
The assault class is defaulted a decent assault rifle at the start, the SCAR-11. While this weapon is decent upgrading to either the BAUR H-AR or VOSS L-AR is a crucial step in becoming an effective assault player. The assault class has two primary abilities, playing a medic and being the first man in the door.
The Medic
If you want to rank up quickly playing the medic role is the easiest way to gain points. You gain 10 points per 8 revives with emergency rescue pins. You also gain 1 point per revive. This combined with healing points from manually healing or strategic dropping of medic hubs is probably the quickest way to rank up in the game early on. The first upgrade recommended is the defibrillator which allows critically wounded and sometimes killed teammates to be brought back to life.
Reviving teammates with the defibrillator is simple, you simply aim the device on the body of the dead player and use the primary function key (left click by default). One can either be standing, kneeling or prone while doing this, they all work. Prone is often recommended because you avoid more fire that way however standing allows quicker in and out access, so judge the situation and determine which action is best based on those factors.
Strategic placement of the medic hub is important for keeping you and your teammates alive. The best time to drop a medic hub is somewhere you intend to be for a little while such as a flag, behind a corner, guarding a position, etc. If you are on the move a manual heal (hold the medic hub and move with it armed as your weapon) is a better choice than dropping a hub. If you drop a hub you will not be able to manually heal for a short period of time. You can double up healing if you have a hub down for a while you can use the hub and manually heal for double the effective healing speed. This is often useful if the medic holds back further than the rest of the team so they can fall back and get healed quicker (also keeps the medic alive longer).
Rambo
The assault class is also the most effective all purpose combat class. With upgrades such as the Herzog AR-Shotgun and PK-74 AR-Rockets as well as the powerful assault rifle upgrades there is almost no situation too rough for an assault class to lead the way. And in the rare occasion that it is, a smoke grenade can often provide the cover needed to storm into a fortified position.
The most powerful upgrade for the rambo style player is the PK-74 AR-Rockets. They only work at ranges of 20 feet or more but they are the most versatile weapon in the game. As long as you have some distance between you and your enemy they are at a huge disadvantage. These rockets can be used to shoot down enemies behind walls, out of line-of-sight, on rooftops and many other situations. The key to using this deadly weapon properly is the alternative mode of fire (targeting mode). Once in this mode there is a small display at the bottom of the scope which gives you the distance of the target. This number is based on the original point you used it on. So if you aim it at a corner (make sure you're hitting the corner, not anything behind) and scroll your mouse wheel one or two clicks forward you should see a small increase in that number. Now if you fire the rockets they will explode mid-air 2-4 feet behind the corner, eliminating anyone hiding just on the other side. This trick is the most deadly in the game as it can eliminate just about any fortified position with proper targeting.
The other upgrade is the Herzog AR-Shotgun, a decent shotgun but no match for
it's support upgrade counterpart. While moderately effective for point blank
range combat the rockets are more all purpose and a defibrillator is almost
required of any assault player regardless of style.
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