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Unlike ligher classes Assaults look to be pure slugfest.
You get to choose whether to go a little heavier damage, attack or defense but not enough so that it changes things to a great extent. Defense will lie between 21 and 24 generally, with most units at 23 and 24 after pilot. Attacks start at 10 and max out at 13. ( 14 if you use the HK Zeus.) Damage is even more consistent with most units having 5 or 6 base damage. 6 damage armor piercing and 5 damage PPC Cap or Pulse represent the maximum damage output. Movement is between 5 and 8 (Sunfire is the 5) maxing at a possible 11 with jump jets.
The wild card in this class is pilot abilities. Requiem with Shizuka will likely see use for her ability to just annihilate an opponent on the hit. Several pilots have heat affect ignoring abilities that will likely be used. Others like Solitude which are solid units anyway can benefit from ignoring critical misses. Several mechs that would be useful cannot use their pilots with the point ceiling.
Gear is a singularly desolate field in Assault. Single use gear like Pulse, Alpha Strike, Camouflage and Streaks are really dubious in usefulness. The retrofits are too expensive. Several infantry and Anti-Aircraft related gears are pointless. Extended-Range Ammo is eclipsed by the native ranges on most competitive mechs but may see occasional use. Some filler gears such as Lock-On Targeting, Heat-Seeking Ammo, and maybe EC will be fairly common just because of the point limitations. And, yes, before everyone jumps on me I know EC is of limited use in SVII and I would use either of the other two first. Armor Piercing at 50 points is good but expensive enough to limit its deployment. Coolant Pod is likely to be the supreme gear for Assault SVII.
I think it depends on the map just as much as in any other weight class. Assault matches in the Junkyard arena are going to be interesting propositions, and freakish things like Celaeno are going to be a whole different story than the usual beat-them-till-they-die of most assault matches.
I will admit that as the weight class of a Solaris match increases, my desire to play it decreases. Assault matches hold dang near no interest for me, mostly because you nailed it on the head. Turret matches through and through, exactly like in MW4:Mercs. Lightweight matches: speedy as hell, full of maneuvering and suspense, each and every shot could easily be your game-winning blow or your last sight. Assault matches: Stand, shoot, hope you last longer.
problem with hellfire is his short range, most other assaults can out range him and if you use his ability you hurt yourself and have a worse chance to hit your target.
Cresendo with the true Findlay... the only way to squish.
This is the Weight-Class that I think the RD paradigm might come it handy, as you hit harder as you get hit, just running numbers and stats still so, not much more than a teaser right now...
I will agree that RD is probably useful in AC SVII but I dislike the prospect of having such a low defense when I can actually do damage. Bjorn is just screwed against hardened armor because even if he hits he only does one damage to start. I know he gets dangerous but if you have to wait to get damaged to actually hurt your opponent it will be a short game. Unless you roll like Kamikaze. Even a damaged assault will likely be able to KO Bjorn once he's primed.
Cresendo with the true Findlay... the only way to squish.
Not really. The points you pay for the ability that only happens 1/3 of the time and maybe does 1 more damage isn't worth it. Sure Requiem w/Findlay squishes in AoD, but that's because it can crush vehicles and other mechs more often. But in 1-on-1..against another monster with 23 def...you have to be really, really lucky to gain significant benefit.
@ DZ
even a hand full of extra damage will be harsh in SVII. If it takes you two hits to their three for the kill you win and they die. If you take 11 or 12 as what you will generally need to hit you have ~40% chance of rolling higher. Also remember that the damage is based on unmodified defense giving you a virtually certain +1 for the pilot modifier if nothing else. As for cost, you are paying 12 points for the ability (vs. Fernali or any other +2 +2 +1 Pilot.). Can you suggest a gear that will be unavailable and more useful because you spent those points?
As Is
Requiem + Findlay + Coolant Pod = 339
You have 27 points for gear letting you use SU Pulse if you feel like it.
@ DZ
even a hand full of extra damage will be harsh in SVII. If it takes you two hits to their three for the kill you win and they die. If you take 11 or 12 as what you will generally need to hit you have ~40% chance of rolling higher. Also remember that the damage is based on unmodified defense giving you a virtually certain +1 for the pilot modifier if nothing else. As for cost, you are paying 12 points for the ability (vs. Fernali or any other +2 +2 +1 Pilot.). Can you suggest a gear that will be unavailable and more useful because you spent those points?
As Is
Requiem + Findlay + Coolant Pod = 339
You have 27 points for gear letting you use SU Pulse if you feel like it.
Anti-Missle System. Damage reduction is just as important.
Anti-Missle System. Damage reduction is just as important.
AMS is too expensive. It's 43 points when all you have for gear is 27. Lock-On Targeting and Coolant Pod are probably the best choices in the Assault Class. When you go to an open-class battle, Improved Tracking is a good option, especially if you think you'll face lights and heavies with evade.
Majestic asked me what gear would I play if I didn't want Shizuka's abilty. I don't think her ability is worth more than what you get with AMS. My argument is that if the ability to sometimes deal extra damage is useful, reducing damage is just as useful.
Here's why:
Shizuka's ability only works 1/3 of the time. AMS- works 2/3 of the time. And not only that, but on 3-4, AMS reduces by 1 to a min of 0 (better than AAMS) and on a 5 or 6, reduces by 2 (better odds than AAMS) to a min of 0. Granted, it reduces only ballistic damage, so you get one of two things: Opponents try get in range of energy weapons to avoid the reduction (could be hard for some mechs), thereby dictating their tactics, or you get the benefits of the AMS...lasting longer than your opponent.
Plus on a mech like Requiem, there is no defensive equipment whatsoever, so it's a nice addition.