# Assault Class monopolizes too much explosives. Class balance is completely broken.

**URL:** <https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329>\
**Category:** General Discussion\
**Created:** [January 10, 2019, 7:01pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329 "2019-01-10T19:01:00Z")\
**Posts on this page:** 20\
**Page:** 1

<div class="post-metadata">

**Author:** ![TennouHeikaBanza](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/t/9f8e36/32.png) [@TennouHeikaBanza](https://battlefieldforum.co/u/TennouHeikaBanza)\
**Post date:** [January 10, 2019, 7:01pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/1 "2019-01-10T19:01:00Z")

</div>

Best guns in-game with 3 rocket launchers and 3 dynamites. Insane.

You really don’t need to use guns primarily. Shoot guns when you spent all the rocket launchers and explosives first.

Rocket launchers can easily take down an enemy even in close range. Its damage against its user is really small. You won’t kill yourself even though you shoot it at an enemy right in front of your face. Only like 17-30 damage. Assaults can utilize rocket launchers so safely in CQB.

And dynamites. lol Just throw it somewhere over a cover and it grants 1-2 kills every time you throw it. EZ

I could hardly find any other weapon that grants so easy kills throughout the BF history.

Start using best assault rifles and DMRs after you got like 5-6 kills and used up all the explosives. You are gonna get even more kills per life.

This is way too unfair. Class balance is completely broken. Remove some of the explosives. Don’t make rocket launchers and dynamites to be equipped together.

Or at least give dynamites to all the other classes, too. Just like it was in BF3 and BF4. That would rather be somewhat better balance than current one.

---

<div class="post-metadata">

**Author:** ![RabbidWallaby](https://battlefieldforum.co/user_avatar/battlefieldforum.co/rabbidwallaby/32/107079_2.png) [@RabbidWallaby](https://battlefieldforum.co/u/RabbidWallaby)\
**Post date:** [January 10, 2019, 7:10pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/2 "2019-01-10T19:10:00Z")

</div>

Balance isn’t great, but not sure how many actual battlefields you’ve been on. As former infantry with combat experience I can tell you that on the ground doing the majority of the fighting is what you would consider assault. Mixed in with that a few machine gunners with extra ammo(support)Pepper into that a couple combat medics for first aid only, maybe a sniper or two per battalion and you got yourself a ground war. Of course this is just a game but just giving you an idea of where they were probably coming from in making it and in no way playing it themselves or they would have known better. As a side note, stats have killed these games in my opinion. If everyone ran around doing their part to play the object instead of worrying about the almighty K/D like we use to, there would be alot more enjoyment to be had.

---

<div class="post-metadata">

**Author:** ![trip1ex](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/t/779978/32.png) [@trip1ex](https://battlefieldforum.co/u/trip1ex)\
**Post date:** [January 10, 2019, 7:14pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/3 "2019-01-10T19:14:00Z")

</div>

It is funny but in BF42 the assault automatic guns, dynamite and rockets would have been in 3 separate classes.

Assault class had the STG 44 and nades. Engineer had dynamite plus mines wrench and an iron sight 1 shot slow reloading rifle. And the Anti-Tank class had rockets and a pistol.

---

<div class="post-metadata">

**Author:** ![spartanx169x](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/s/dfb087/32.png) [@spartanx169x](https://battlefieldforum.co/u/spartanx169x)\
**Post date:** [January 10, 2019, 7:38pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/4 "2019-01-10T19:38:00Z")

</div>

There is really no incentive to play medic or scout unless you want to stay completely out of combat. The way assault and support combined with the attrition system, they could completely remove medics and scouts and it would have little to no impact on most matches in Conquest.

---

<div class="post-metadata">

**Author:** ![macktiz45](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/m/9de053/32.png) [@macktiz45](https://battlefieldforum.co/u/macktiz45)\
**Post date:** [January 10, 2019, 7:46pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/5 "2019-01-10T19:46:00Z")

</div>

> [@trip1ex](#):
>
> It is funny but in BF42 the assault automatic guns, dynamite and rockets would have been in 3 separate classes.
> 
> Assault class had the STG 44 and nades. Engineer had dynamite plus mines wrench and an iron sight 1 shot slow reloading rifle. And the Anti-Tank class had rockets and a pistol.

Yep and it led to more diverse team make-ups as each class had a definite risk-reward. This also helped balance tanks as no single class had all the best antitank tools- antitank could reliably two shot tanks in rear (1 shot if it was even a little damaged) but required excellent positioning and was nearly defenseless as the bazooka was the primary weapon. Engineers had to get up very close but did not have good guns for infantry cqb. Assault class right now is all reward and no risk.

---

<div class="post-metadata">

**Author:** ![Woodlbrad](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/w/a8b319/32.png) [@Woodlbrad](https://battlefieldforum.co/u/Woodlbrad)\
**Post date:** [January 10, 2019, 7:53pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/6 "2019-01-10T19:53:00Z")

</div>

Dynamite should be all kit.

---

<div class="post-metadata">

**Author:** ![DIV88\_Viking](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/d/c67d28/32.png) [@DIV88\_Viking](https://battlefieldforum.co/u/DIV88_Viking)\
**Post date:** [January 10, 2019, 7:55pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/7 "2019-01-10T19:55:00Z")

</div>

> [@trip1ex](#):
>
> It is funny but in BF42 the assault automatic guns, dynamite and rockets would have been in 3 separate classes.
> 
> Assault class had the STG 44 and nades. Engineer had dynamite plus mines wrench and an iron sight 1 shot slow reloading rifle. And the Anti-Tank class had rockets and a pistol.

My god I miss thag game! They even had, subs, aircraft carrier and battleships on the Iwo Jima island \<3 (I do remember right, right?) Anyways, that was a freaken great game! Spg`s artillery tanks, scary tanks as they where actually scary back then.. They even had omaha beach! Back in the days, thats when the producer cared about the gamers, and wantet them to have fun for 1 price and not 1 price pluss pluss pluss pluss etc…

---

<div class="post-metadata">

**Author:** ![Noodlesocks](https://battlefieldforum.co/user_avatar/battlefieldforum.co/noodlesocks/32/101045_2.png) [@Noodlesocks](https://battlefieldforum.co/u/Noodlesocks)\
**Post date:** [January 10, 2019, 7:59pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/8 "2019-01-10T19:59:00Z")

</div>

Classes could do with a complete restructuring and rebranding. It’s a complete mess right now.

---

<div class="post-metadata">

**Author:** ![VindictiV\_V](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/v/c89c15/32.png) [@VindictiV\_V](https://battlefieldforum.co/u/VindictiV_V)\
**Post date:** [January 10, 2019, 8:07pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/9 "2019-01-10T20:07:00Z")

</div>

Unless you land a headshot as a scout, the assault SLRs outclass all the scout weapons at medium to long range (excluding extremely long and USELESS hillhumping range but, at that distance, you become a liability to your team more than anything else anyway). At short to medium range, ARs will beat SMGs and LMGs so yeah, the only competitor (in a 1v1 faceoff) with the assault class atm is another assault or a bipodded support player.

Considering they have not only the most versatile weapon classes in the game, but that they also reign supreme in their respective ranges (ARs for short to medium and SLRs for medium to long) why is it, that on top of all that, they also get to have access to the best anti vehicle and anti infantry gadgets.

What needs to happen is:

- SMGs and scout SLRs need to all be buffed. SMGs’ (excluding suomi and thompson) reason is pretty self explanatory. Scout SLR need to be buffed allowing them to be used more reliably by aggressive PTFOing scouts. ATM they have no chance against assault SLRs.
- Grenade launcher needs to be removed from the assault and given to the medic in the same slot as the smoke launcher to allow more aggressive medics.
- Dynamite needs to be removed from assaults (nobody uses mines over dynamite) and given to the scout class in the same slot as the flares (for a dynamite+spawn beacon combo for back-of-enemy-lines-sabotage gamestyle)
- Piat splash damage to infantry needs to be nerfed. ATM the piat is the better weapon to deal with both infantry and vehicles. Makes no sense.
- Give assault AP mines as an alternative choice to AT mines in their #4 slot.

---

<div class="post-metadata">

**Author:** ![clayface0187](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/c/45deac/32.png) [@clayface0187](https://battlefieldforum.co/u/clayface0187)\
**Post date:** [January 10, 2019, 8:41pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/10 "2019-01-10T20:41:00Z")

</div>

throw dynamite in the same category as panz/piat. give assault some more effective/interesting anti foot gadgets in the other category

---

<div class="post-metadata">

**Author:** ![Bamsmacked](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/b/58f4c7/32.png) [@Bamsmacked](https://battlefieldforum.co/u/Bamsmacked)\
**Post date:** [January 10, 2019, 8:48pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/11 "2019-01-10T20:48:00Z")

</div>

> [@RabbidWallaby](#):
>
> Balance isn’t great, but not sure how many actual battlefields you’ve been on. As former infantry with combat experience I can tell you that on the ground doing the majority of the fighting is what you would consider assault. Mixed in with that a few machine gunners with extra ammo(support)Pepper into that a couple combat medics for first aid only, maybe a sniper or two per battalion and you got yourself a ground war. Of course this is just a game but just giving you an idea of where they were probably coming from in making it and in no way playing it themselves or they would have known better. As a side note, stats have killed these games in my opinion. If everyone ran around doing their part to play the object instead of worrying about the almighty K/D like we use to, there would be alot more enjoyment to be had.

Class balance was much better in previous titles.

BF1 Assault wasn’t OP because they were limited to close quarters combat, all they had was SMGs and Shotguns. They were vulnerable to long range fire.

BF4 Assault wasn’t OP because it specialized in doing one thing, killing infantry close-medium range. They were extremely vulnerable to tanks/vehicles and Snipers.

BF3 Assault wasn’t OP because… Same as BF4. Vulnerable to tanks/vehicles and snipers.

Currently in BF5, Assault is equipped to deal with vehicles with rocket launchers, dynamite, mines, and they are equipped to deal with infantry with rockets, dynamite, frag rifle and have the best guns in the game. Assaults in BF5 are not limited to engagement ranges like they were in previous games or like the other classes are and that’s the balance issue… Completely over loaded kit that makes them a MASTER OF ALL TRADES.

It’s also a worth mentioning that unlike BF3, and BF4 this game absolutely has no recoil on assault weapons or on a lot of other weapons. The skill ceiling is greatly lowered. Remove random spread, increase recoil. Skill ceiling restored.

---

<div class="post-metadata">

**Author:** ![Major\_Pungspark](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/m/6bbea6/32.png) [@Major\_Pungspark](https://battlefieldforum.co/u/Major_Pungspark)\
**Post date:** [January 10, 2019, 9:03pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/12 "2019-01-10T21:03:00Z")

</div>

Lol…

Bf3 and bf4 “assault” was the medic class, an self healing class with the best weapons vs infantry with kind of long range..might be some balancing issues there.

---

<div class="post-metadata">

**Author:** ![DingoKillr](https://battlefieldforum.co/user_avatar/battlefieldforum.co/dingokillr/32/101728_2.png) [@DingoKillr](https://battlefieldforum.co/u/DingoKillr)\
**Post date:** [January 10, 2019, 9:03pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/13 "2019-01-10T21:03:00Z")

</div>

When people talking of splitting or moving Assault gadgets they often forget that would mean even more players have access to Explosive gadget that can be supplied via a crate.

Personal the only thing beside some new or improvements to gadgets there not much that can be done. You could do limpet mines or light long range AT gun for Assault, I know a few players that would use.

Other things like increase Max Grenades to Medic/Recon it would give a small explosive boost.

---

<div class="post-metadata">

**Author:** ![Major\_Pungspark](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/m/6bbea6/32.png) [@Major\_Pungspark](https://battlefieldforum.co/u/Major_Pungspark)\
**Post date:** [January 10, 2019, 9:11pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/14 "2019-01-10T21:11:00Z")

</div>

> [@clayface0187](#):
>
> throw dynamite in the same category as panz/piat. give assault some more effective/interesting anti foot gadgets in the other category

Omg, that is actually a nice idea, but I am not sure they need more stuff.

---

<div class="post-metadata">

**Author:** ![Aircool\_212](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/a/cab0a1/32.png) [@Aircool\_212](https://battlefieldforum.co/u/Aircool_212)\
**Post date:** [January 10, 2019, 9:13pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/15 "2019-01-10T21:13:00Z")

</div>

> [@VindictiVagabond](#):
>
> Unless you land a headshot as a scout, the assault SLRs outclass all the scout weapons at medium to long range

Yep. If you don’t get a OHK as a scout, you’re dead. I kinda miss the sweet spot from BF1, but then again, I miss the Martini-Henry; if you didn’t get a OHK with that, then the enemy had at least two seconds to put you down 🙂

---

<div class="post-metadata">

**Author:** ![VindictiV\_V](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/v/c89c15/32.png) [@VindictiV\_V](https://battlefieldforum.co/u/VindictiV_V)\
**Post date:** [January 10, 2019, 9:29pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/16 "2019-01-10T21:29:00Z")

</div>

> [@Aircool\_212](#):
>
> > [@VindictiVagabond](#):
> >
> > Unless you land a headshot as a scout, the assault SLRs outclass all the scout weapons at medium to long range
> 
> Yep. If you don’t get a OHK as a scout, you’re dead. I kinda miss the sweet spot from BF1, but then again, I miss the Martini-Henry; if you didn’t get a OHK with that, then the enemy had at least two seconds to put you down 🙂

I personally don’t want to reward body shot with OHKs. That was the epitome of aids. It’s already easier to get headshots in bf5. The issue lies on the overaccurate assault SLRs countering both scout SLRs and bolt-action rifles (unless you get a headshot with the latter).

---

<div class="post-metadata">

**Author:** ![Dr\_X2345](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/d/bb73d2/32.png) [@Dr\_X2345](https://battlefieldforum.co/u/Dr_X2345)\
**Post date:** [January 10, 2019, 9:40pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/17 "2019-01-10T21:40:00Z")

</div>

Dynamite could be given to another class, maybe Support and/or Recon. Panzerfaust needs a damage reduction against tanks (IMO it doesn’t really matter against infantry, it needs a direct hit to OHK, has long reload and very little splash damage actually). DMRs could probably do with more bullet drop and damage drop after something like 60ish metres as currently they are much, much better than the SLRs on Recon.  
I do see why they’ve tried to designate one class as a main AV class then given a few AV options to other classes (only one really though, Support…), but I feel like doing that on what is probably also the best all-round anti-infantry class with the most versatility was a bad move. Give Support more AV options (perhaps move the PIAT to Support? Just an idea) and gives Support an AV combat role and I think that sorts some issues.

---

<div class="post-metadata">

**Author:** ![XEN\_wunderwaffle](https://battlefieldforum.co/user_avatar/battlefieldforum.co/xen_wunderwaffle/32/107329_2.png) [@XEN\_wunderwaffle](https://battlefieldforum.co/u/XEN_wunderwaffle)\
**Post date:** [January 10, 2019, 9:40pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/18 "2019-01-10T21:40:00Z")

</div>

Simple solution to fix both the OP Assault and bad Recon is to give Recon the sticky dynamite again.

It’s predecessors had it in BF2 (Spec Ops kit), 2142, BFBC1 and 2 as well as BF4. Don’t know why it was taken away.

Assault is fine with just rockets and the frag grenade launcher. It doesn’t need to solo everything.

Recon also needs some silenced SMG’s for the Pathfinder spec but that’s another thread.

---

<div class="post-metadata">

**Author:** ![Nijikox3](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/n/bbce88/32.png) [@Nijikox3](https://battlefieldforum.co/u/Nijikox3)\
**Post date:** [January 10, 2019, 10:17pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/19 "2019-01-10T22:17:00Z")

</div>

well you are if you see a tank and you are not an assault that can yolo it

c4 for recon ! 😃

---

<div class="post-metadata">

**Author:** ![Bamsmacked](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/b/58f4c7/32.png) [@Bamsmacked](https://battlefieldforum.co/u/Bamsmacked)\
**Post date:** [January 10, 2019, 11:19pm UTC](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329/20 "2019-01-10T23:19:00Z")

</div>

> [@Major\_Pungspark](#):
>
> Lol…
> 
> Bf3 and bf4 “assault” was the medic class, an self healing class with the best weapons vs infantry with kind of long range..might be some balancing issues there.

You don’t heal up if your taking damage.

It wasn’t a big deal back then unless you were in super bad map setups like in BF3 Damavand Peak, and Operation Metro. Or in BF4 Operation Locker, because all you had was choke points and people would camp, heal, revive and nade spam all day.

Of the entire series BF5 balance is the worst.

[Next page](https://battlefieldforum.co/t/assault-class-monopolizes-too-much-explosives-class-balance-is-completely-broken/106329.md?page=2)
