For
some strange reason, people are attracted to the classes that kick ass.
No one wants to be the medic. No one wants to be the support. Everyone
and their brother wants to be the guy with the big guns, mowing people
down mercilessly and carrying the whole team on their shoulders.
Fortunately, Global Agenda has those people covered in the Assault
class, which brings a wide variety of heavy weapons and armor to
bear. 

 

The Melee Weapon 

 

The Radiant Axe is a massive axe that tells those who are next to you
that you mean business, and by business you mean decapitation. Blows
from behind have a good chance to set your targets ablaze and cause
additional damage over time, which will continue to burn even if they
turn to face you. The size of the weapon is a downside to me though, as
people know to get ready to block when they see a giant axe come out of
your pocket instead of a minigun. 



The
Guns 

 

Your basic ranged slot as an
assault class will likely be empty, but if you do choose to bring a
sidearm with you, you have your choice of a standard zoom rifle with
30% bonus damage when zoomed, or the shotgun. If you're using an
explosive AOE-type weapon, it may be beneficial to bring a level 1
shotgun to combat smart recons who know that you will only kill
yourself if you fire your primary weapon and can only truly fight back
with your axe. The rifle is your only way to truly fight at 100 foot
plus range however, so keep that in mind if you ever plan to out-range
turrets. 

 

The Specialty Guns 

 

Even though the rifle and
shotgun are solid weapons themselves, they might as well be considered
sidearms compared to the Assault's specialties. The Minigun and Inferno
Cannon pulverize an area with a hail of lead, causing extreme damage at
close range and solid damage at mid range. They do slow you when
firing, which can make you a target for Recons who are geared for
Sniping or Melee. The Tremor Launcher is a grenade launcher that has
two major assets: it can burst fire very well for massive damage in 2
seconds, and the grenades will detonate on contact with the enemy and
not just after time. In addition the Aftershock Launcher is a variation
of the Tremor, and is more like a pipe bomb launcher with controlled
detonations.  

 

You also have your choice of Rocket Launchers available. These all deal
considerable splash damage and have a unique tracking mechanic where if
the target is in your crosshairs as you fire the missile will home in
on them. This is a blessing when shooting at people trying to jetpack
away and a curse when fighting people at mid-range near cover who can
easily “trick” the missiles and keep firing on you
since you can't target the ground beneath them very easily, if at all.
Also note that using this in close combat is a good way to kill
yourself since you take the exact same damage from splash as a direct
hit would typically dish out. Keep your axe or secondary gun ready for
those who would take the fight to your face.



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Assaults excel at blowing things up, and little else.  Like
you need another role.




 

The Jetpack 

 

Wings! Activating this gives you massive wings that spread out from
your shoulders. It's a lot more flashy than the other classes, and
deserves special mention. 

 

The Off-hands 

 

Assault off-hands can be
categorized in two ways: those that help you kill, and those that help
you not get killed. You have anged and AoE shields, which only absorb
specific damage, but absorb so much of it at level 4 that you might as
well be considered immune for 10 seconds. Two potent grenades are at
your disposal in the EMP and Incendiary Grenade. The former will
disable all turrets and mechanical enemies/drones in the area for 4
seconds as well as dealing a healthy amount of damage to everyone, not
just robotics. The incendiary does the same amount of initial damage,
but also sets them on fire for considerable burn damage afterwards. If
you're engaging them at all and the burn isn't healed, landing an
incendiary grenade on someone is pretty much a death sentence. 

 

Perfect Target is a unique skill that confers invulnerability
on you and slows you for a short duration. The downside is that you
cannot shoot or activate any other devices during it. There are a few
great uses for this unique device. When under its effects, all turrets
that can shoot at you will, effectively making it a taunt to mechanical
targets. You can then get behind the firing arc of it or let your
teammates swoop in and dispose of that pesky Robotics and his toys.
Second, you can hit your Rest device then immediately hit this to make
yourself invincible and heal to full HP, which basically grants you a
second life if activated in time. The downside to this is that it slows
you to a crawl and you'll be hard pressed to get away or get into a
solid position to fight back. Lastly, if anything else, you can use it
to retreat and get to the nearest Medical Station or Medic near the
front lines so you can avoid that respawn timer and stay in the action.
Those big guns of yours aren't doing any good if you're dead! 

 

Power Stim is another unique device for us that gives us immense
regeneration of Power for a short time. This is usually equipped in
conjunction with the AoE weapons, which will consume 20+ power per shot
and drain you before you can kill your target perhaps. Popping a level
4 Stim as you unleash your fury will enable you to unload 12+ shots in
a short period of time, more than enough to lay waste to any guardians
or assaulters around a command point in a PvP scenario. 

 

The Boost 

 

The Assault Boost confers a +25% boost to Protection for all friendlies
in a wide radius for 10 seconds. You really can't go wrong with using
this ability every time it's up when victory is not assured.
Coordinating an assault and popping this and our other shields as you
spearhead the charge is what we were designed to do. Also, you feel
damn near invincible which just gives you that special warm feeling
inside. 

 

Is it fun? 

 

There is nothing quite like
seeing a giant block of red numbers for 500+ to a crowd. There is also
nothing quite like pinning someone against a wall with Minigun fire and
watching them wither and die, unable to do a thing against your barrage
due to the knockback of it. On top of that, there's the aforementioned
scenario of running into a fortified position, popping all of your
defensive off-hands and your boost, and just laughing maniacally as you
refuse to die and your less durable teammates mop up the competition
while they're focused on you. If you enjoy causing explosive mayhem and
sending people running in fear of your weapon the size of them, this is
right up your alley. If you'd prefer a more tactical approach to
causing your enemy's downfall, thankfully there are three other classes
that might suit you better. Who the heck doesn't like blowing stuff up
though? 

 

To read the latest guides, news, and features you can visit our Global Agenda Game Page.

Last Updated: Mar 13, 2016

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