Defining the role of Light Assault - PlanetSide Universe
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Old 2012-06-10, 12:51 AM   [Ignore Me] #18
TheInferno
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Re: Defining the role of Light Assault


Originally Posted by Malorn View Post
1) Why would a squad want to take a light assault instead of another MAX, medic, engineer, or heavy assault?

2) Why would you take someone that by their very design won't stay with the squad?

3) Why take someone who's class design is to run off, go someplace that the rest of the squad can't follow, and then die off by himself out of revive range by a medic?
I'm going to try to take a shot at defending the Light Assault as is, so at least there's a sounding board.

1) While extra firepower is good, having someone in the right position can make all the difference. By flanking from the side or even above, you can deal with an enemy easier. Tactics like this will help a good squad engage and eliminate the enemy easier.

2) Why wouldn't they? Just because they are more mobile than any other unit doesn't mean they can't stay with the squad and spread out to engage the enemy. Even in cases where the squad is storming a building, I could see a pair of lights breaking off and going in the top way, throwing in some smoke and flashbangs to cause some chaos as the rest of the squad pushes in. This does of course pull them away from the medics, but it's not like they're half a base away, either.

3) This seems like a rehash of number two with a bit more dislike for Light Assault, honestly.

I think you addressed that, though. Honestly, as much as the forum hates hearing it (and I think I've already said it so I'll sound like a broken record) we'll need to play with the class before we can say it's useless or not. Theoryside is all well and good, and you're probably better at it than I ever could be, but even so, things need to hit the proving ground. If that makes any sense.
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