them.

    Beyond that, it sounds like you need to spend more time getting a feel for close-range combat. That's something HA indisputably shines at, and most of us don't have a problem using them there. You should switch from the Flare to an LMG with better hipfire if you find yourself losing close quarters fights- the Orion with a laser sight excels there. Shotguns and SMGs are also available.
    Lower magnification means less mouse movement required to compensate for recoil. You're probably confusing your better recoil handling and the fact that you can't see the groupings as well for improved CoF. Most LMGs don't need anything higher than a 2x reflex sight for their effective ranges.
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  4. MarkAntony

    And yet I play the class as an Infantry killer from close range all the way out to the very edge of medium/beginnings of long range with the added benefit of being able to effectively deal with maxes.
    You are right that they aren't mobile though. Which makes them bad in rush scenarios. And you are right again on the optics, anything more than 2x is overkill in my opinion.


    @ OP:Seriously if you loose more head on fights then you win you need to learn to use the overshield (class ability) and generally need to get better at the game.
  5. Dead soldier

    A heavy assault IS going to win any 1v1 because of the overshield besides a max. Heavy assaults can take down vehicles with Rocket Launchers. Heavy assaults can suppress an area with their High-mag LMGs, and best of all, everything thing I mentioned is default to the class. Yea sorry if it's obvious but I hate Heavy assault because it's too versatile, it is good without any certs into it, and it can beat every class besides maybe and infiltrator at range or a max at CQ. And I hate maxes too cause I'm just that way.

    Medics have a role, heal and revive.
    Engineers have a role to resupply and place down turrets.
    Infiltrators are meant to snipe targets at long range or take out engi's or medics.
    Light assualts should flank and take down targets with the element of surprise.
    It seems maxes and Heavy assaults are out there to boost the players K/D.
  6. Redshift

    and you'll get your **** handed to you by anyone using a CQC LMG.....
  7. Dhabu

    While others have pointed out the HA advantages of overshield and rifle weaponry, I'm going to point out your unique role in anti-vehicular combat. As a primarily vehicular player, I have no fear of Medics, Infiltrators, or LA unless they get within C4 distance (which only happens if I make some pretty big mistakes). 90% of the time, they're free kills. Engineers are a bit more dangerous if they have the AV MANA turret, but even then they have to stand still and be exposed for a duration, which usually gives me time to kill them if they're within 400m. HA are the only non-MAX class I have to beware. 1 HA with rockets, while he won't kill me immediately, can weaken me unacceptably for another threat (enemy tanks, aircraft, turrets, MAXes, etc) and 2+HA can absolutely destroy my vehicle unless I outplay them.

    Therefore, I'd suggest focusing your time and certs on your anti-vehicular capabilities. Yes, you're often going to lose your first rocket to flares/smoke when facing a good pilot/tanker. But that rocket was free, as was your loadout, and the pilot/tanker paid resources for his vehicle, and the 2nd/3rd/4th/5th/etc are going to land, if you fire them off before he recharges. Or, he runs away, and if so, hey grats, you just made a 300-450 resource vehicle flee the battlefield for no cost.

    There's also the versatility of having BOTH those roles in one class. After scaring off/damaging/destroying that enemy tank/aircraft, for that same no resource cost and with no time delay, you can then immediately turn around and mow down one, two, 5, 10 enemy infantry (depending on your skill level) with a fully automatic, high-capacity rifle just by pushing 1. No terminal needed (like MAXes need). No restrictions on going indoors (like vehicles have). HA can conceivably destroy every opposing arms type in the game, while presenting only a small, mobile target that can hide indoors, behind small cover, and over frustratingly small hilltops.

    I'ma stop there. I hope this has helped the OP, and I don't want to create more of my nastiest foe :p

    Dhabu
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  8. Valantors

    Thanks for moving this to the backwater class discussion , if id wanted here id have made it here , i wanted a discussion bye people that dont play ha
  9. Paisty

    The HA class is the only class in PS2 that is easier to kill when using thier class defining defensive ability.

    The defensive ability I am talking about is the overshield. It slows the movement speed of the HA making headshots against a HA with their shield up even easier. Since the HA class has no more head protection than any other class, HA's are pretty much an anti-vehicle class.

    If you need to make a push use a max, HA's have been overnerfed and are nothing more than the slowest and most visible target on the range.

    A year ago the HA class was capable of leading pushes against enemy positions. Support classes supported and cleaned up everything the HA could not before the HA died. Now you can send in a Medic with an active AE heal and get the exact same or better results.

    TTK's in this game have become way to low for any class to be considered a "tanking" or "support" class.

    Aim for the head(which btw seems to be the largest hitbox on the player model), the fight will end in less than a second. No shields or suit slot armor can protect you or your enemy from headshots.
  10. Ttariel

    Im sorry but did you just say HA is underpowered ?
    Its the only class that gets some of the best tools against infantary and all vehicles at the same time, for a cost that other classes would wish for.

    Dont want to sound mean, but if you see the problem in the class you simply have to get better.
  11. LibertyRevolution

    Heavy assault is the class you play when your max is on cooldown. :rolleyes:

    /thread
  12. RenegadeHelios

    Sigh, this again.....

    Infil: ptt ptt ptt ptt or PTEW.
    LA: fooosh patatatatata or foooosh BLAM.
    Medic: badadadadadadadadadada *whummmmmm*
    Engy: patatatatatatatata *drops mine* BLAM.
    HA: BAMABAMABAMABAMABAMABAMA PHWEWSH!

    That's what HA is for. 'Nuff said.

    No, but seriously, they're meant to be an offensive/defensive middle ground. Whereas Engies with their turrets and Infils with their snipers support the back, and LA's/Medics take the front, Heavies are biased towards mid-range support and AV work. Slap a shotgun on 'em and they're deal breakers in a standoff in a small base.

    Infils have stealth, LA's have maneuverability, Medics have health regen, Engies have support, and HA's have shields and big guns.

    All meant to have their own place in the game.
  13. Rogueghost

    Heavy assault is my kill everything class, I don't think it needs much else of a purpose.
  14. MajiinBuu

    I only use the Heavy Assault for the rocket launcher. I carry munitions pouch for more rockets.
    Also, aircraft are extremely easy to kill. Just hit it twice with G2A(many pilots actually don't fly off after the first hit, lol) then just let it burn up, or tickle it with your LMG.
    The shield is useless to me(except for negating fall damage, I always forget to use NMG when 1v1 enemies). I have been a big fan of the Flare(high damage, high recoil) for a long time, but the recoil is hard for me to control(even with compensator and grip, I don't know how you NC do it) and I often forget to burst fire. I might try the NS-15M, I'm a huge fan of low recoil/low damage weapons, accuracy is what I need.
  15. Frosty The Pyro

    yes LMGs are general inferior to other weapons.

    Heavies have a rocket and a shield. Rockets let infantry fight armor and air. The shield can compensate for the LMG. Besides all weapons have TTK low enouph that the difference between guns isn't that big a deal.
  16. Kyn

    Heavy does what it is supposed to do. Your right, ttk for the average weapon keeps them from being gods. Thats fine, my only issue lately is as a tr it seems the ns (common pool) weapons are the only ones worth buying.

    Do please, prove me wrong.
  17. reydelchicken

    TR have the t9 carv, VS have the noob destroying orion, and NC have the... saw...... I still think the EM6 should be starter for NC.

    Besides that, if you're TR and want something a bit more accurate, try the MSW-R, it's really powerful.
    If you're VS sva-88 is a good alternative to the orion.
    Finally if you're NC, try getting the EM6 or anchor.

    The LMGs are stronger than anything else you can carry as infantry, and the large magazine means you can spam 5-10 players to death and still have enough bullets left to shoot at their corpse while you teabag them.
  18. Littleman


    Pretty much. The differences between the rifle, carbine, and LMG are negligible in mid-range. In CQC, carbine is king from the hip, ADS they're all exactly the same. Long range, rifle eeks out ahead but only just barely. Carbines and LMGs still work just as well at long range for the most part. Sadly, long range is mostly sniper territory, and One would need to hold still with any automatic to actually be lethal (in other words: hit $#!% more than once every dozen rounds) with them over 100m.
  19. PastalavistaBB

    The Nanoweave change hit the HA class the hardest. Nanoweave + Resist Shield was very hard to beat with another class. Now these two doesn't synergize anymore. Considering that other classes have better weapons than the HA (The Fast firing carbines Serpent and GD7-F and ARs mostly), it's no surprise that HAs die so easily now. Even the supposedly weakest class Infiltrators drop HAs instantly with SMGs. HAs need some kind of Buff or better weapons IMHO.
  20. cruczi

    Decrease the movement penalty of the overshield by half.
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