jsnipy wrote:
Maybe, but not unuseful They play a big part on the offense of a base.
Other classes have gotten more TLC ... especially infiltrators
The warpgate galaxy cluster fuck has been eased by being able to spawn into a galaxy ...
Oh, I was there when they first introduced that. It would be nice if they decreased spawn beacon respawn time to that of the galaxy though.
Still, light assault needs a major buff.
They share c4 and shotguns with 3 other classes, share adrenaline and smg's with infiltrator, share carbines with engineer while medic gets the assault rifle, can't aim down the sights while jetpacking making shooting almost worthless in the air, and the devs have continued nerfing the class to bits.
They should:
(a)Just get rid of heavy assault's anti air lock capable weapons(except TR'a striker). Give the light assault an anti air lockon with such a crappy velocity without locking on, that using it against ground vehicles unless really close is pointless. Also introduce a flak rocket launcher as an alternative anti air launcher. Doing so would make the LA useful as the anti-air class while HA still is the dominate ground fighter.
(b) Just merge with medic and call it Light Assault. Remove the stupid revive grenades as they are a crappy idea to begin with. The jetpack would become a tool to exchange for the medical tool. The light assault's would be able to use his jetpack and be able to survive longer thanks to his self-healing ability, combined with the optional assault rifle to equip to improve ranged combat. It wouldn't be overpowered because oh look, he can't revive with jetpack equipped.
(c) buff the fricken jetpack and add a cool tool to complement its assault abilities. Heavy Assault gets all the unique gear to assault the enemy with while light assault only has whatever scrapped leftovers they get from other classes. Only unique thing they have is their ability, but all classes have a unique ability.
Last edited by War Man (2014-04-08 12:25:55)
The irony of guns, is that they can save lives.