I'm glad I'm seeing people come around to Assault being a decent class. Yes, it can seem outclassed by others in certain aspects of a fight, but when piloted correctly Assault can hold its own in the most intense moments, sometimes with little to no damage taken at all. It is its own downfall that the potential isn't fully unlocked until the class is almost maxed out.
Agree but disagree. If the concerns of the class aren't communicated, I assure you it wouldn't get the changes it needs. Also, In a team play environment where others can kick you off their lobby, it sucks when people either tell you to change the class or kick you off cause theyre about to go into a chaos operation... why? Cause it doesn't hold its weight and bring team benefits as compared to tactical, heavy, sniper and or bulwark. So long story short, yes the class is fun and its hands down the most cinematic class but it doesnt help the team much to have an assault and the skill tree does not synegize well. - assault main for pve and pvp
@@MachiavelliD4 Totally fair! There's a lot of tweaks that could happen across the board and the melee combat system in general could use some adjustments to be more beneficial to each class. I've just been having loads of fun on Ruthless with Assault sometimes not taking any health loss for most of, if not all, of a mission, which is something I just didn't think was possible on Assault. Discovering that it's a good class when played well doesn't mean I'm saying it's better than what any other one class can do, I just don't think it's as bad as most people try to say it is. But that's just my personal take on it. My mileage may be different than a lot of others though because I have a dedicated 3 man team that runs every night. We all know how to cover each other and it makes combats super easy for every member. A great team can make every class feel OP in my experience. Cheers!
It's nice to see a guide video coming from you. Assault certainly looks like a fun class in the right hands. I main Bulwark, but I played with my brother who's starting with Assault. I'll have to tell him about this build for when he hits level 25.
new Spiked lets gooo !! assault is next on my build list, currently finishing up vanguard, and got bulwark and tactical in the pocket loving both HD2 and SM2 content!
Loved your HD2 vids and excited to see you doing SM2. Coincidentally, I most recently max leveled Assault and found it to be the most fun class so far. Definitely plenty powerful against terminids. I do struggle a bit more vs Chaos because they have so much ranged fire, but Assault is still a great class against either faction.
Love how often I hear Terminids instead of Tyranids, ha. I think Assault is my favourite too, Sniper would be too but it's hard to know how it's actually meant to feel with the infinite ammo stuff atm. Chaos as assault definitely is more challenging but there's some nice stuff you can do - have a solo ruthless run coming up soon that should hopefully give people some ideas.
@@newspiked7385 😂 didn't even realize I wrote terminids. Same same. Looking forward to the chaos vid. I've done several ruthless runs as assault and it's definitely not bad. Had only one death last run (jetpack malfunction caused that one). Also, I recommend the armor back on gun strike perk. Very helpful for survivability, esp vs Chaos Sniper makes chaos easy mode. Las Fusil removes rubrics in 2 shots. The 2 second invis after attacking perk lets you do some mean stuff and get your cloak back in a few seconds so you can just spam it all match.
@@Cbox4 yeah, I ran that perk for my run, definitely saved me a couple of times. And yeah, Sniper is goated, especially for Chaos. Just hope they can fix the infinite ammo bugs so I can use it without any guilt :P
Ngl, I don't understand why people pick the 10% cooldown. It's like 4 seconds or something. Gunstrike damage meanwhile, is going to destroy everything from Majoris to Terminus level enemies and put those enemies in execution state that much quicker which also doubles as a sort of survivability perk. But anyway, awesome gameplay as always.
You're probably right, especially with Zealous - I just have a habit of trying to specialise builds and 'theme' them. I have another build with all the pistol damage, gun strike and evade-related perks where I have that Gun strike perk picked, which I'd like to run this mission on again, think it would do really well for the Hive Tyrant.
Yeah the pistol dmg perk with the secondary dmg increase perk and specing the pistol into headshot dmg allows you to put a majoris into execution if you spam a few shots in between the typical two parry attacks. Also the armor on gunstrike perk is a so much better. Makes you way way better at surviving, each majoris gives you 2 armor segments back.
This is all well and good but the true test of how good something is would be the chaos missions where there is like 90% more ranged attacks which is the only problem this game has. Good video though
I actually think most of the ranged threat from Chaos comes from the cultist shooters, which can be taken out with the pistol, but yeah will have to do a follow up!
Can you post a time stamp in any video where you were able to achieve the Consecutive Execution perk to pop off? Because in my experience, I've seen it happen maybe twice but once confirmed. It's incredibly difficult to slay 15 enemies in the extremely short window the perk provides which I believe to be around 2-3 seconds. The only time I've got it was in inferno at the end where I hucked a grenade into one pile and jet pack'd the other.
You see it in the very first ground pound I do in this run, at 5:55, then 10:50, again at 34:20, dunno if I missed any. Surprised it didn't proc in the big fight with the Guardsmen, but don't know if somehow I triggered the cooldown while already maxed on nades.
@@a.common.Americanlol nah not a skill issue, can just be hard to notice. definitely easier to proc with this build since you're spamming ground pounds into crowds so often!
It's an upgrade in the Hammer's perk tree, there's extensions for both Ground Slam and Aftershock. As for hovering, you can just hold down the attack key when you're in the air to charge it up.
You also crutch multi target overheal throughout this entire video and the build, as shown, will not be able to survive once that “unintended interaction” is fixed. It can be seen occurring multiple times in the first 2 minutes alone, and repeatedly throughout your solo run. To be really clear: I entirely agree that people crutch the melta and that it is by far the easiest to activate the “interaction” with. However, I think the community is fundamentally under estimating how clearly the game seems to be balanced around multi-hit healing and how incredibly difficult the game would be without any multi hit over healing. The devs said the interaction of hits on multiple enemies while the contested health bar is present allowing for more total healing than the bar displays is the “unintended behavior.” If that is true, I cannot help but wonder how they envision assault ever finishing a ruthless operation without a bulwark all but spamming the banner heal for them. Really, it’s not clear how any class is meant to do so. All sources of multi hit trigger this interaction with contested health. It’s impossible the game cleared playtesting without the interaction being seen because it’s impossible to play through any operation without activating the interaction. Bolter round penetration, plasma charges, cleaving melee hits, grenade launchers, meltas of any type, some sniper shots…. On and on. It’s literally impossible to play any class with a load out that has zero sources of multi hit. Maybe they’ll nerf the damage to health conversion for meltas, but if they “fix” that interaction every single class is going to have its survivability massively reduced to the point that bulwark baby sitting will be almost mandatory. This alone would be terrible for assault, because two melee classes tend to get in each other’s ways. Experienced, coordinated players can make it work, but class health does also involve the average experience and assault will surely be hurt by bulwark becoming even more desirable.
As far as I know the only multi-target healing perk I have on is on my bolt pistol, so if that's what's triggering it, it at least has a long cooldown on it. AFAIK the melta healing is just aways on or at least whenever your low health, without a cooldown. So even with a build that can spam ground pounds, the power level is vastly different. I also swear I've seen it proc on a single target too with the melta but I havent used it enough to say for sure. I guess we'll see how the devs approach it. I will disagree that the multiheal bug necessary for ruthless assault play tho. Should have a vid coming out tomorrow or the day after, another ruthless solo, no incaps, this time vs chaos since people were doubting its viability vs chaos. Build was quite different on the ground pound side, used the reduced AOE version so really no multikills to be had. Armour management instead of health management was key, and Assault has some nice stuff to get it thru gun strikes and executes easier.
@@newspiked7385 Multihit heal occurs any time you strike two or more targets while you have contested health. The “bug” is that the game converts your damage to reclaimed health for each instance of damage rather than as one big chunk. Since we don’t know the real numbers, let’s just pretend we have 100 hp. So you get hit, take 15 damage and say you have a white bar for 10 contested hp. If you immediately initiate an execute, it’ll freeze the bar, you regain all 10, right? Well, if instead you fire your melta at two warriors and hit them both for (let’s just pretend conversion is 1:1, which we know it isn’t) 10 damage, in theory you’d only regain 10 hp, since that’s how much white hp you have. Instead, you regain 10+10 because the game checks and lo and behold, you have 10 white hp, each individual chunk you’re trying to regain is smaller than that (10 each), so you’re allowed to regain both of them. Boom, 10 white hp becomes 10+10 regain for up to 20 hp regained. Similarly, if you swung your chain sword for 2 damage to each warrior, you’d gain 2+2 = 4hp. You can really feel how much this matters when you’re quite low health trying to recover vs a small number of enemies with a melta. If you only have 5 white hp and 2 enemies, it can be hard to stack up hits even with the melta to regain a lot at once. By the same token, hitting 10 gaunts will still add up to a lot of hp regained. This is the “over heal.” It lets you add up several hits to regain lots of hp. In your video, in the first two minutes, you can see yourself do it a few times. I’m not like, accusing you of cheating or anything, it’s just how the game works. You can readily do it with anything that hits hard in an aoe. Charged plasma, bolt rifle grenades, etc. The melta is just really high per shot damage, on demand, in a huge swaths, so it’s insanely easy to use to recover with. But I have gone from almost dead to full hp firing a grenade launcher into swarms plenty of times. This is my point: almost every weapon does it some, and it’s nigh on impossible to go an entire level without ever doing it once unless your armor literally never breaks. You’re way better than I am, way better than most players, and even you break your armor a few times in this. Hence my belief that the way the devs described the issue and their fix doesn’t match played reality. Either they intend for multi hit overheating to occur and the melta is just getting too good a conversion rate from its damage to hp (which is probably what’s actually happening-I suspect that what ever modifier of X damage = Y white hp recovered isnt reducing melta damage and it’s the only truly 1:1 conversion) or they don’t intend multi hit healing to occur at all and we are all going to be nerfed into the absolute ground. Their post made it sound like they don’t want multi hit healing. That would suck, esp for the new difficulty. Hopefully the melta just gets its conversion rate reigned in and some other weapons get theirs improved. Imo all melee weapons should have both more damage and better conversion rates, but also most precision weapons need improved conversion.
@@piedpiper1172 Thanks for the explanation. I guess the best thing would be for AoE weapons to get reduced conversion, and the rest to get a step up, but currently the system just isn't fair to a lot of weapons. It's also hard to say whether the playerbase can adjust to playing without it until it happens - all I know is that while playing with the meltas can fulfil a little of that power fantasy in the short term, in the long term it can also feel kinda braindead and get in the way of learning more of the game's other mechanics - why learn how to dodge and parry when it destroys crowds, staggers elites, heals you and refunds ammo. Hopefully when a nerf comes players will find new ways to survive and deal with the limited healing.
It's a known bug they have said they are going to patch out. Easiest to do with the melta but can be done anytime you hit multiple targets with anything while you have contested health.
1:01 That transition had no right to be that smooth, wtf.
19:21 was CRAZY
Bro blocked the grenade but it bounced into his buddy and then they both died anyway.
I'm glad I'm seeing people come around to Assault being a decent class. Yes, it can seem outclassed by others in certain aspects of a fight, but when piloted correctly Assault can hold its own in the most intense moments, sometimes with little to no damage taken at all. It is its own downfall that the potential isn't fully unlocked until the class is almost maxed out.
Agree but disagree. If the concerns of the class aren't communicated, I assure you it wouldn't get the changes it needs.
Also, In a team play environment where others can kick you off their lobby, it sucks when people either tell you to change the class or kick you off cause theyre about to go into a chaos operation... why? Cause it doesn't hold its weight and bring team benefits as compared to tactical, heavy, sniper and or bulwark.
So long story short, yes the class is fun and its hands down the most cinematic class but it doesnt help the team much to have an assault and the skill tree does not synegize well.
- assault main for pve and pvp
@@MachiavelliD4 Totally fair! There's a lot of tweaks that could happen across the board and the melee combat system in general could use some adjustments to be more beneficial to each class. I've just been having loads of fun on Ruthless with Assault sometimes not taking any health loss for most of, if not all, of a mission, which is something I just didn't think was possible on Assault. Discovering that it's a good class when played well doesn't mean I'm saying it's better than what any other one class can do, I just don't think it's as bad as most people try to say it is. But that's just my personal take on it. My mileage may be different than a lot of others though because I have a dedicated 3 man team that runs every night. We all know how to cover each other and it makes combats super easy for every member. A great team can make every class feel OP in my experience. Cheers!
It’s all I want to play and I hate when that screen pops up and makes me choose something else
No it still sucks, but its because the melee weapons moves don’t match the perks.
Show me the ground and pound combo in the game directions
love the jumppack/hammer combo
the hammer fatalities are just so utterly brutal, it's funny
I think this and sniper will be my favourite classes
J O I N U S
It's nice to see a guide video coming from you. Assault certainly looks like a fun class in the right hands. I main Bulwark, but I played with my brother who's starting with Assault. I'll have to tell him about this build for when he hits level 25.
nice, melee bros!
Love this format. Would like to see your guides on other classes, too
Excellent guide, Spiked. I've been struggling with Assault so I really appreciate seeing you having fun as the class. 👌👌
Thanks! Hope it helps, got a couple more build variants I'm working on too!
@@newspiked7385 Helps tremendously and can't wait to see them! Your Space Marine 2 and Helldivers 2 content is superb. 🙌
new Spiked lets gooo !! assault is next on my build list, currently finishing up vanguard, and got bulwark and tactical in the pocket
loving both HD2 and SM2 content!
nice! vanguard and bulwark are my lowest so gotta work on those, the rest are in decent shape tho
Loved your HD2 vids and excited to see you doing SM2. Coincidentally, I most recently max leveled Assault and found it to be the most fun class so far. Definitely plenty powerful against terminids. I do struggle a bit more vs Chaos because they have so much ranged fire, but Assault is still a great class against either faction.
Love how often I hear Terminids instead of Tyranids, ha. I think Assault is my favourite too, Sniper would be too but it's hard to know how it's actually meant to feel with the infinite ammo stuff atm.
Chaos as assault definitely is more challenging but there's some nice stuff you can do - have a solo ruthless run coming up soon that should hopefully give people some ideas.
@@newspiked7385 😂 didn't even realize I wrote terminids. Same same. Looking forward to the chaos vid. I've done several ruthless runs as assault and it's definitely not bad. Had only one death last run (jetpack malfunction caused that one). Also, I recommend the armor back on gun strike perk. Very helpful for survivability, esp vs Chaos
Sniper makes chaos easy mode. Las Fusil removes rubrics in 2 shots. The 2 second invis after attacking perk lets you do some mean stuff and get your cloak back in a few seconds so you can just spam it all match.
@@Cbox4 yeah, I ran that perk for my run, definitely saved me a couple of times.
And yeah, Sniper is goated, especially for Chaos. Just hope they can fix the infinite ammo bugs so I can use it without any guilt :P
After watching ur iskal queen fight I wasn't surprised with smashing another boss with hammer, dodge and pistol👌. Gg
Ngl, I don't understand why people pick the 10% cooldown. It's like 4 seconds or something. Gunstrike damage meanwhile, is going to destroy everything from Majoris to Terminus level enemies and put those enemies in execution state that much quicker which also doubles as a sort of survivability perk.
But anyway, awesome gameplay as always.
You're probably right, especially with Zealous - I just have a habit of trying to specialise builds and 'theme' them. I have another build with all the pistol damage, gun strike and evade-related perks where I have that Gun strike perk picked, which I'd like to run this mission on again, think it would do really well for the Hive Tyrant.
I guess you could think of it as 10% x3 players = 30%
@@action-nerd That would also mean 50% more damage x 3 = 150% :)
Yeah the pistol dmg perk with the secondary dmg increase perk and specing the pistol into headshot dmg allows you to put a majoris into execution if you spam a few shots in between the typical two parry attacks.
Also the armor on gunstrike perk is a so much better. Makes you way way better at surviving, each majoris gives you 2 armor segments back.
Nobody loves slaughtering the wildlife of other worlds more than Spiked!
We do not suffer the Xenos to live.
Tyranids are not wildlife of other worlds but an invasive species affecting all worlds 😉
This is all well and good but the true test of how good something is would be the chaos missions where there is like 90% more ranged attacks which is the only problem this game has. Good video though
I actually think most of the ranged threat from Chaos comes from the cultist shooters, which can be taken out with the pistol, but yeah will have to do a follow up!
Not as big a deal since patch on chaos.
21:07 floor punished for its heresy
Can never be too sure
Love the insights
Nice one spike. I’ve been running this since patch. Are you sure Ascension is working? I cannot tell on my end.
Pretty sure it does, it's just not much damage at all - more useful for softening up targets and staggering them a little.
9:12 the shotgun one? Those are devourers.
Do a ground pound, kill a warrior/majoris, watch those thirty gaunts insta-die
Can you post a time stamp in any video where you were able to achieve the Consecutive Execution perk to pop off? Because in my experience, I've seen it happen maybe twice but once confirmed. It's incredibly difficult to slay 15 enemies in the extremely short window the perk provides which I believe to be around 2-3 seconds. The only time I've got it was in inferno at the end where I hucked a grenade into one pile and jet pack'd the other.
You see it in the very first ground pound I do in this run, at 5:55, then 10:50, again at 34:20, dunno if I missed any. Surprised it didn't proc in the big fight with the Guardsmen, but don't know if somehow I triggered the cooldown while already maxed on nades.
@@newspiked7385fair! Skill issue confirmed. 😅
@@a.common.Americanlol nah not a skill issue, can just be hard to notice. definitely easier to proc with this build since you're spamming ground pounds into crowds so often!
What would you say your nost played and least played classes are?
least played is bulwark, but I'm really looking forward to it. most is probably a tie between sniper, assault and heavy
How do you get the double charged hit??? Is that a perk or level thing? Also how to hover so long??
It's an upgrade in the Hammer's perk tree, there's extensions for both Ground Slam and Aftershock.
As for hovering, you can just hold down the attack key when you're in the air to charge it up.
Im gokna try this vuild, ive been struggling with assault 😭
After a week of playing I feel like no matter what upgrades or perks you choose enemies all take the same amount of damage/number of attacks to kill.
You also crutch multi target overheal throughout this entire video and the build, as shown, will not be able to survive once that “unintended interaction” is fixed. It can be seen occurring multiple times in the first 2 minutes alone, and repeatedly throughout your solo run.
To be really clear: I entirely agree that people crutch the melta and that it is by far the easiest to activate the “interaction” with. However, I think the community is fundamentally under estimating how clearly the game seems to be balanced around multi-hit healing and how incredibly difficult the game would be without any multi hit over healing.
The devs said the interaction of hits on multiple enemies while the contested health bar is present allowing for more total healing than the bar displays is the “unintended behavior.”
If that is true, I cannot help but wonder how they envision assault ever finishing a ruthless operation without a bulwark all but spamming the banner heal for them.
Really, it’s not clear how any class is meant to do so.
All sources of multi hit trigger this interaction with contested health. It’s impossible the game cleared playtesting without the interaction being seen because it’s impossible to play through any operation without activating the interaction.
Bolter round penetration, plasma charges, cleaving melee hits, grenade launchers, meltas of any type, some sniper shots…. On and on. It’s literally impossible to play any class with a load out that has zero sources of multi hit.
Maybe they’ll nerf the damage to health conversion for meltas, but if they “fix” that interaction every single class is going to have its survivability massively reduced to the point that bulwark baby sitting will be almost mandatory.
This alone would be terrible for assault, because two melee classes tend to get in each other’s ways. Experienced, coordinated players can make it work, but class health does also involve the average experience and assault will surely be hurt by bulwark becoming even more desirable.
As far as I know the only multi-target healing perk I have on is on my bolt pistol, so if that's what's triggering it, it at least has a long cooldown on it. AFAIK the melta healing is just aways on or at least whenever your low health, without a cooldown. So even with a build that can spam ground pounds, the power level is vastly different. I also swear I've seen it proc on a single target too with the melta but I havent used it enough to say for sure. I guess we'll see how the devs approach it.
I will disagree that the multiheal bug necessary for ruthless assault play tho. Should have a vid coming out tomorrow or the day after, another ruthless solo, no incaps, this time vs chaos since people were doubting its viability vs chaos. Build was quite different on the ground pound side, used the reduced AOE version so really no multikills to be had. Armour management instead of health management was key, and Assault has some nice stuff to get it thru gun strikes and executes easier.
@@newspiked7385 Multihit heal occurs any time you strike two or more targets while you have contested health.
The “bug” is that the game converts your damage to reclaimed health for each instance of damage rather than as one big chunk.
Since we don’t know the real numbers, let’s just pretend we have 100 hp. So you get hit, take 15 damage and say you have a white bar for 10 contested hp. If you immediately initiate an execute, it’ll freeze the bar, you regain all 10, right?
Well, if instead you fire your melta at two warriors and hit them both for (let’s just pretend conversion is 1:1, which we know it isn’t) 10 damage, in theory you’d only regain 10 hp, since that’s how much white hp you have.
Instead, you regain 10+10 because the game checks and lo and behold, you have 10 white hp, each individual chunk you’re trying to regain is smaller than that (10 each), so you’re allowed to regain both of them. Boom, 10 white hp becomes 10+10 regain for up to 20 hp regained.
Similarly, if you swung your chain sword for 2 damage to each warrior, you’d gain 2+2 = 4hp.
You can really feel how much this matters when you’re quite low health trying to recover vs a small number of enemies with a melta. If you only have 5 white hp and 2 enemies, it can be hard to stack up hits even with the melta to regain a lot at once.
By the same token, hitting 10 gaunts will still add up to a lot of hp regained.
This is the “over heal.” It lets you add up several hits to regain lots of hp.
In your video, in the first two minutes, you can see yourself do it a few times. I’m not like, accusing you of cheating or anything, it’s just how the game works.
You can readily do it with anything that hits hard in an aoe. Charged plasma, bolt rifle grenades, etc.
The melta is just really high per shot damage, on demand, in a huge swaths, so it’s insanely easy to use to recover with. But I have gone from almost dead to full hp firing a grenade launcher into swarms plenty of times.
This is my point: almost every weapon does it some, and it’s nigh on impossible to go an entire level without ever doing it once unless your armor literally never breaks.
You’re way better than I am, way better than most players, and even you break your armor a few times in this.
Hence my belief that the way the devs described the issue and their fix doesn’t match played reality. Either they intend for multi hit overheating to occur and the melta is just getting too good a conversion rate from its damage to hp (which is probably what’s actually happening-I suspect that what ever modifier of X damage = Y white hp recovered isnt reducing melta damage and it’s the only truly 1:1 conversion) or they don’t intend multi hit healing to occur at all and we are all going to be nerfed into the absolute ground.
Their post made it sound like they don’t want multi hit healing. That would suck, esp for the new difficulty.
Hopefully the melta just gets its conversion rate reigned in and some other weapons get theirs improved. Imo all melee weapons should have both more damage and better conversion rates, but also most precision weapons need improved conversion.
@@piedpiper1172 Thanks for the explanation. I guess the best thing would be for AoE weapons to get reduced conversion, and the rest to get a step up, but currently the system just isn't fair to a lot of weapons.
It's also hard to say whether the playerbase can adjust to playing without it until it happens - all I know is that while playing with the meltas can fulfil a little of that power fantasy in the short term, in the long term it can also feel kinda braindead and get in the way of learning more of the game's other mechanics - why learn how to dodge and parry when it destroys crowds, staggers elites, heals you and refunds ammo. Hopefully when a nerf comes players will find new ways to survive and deal with the limited healing.
are people cheating or am i not doing something they are? he did a ground pound and gained more than his contested life back?
It's a known bug they have said they are going to patch out. Easiest to do with the melta but can be done anytime you hit multiple targets with anything while you have contested health.