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[Guide] Flyght Academy : Assault 101 [Updated April 16]
[Guide] Flyght Academy : Assault 101 [Updated April 16] |
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12-03-2011, 11:01 PM |
Post: #1
Flyght
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Flyght Academy : Assault 101 Simply put, there has not been many guides on the assault class, especially ones that go in-depth in its important characteristics. The class, which is one of my favorites, is probably one of the one most underestimated classes within the game despite being the most popular. Though it may not be a tank-killer, healer, assassin, etc., the assault class can pull its own weight within the game due to its relative bulk and unlimited ammo.
Basics Before Picking The Class People need to be aware of what they are choosing as a class when creating a player (especially since EASY has now restricted incoming gamers to only 2 characters each). The Assault class, as a whole, is mainly for those who like to be in the heart of combat. Seriously, the class is not necessarily meant to be an ultimate setup to be a camper every time, but instead to be the main force for the team to capture and secure flags. Here are some reasons on how to approach this class before regretting the decision:
Note: If you think this guide is too long, see Solid's Assault Guide, JynX's In Depth Assault Guide And Tips ,
or HURRDURR's Assault Guide By Exair that are simple, basic, and provide helpful information on the class. What Weapons And Tools Are Available Keep in mind, the information like the damage stats comes from the direct stats placed in the weapons section in-game. These stats actually compare the weapon with the other weapons within its class. Stats like the reload rate come from Rukgoa's new Comprehensive Stats Charts.
Also, the Rate of Fire is according to the rounds per minute (RPM). This class is the practically the only one with access to AR's, or Assault Rifles. Assault Rifles are practically a very versatile gun. They can be used many ways, but the range is meant to be close-to-medium due to the fact that the user is probably less than a few meters (yards) or so from the enemy (the rifles can be used carefully at long range). Generally, the M16A2, AEK971, and the STG77AUG are better guns than the G3A4 as they put out more damage, have less recoil, and have more ammo than the aged rifle. Regarding the available guns that can be rented with credits, the M16A2 and the AEK971 are suited for different play styles: the M16A2 suited for those who want more medium to long range in their battles while the AEK971 is best for those who desire more control with their bursts. However, the M16A2 is not going to always face up well with Close-Quarter Weapons like the SMGs or the shotguns, and the AEK971 cannot quickly and accurately fire bullets at medium to long range targets like the M16A2. For the STG77AUG, the gun produces the most damage, fires faster than even the M16A2, and is even more accurate than the AEK971 or M16A2. Yet, it has the highest recoil and takes the longest to reload, so think before spending your Battlefunds on this weapon as the M16A2 and AEK971 will easily match up to this gun with their softer recoil and quicker reload rate. Assault Rifles Statistics:
The shotguns, which includes the SPAS-12, 870 Combat, USAS 12, and the Saiga-12, are feasible enough to finish off a target with only a few shots. But, the shallow range and poor accuracy, even at medium range, are not comparable with the AR's who can still punish enemies at the cost of a few more bullets extra. But, gamers who prefer to be right in the face of people (give or take 5 meters) could probably utilize a shotgun better than an AR. The shotguns also vary for play styles, with the 870 Combat used at more close quarters than anywhere else, SPAS 12 for less reloading time to get off more shots at the cost of close range damage, the USAS 12 for more accuracy and fire rate at the cost of damage, and the Saiga-12 for more damage with better range than the USAS 12 at the cost of the rate of fire. Shotgun Statistics:
Of course, the secondary pistols cannot be forgotten among the rifles and shotguns. These weapons are an immediate savior to an Assault who needs the finishing touch on a bruised enemy. So far, there are four available pistols for every class just like the shotguns, the M9, MP443, M1911, and the MP412 Rex. Each of these guns are usable in the right hands, but the M9 is the best starting pistol for Assaults thanks to its quick fire rate and decent accuracy to finish the job quickly (and it happens to be the standard secondary weapon for the class). However, the MP443, M1911, and MP412 Rex are feasible if one has good control over these guns as they have more power but less accuracy and fire rate. The M1911 outputs more damage at the cost of ammo and accuracy compared to the MP443, and the MP412 Rex outputs the most damage out of any pistol but with higher recoil and lower reload time than even the M1911. Pistol Statistics :
These guns are what can be considered in the Assault class, and provide different options to be utilized on the battlefield. Remember, the guns that do not come included with the class can be bought with Battle-funds or rented with credits. Hence, you should not fret when you find these guns not given to you automatically, you just need to rack up enough credits or Battle-funds to buy those weapons.
Also, there are Veteran versions of these weapons. These weapons are double the price or even more of the available weapons like the M16A2 or USAS 12, but they provide a greater damage output and increased magazine size. These can be helpful in easily winning fights, but the prices are doubled that of a regular bought item. So, you can pay twice as much just for get a +5, +6, or +7 boost in damage per bullet and 3-5 extra clips in each magazine, but that difference is for you to decide if the investment is worth it. Abilities Interestingly enough, the Assault Class is blessed with an interesting slew of abilities it can access. Remarkibil's Guide to Training Abilities can help show all the available abilities for each class. Anyway, there are some distinct abilities that do an amazing job to help out the player using this class based on its most important responsibilities. Recommended Abilities: (not all are listed)
Ammo Box Common Sense
These abilities are not the only ones available, but merely can help an Assault become better at capturing flags, and having a few advantages over the enemy. Just choose wisely when spending points, and if you find a point being wasted remember that the two arrows (refresh button) in the top right of the training page which will give back all the points you have earned thus far hopefully (there has been claims that the button sometimes will not refund all your points so be aware).
Also, ObHeRrAtEd has come up with a good guide on these setups and can help those who seek advice on abilities : the link is right here - Assault Training Builds The setups are very helpful, and offer some of the best possibilities an Assault can take. Of course, these play-styles are not mandatory, but can offer extra help to those who need it. Just center on your best attributes, and avoid choosing ones that are not going to be beneficial at all. Conclusion Overall, the class is a worthy choice for those who can burst their weapons at the enemies, and forever (until they die). But, a good Assault knows their limitations and understands that this role requires teamwork and awareness in order to win the objective. With that in mind, I hope this guide has been helpful and gear you towards choosing the right class to pick. Leave any comments and positive criticisms, and I hope to see you on the battlefield.
Thanks go to Rukgoa, RemarkaBil, Solid, Pvt. Parts, DefaultWarrior, ObHeRrAtEd, shadow00, Jensin, [FR]Scompe, JynX, iStalker, and HURRDURR for providing important details in their guides, [KZ-0]Archangel for posting this onto his list of remarkable guides, and more importantly to all of those who have left the advice and comments so far ![]() |
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12-03-2011, 11:02 PM |
Post: #2
Flyght
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Extra Information If the guide could not seem to satisfy your needs, maybe this section can help out a little better. I planned this section to add more information for a newcomer or a person who is willing to learn some new things on the Assault Class that they can at least apply on the battlefield. What will be discussed is some setups I am currently discovering or found for the class along with some added tips. Controls Of course, when playing a multi-player game the control scheme is important in getting a good feel in-game. After having the Play4Free web program open up, you can change your controls simply by going into the Options tab in the tool bar. There, you can set up your controls that are easier to you to use than the default settings so that way you can feel more comfortable when selecting your equipment in your arsenal or choosing a performance option. If you need to have more complex options, see -
St0mpy's Settings Superguide (Including One Button Spotting & Binding Multiple Keys) : http://battlefield.play4free.com/en/foru...?tid=17798 Also, there now happens to be software that allows players to utilize their controllers in accordance to keyboard commands. Thankfully, Cronaldo97v2 has created a guide to satisfy those who seek to use a controller in-game -
How To Use Unsupported Controllers in Battlefield Play4Free : http://battlefield.play4free.com/en/foru...?tid=23363 Anyway, the suggestions I will offer on using your controls wisely and effective go as so:
For example, I have my own controls bound in the game to suit the available resources I have and what I can use more efficiently. If you cannot see the keys clearly, what I have done is that I kept my primary/secondary weapons at Keys 1 & 2 as I can call on these keys easily since they're right next to my movement keys W,A,S, and D. My other tools, like my smoke grenades and tracer dart gun, I have set to the keys 3 & 4 as I have gotten use to the fact that my smoke grenades can be called close to my movement keys when I need, and that I have my tracer dart gun at a key I have gotten used to all my games as the one to deal with armored vehicles. Then, what I have done is that my important tool is right next to my Sprint (Left Shift) key and Jump/Parachute Key (Space), so that I can call on my ammo box quickly while moving regularly. My available mouse key, which happens to be my M2 button, is for my melee weapon to easily use it in tight situations. And finally, my other keys call on my other necessary tools like my G key calls on my grenades because I have gotten used to it being like that and my C key can easily call on my Request Reinforcements ability while I wait. Also, note the position of my weapons. I have kept my needed keyboard number keys and moved the other non-numerical keys to places that will replace the rest of the number keys, like keys 9 and 0. That is to prevent having too much clutter happen when organizing your commands, which can occur if one is not careful enough. Anyway, these controls should be binded solely to your equipment and performance commands, like calling upon your secondary weapon, so that way you will be able to shave off some extra seconds to kill or reach an objective. This is highly influential in a fast-paced game as this where a few more seconds means the availability of taking more flags or putting out an enemy faster. (This post was last modified: 13-04-2011 02:03 AM by Flyght.) |
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12-03-2011, 11:25 PM |
Post: #3
[KZ-0]Archangel
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8D Brilliant Guide, you sir, are going on the list. go easy on the Colors though. xD simply bolding or underlining an important statement works. Pick a slightly duller color or something. All of the Blue Large Blue in the midst of the dull greyish colors distracts me from reading the whole section
(This post was last modified: 12-03-2011 11:30 PM by [KZ-0]Archangel.) |
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13-03-2011, 05:43 AM |
Post: #4
Flyght
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Thanks for the advice, especially from Archangel himself
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13-03-2011, 07:29 AM |
Post: #5
Coatl
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Excellent guide, I personally am not of the type assault, but I see helpful to know what this type can do and which are their skills.
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13-03-2011, 06:05 PM |
Post: #6
[KZ-0]Archangel
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Much better M8! keep the amazing guides coming
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13-03-2011, 07:56 PM |
Post: #7
Donutz
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Fantastic guide.
Medic soon? (: |
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13-03-2011, 08:14 PM |
Post: #8
SnAjP
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nice guide
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13-03-2011, 10:46 PM |
Post: #9
Flyght
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(13-03-2011 07:29 AM)Coatl Wrote: Excellent guide, I personally am not of the type assault, but I see helpful to know what this type can do and which are their skills.Thank you for the comment, and for acknowledging the true intention of this guide. ![]() (13-03-2011 07:29 AM)[KZ-0]Archangel Wrote: Much better M8! keep the amazing guides comingWell, I couldn't have done it without the advice, and I think I can come up with a few more guides, maybe on the engineer if I can. (13-03-2011 07:29 AM)Donutz Wrote: Fantastic guide.Thank you for the comment, and well I am not sure about the medic. I so far only have an engineer and a assault in my arsenal, but I have played a little of the Medic class before to know the basics. I believe any good players who can see this comment can make a good guide on that class. To be honest, I can't make a good guide to benefit newcomers and people willing to learn if I do not have much experience to back up. Sorry... (13-03-2011 07:29 AM)SnAjP Wrote: nice guideThank you very much for the comment.
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14-03-2011, 12:44 AM |
Post: #10
Havock_Shingler
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What an amazing guide !!!!! i felt i was hearing my general giving me instructions ..... xD
...And that´s true, we (the assault infantry) really like being in the core of the combat,its so thrilling
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14-03-2011, 06:10 AM |
Post: #11
Flyght
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(14-03-2011 12:44 AM)Havock_Shingler Wrote: What an amazing guide !!!!! i felt i was hearing my general giving me instructions ..... xD A general giving instructions, now that's an interesting characterization . BTW, thank you for the comment, and it's good to see a fellow assault who can understand the concepts easily.
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16-03-2011, 05:35 AM |
Post: #12
{OSS}PorsheLover
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Nice.
Btw why is there "damage range" instead of just "damage" on M16A2? This account now in control of a friend, moved to BF3 & MoH as BoscPear (This post was last modified: 16-03-2011 05:35 AM by {OSS}PorsheLover.) |
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16-03-2011, 06:57 PM |
Post: #13
Flyght
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(16-03-2011 05:35 AM)PorscheLover Wrote: Nice. Oops, made a mistake in that. What I originally thought of was including the range of damage the weapon would make for its minimum and maximum, using Rukgoa's Weapons Stats to classify each weapon. But, since he has not updated the guide much I could not solidly make the judgment that each gun would still use the same stats. So, what I decided was to go from the actually Damage Stats seen in the weapons section of the game, and henceforth those stats were the ones listed. Thanks for the observance, and thank you for the comment.
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19-03-2011, 01:30 PM |
Post: #14
Donutz
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Do you think the M16A2 is overpowered?
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19-03-2011, 01:55 PM |
Post: #15
SnAjP
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as long as aek doesnt have usable optics, m16 is best
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20-03-2011, 08:05 PM |
Post: #16
Flyght
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(19-03-2011 01:30 PM)Donutz Wrote: Do you think the M16A2 is overpowered? Personally, I prefer the M16A2 over the AEK971 but I know for a fact that it is not OP, or overpowered. It does around the same damage as the AEK971, but the 3-round burst is the main seller for the gun as well as its downfall. With the 3-round burst, the M16A2 can easily hit anyone and KO from medium to long range. But, if you dare try the gun at close range, you will easily lose a battle with a close-range gun, especially to another Assault carrying an AEK971. Henceforth, the AEK971 is better at close range than the M16A2 because a skilled player using an AEK971 will easily trump a M16A2 user and even a MP7 user at close range. That is why the M16A2 is not overpowered, because an AEK will beat it at close range, along with the shotguns and even the Submachine guns. (19-03-2011 01:30 PM)SnAjP Wrote: as long as aek doesnt have usable optics, m16 is best Now to SnAjP, the M16A2 is as aforementioned only going to win at medium to long range battles compared to the AEK. But, I would even say a skilled Assault player would use an AEK971 to win any battle they fight in. The Assault class depends heavily on its variability so that opposing classes cannot truly beat it at its own game, and thus that is why Assault rifles like the AEK971 and M16A2 work so well for the class than even shotguns. If you do face up in close range with a M16A2, you better have aimed for the head or neck of the opponent to beat them compared to what an AEK971 user would typically go full burst on. That is why I have left no bias on any of the Assault Rifles and rather pointed out that the AEK971 will give you more freedom and full control over your bursts, while the M16A2 can easily beat the medium to long range battles the AEK971 may not win thanks to its 3-round burst. |
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26-03-2011, 10:23 PM |
Post: #17
Flyght
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Updated with more information.
Along with the info, my thanks go to ObHeRrAtEd for creating an new guide on Assault Setups and of course to those who commented on this guide . |
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26-03-2011, 10:24 PM |
Post: #18
ObHeRrAtEd
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flyght would you allow me to create a link in my guide to your guide please? (i mean, put in my guide "for more info check flyght's assault 101 guide)
ty for the thanks btw ![]() |
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26-03-2011, 10:30 PM |
Post: #19
Flyght
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(26-03-2011 10:24 PM)ObHeRrAtEd Wrote: flyght would you allow me to create a link in my guide to your guide please? That will be highly accepted from me , and maybe make a link to Solid's guide if you want to. Oh, and sorry if I didn't ask for permission to link your guide. But, I hope you are alright with that. |
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26-03-2011, 10:33 PM |
Post: #20
ObHeRrAtEd
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Of course I'm alright xDDDDD
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