Global Agenda Assault Class Q&A

Posted Wed, Nov 04, 2009 by Ethec

Absorbing damage while wielding heavy weapons like rocket launchers and miniguns, Global Agenda's Assault class players will be large and in charge on Global Agenda's battlefields when Hi-Rez's premier MMO shooter launches next year. But a host of interesting devices, off-hand weapons, and shielding technology extend this class far beyond its Rambo-esque overtones. 

Executive Producer Todd Harris, who was kind enough to introduce us to Global Agenda's Recon class in October, continues our class Q&A series with part 2 - a look at Global Agenda's Assault class.

Ten Ton Hammer: It seems like the assault class fills the gaps between the classes - assaults can anchor an attack, they can draw fire away from more fragile teammates,and  they have the ammo capacity, firepower, and durability to pin down enemies and hold objectives on defense. Is that an accurate assessment?

Todd Harris, Executive Producer: I would say it's accurate that he's flexible and can cover the gaps. But I'd also categorize the assault class as being all about damage - whether dishing it out or soaking it up. Recon really excels at concentrated offense (against a single target or location, typically using surprise). But the assault class is typically the class that is doing the most damage overall, and over a broad area using a lot of area of effect weapons. They're all about damage.

Ten Ton Hammer: We've seen assaults carrying rocket launchers, grenade launchers, miniguns, and various melee weapons as well. In other games, this class packs a punch but burns through ammo quickly. What kind of ammo considerations does an assault class have in Global Agenda?

Todd: All the weapons in Global Agenda draw off of the common power pool mechanic rather than using ammunition. Being that assaults are all about damage, they really do have to carefully manage their power pool to make sure they're not caught in the wrong spot at the wrong time with low power. That's something that players can spec (using the talent trees) to have either higher maximum power or faster recharge or have particular weapons draw less power. All of those are popular  choices for assault players.

Ten Ton Hammer: What options does an assault class have at melee?

They wield basically a futuristic battle axe that also has the ability to set opponents on fire. So as compared to Recon, which has the more precision instrument of the katana, Assaults are definitely more brute force.

Ten Ton Hammer: Is there chaining with the fire damage in melee?

Todd:  No, not at this time, it's strictly single damage. There's no contagion or chaining of the fire right now. But in general, as far as characterizing the class, Assault is always very much in the middle of the action. Not many characters can survive long under direct fire, but the Assault players typically thrive on being in the middle of everything.

Ten Ton Hammer: Another popular motif with big guys wielding big weapons is the ability to catch several enemies with one swing. Is that something that's a part of the class as well?

Todd: Not as much with melee, but with the primary and off-hand weapons they're able to deal out damage to more than one player at a time, moreso than any other class.

Global Agenda's Assault class in action.

Ten Ton Hammer: At first look, the Assault class seems pretty straightforward. How were you able to mix up the talent tree options of this class?

Todd: At the highest level, you're basically going for a tank build to soak up the damage versus an explosive build to deal out damage. Those are the two names of the class-specific trees, and then there's a balanced tree as well. You can go extreme down either of those trees or go more hybrid. The talents combined with devices really do let you spec a number of different ways. For those familiar with Team Fortress 2, you could basically spec our assault class similar to a demoman (using grenades and sticky grenades), or a soldier (using a rocket launcher), or a Heavy (using a minigun). But you could even go more exaggerated - our tank would be much more of a tank than a heavy, and you could also come up with hybrid builds.

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