You’re the backbone of any fighting force, your the front lines, your the grunts and you get the job done. You may not be able to hit the broad side of a moisture farm, but only imperial stormtroopers are so precise. Activate that vanguard, we’re running the Assault class in Star Wars Battlefront 2. Bumper Intro Welcome back, the Assault class can be adjusted to fit any playstyle in Star Wars Battlefront 2. Are you super aggressive? CR-2. Are you a range player? A280 of EL-16HFE.
Are you into immersion? The default weapons are the most recognizable, including the e-11. Everyone can find something they love about assault, and today we’ll be doing a quick summary of the weapons, abilities, cards to run and cards you should never run. At the end we’ll just go over some quick thoughts on the class as a whole. Before we dive in If you enjoy this video, hit that like button to let me know, then hit that subscribe and notification button so you know when new videos come out, and remember to join us T/Th for streams at 8 pm central.
Be sure to check out Star Wars Gaming .Net, they’re a great site that will keep you informed on everything going on in Star Wars Battlefront 2 without having to watch twitter 24 hours a day and really a great resource for the Battlefront 2 Community. There’s a link in the description down below. Weapon summary Let’s start with weapons. If you’re looking for more information for each individual weapon there’s a link in the corner of your screen now for the blaster break down playlist, so be sure to check that out, here we’re just going to compare the damages so you know what you’re going up against and running.
The chart that will be coming up just has the base weapons, I didn’t add on the attachments that effect damage, but will cover them so just listen if your looking for that info. If you’re looking for the highest damage per round in class, look no further than the EL-16HFE, it will deal 49 damage per round at close range and drops down to 30 at long. You can attach an improved range attachment which increases the long range damage to 37 damage per round.
This attachment reduces the number of rounds need to kill at long range by 1, so it’s worth running. It’s important to note here though that the EL-16hfe fires at a snail’s pace and the blaster bolts seem to travel really slow, so you’ll need to lead a bit if your trying to hit that moving target. The second highest damage in class goes to the standard starter weapon. The starting weapons all have the same stats, so regarless of era, if you like one, you’ll like the rest. At close range it will deal 36 damage per round and drops down to 19 at long range. This is the highest drop off in class as well, so it’s rather inconsistent and is best used close to medium range. It’s not a bad weapon and personally I think is the best weapon if you’re just starting out since it’s far easier to use than the other classes standard weapons. Third we have the A280. Its important to note that the Rebellion standard weapon is the a280c, so don’t get confused if playing on the original trilogy.
The a280 is the only burst fire weapon in class, and fires off 3 rounds with each pull of the trigger. If you’re coming over from the specialist, the 3 rounds do not fire off as fast as the a280cfe, so that will take a little getting use too. The a280 does 33 damage per round at close range and drops to 19 at long range. This weapon also has an improved range attachment, like the el16hfe which will increase the long range damage to 26. Obviously you’re going to want to run that, since again, it will take less rounds to kill at range.
At the bottom of the pack in damage per round is my personal favorite the CR-2. This weapon is not so much an rifle but more of an smg. It has the fastest rate of fire in the game, and dominates at close range and can hold its own in most medium range fights. When you push long range you might as well just try and emote them to death because it does about the same amount of damage. The CR-2 at close range does grand total of 16 damage per round at close range and a whopping 8 damage per round at long range. If you really want to hate your life you can toss on the Ion shot and deal 14 damage per round at close and 7 at long range. While this sounds bad, you get 50 rounds before being forced to cool and the rate of fire offsets the damage at close range.
Best Medium to long If you’re looking to run the best weapons at medium to long range, probably the majority of players are going to be running the a280. While it’s not my favorite weapon and I prefer the a280-cfe over the base a280, it can drop people quick if you land your shots. It can also do well at close range, and worst case scenario you can always bust out the vanguard. Best Close to Medium Now if you’re like me and super reckless, where it’s all about getting in the enemies face and then eventually getting massacred by thier 4 friends, the CR-2 is the way to go. You can run and gun like a mad man and just melt people at close range. Now you will most likely die a lot, but it sure is fun. Base Ability Description To go along with some really good weapon choices, the assualt class also has some of the more powerful abilities in the game.
The default abilities will do you well if you want to use all your cards for some passive buffs. Left Ability The Thermal detonator is one of the strongest grenades in terms of killing power, i think only the thermal imploder is more lethal. You can use a card to increase it’s blast radius and generally i run it in blast or strike where battle points dont really matter. Right Ability The scan dart is great if your more of a passive player and want to know if someone is coming up around a corner, although it is really short lived Middle Ability And the default vangaurd is strong as is, and like the infiltration, lasts the longest of all the variations.
Cards If you’re looking to change up your class though, there are some strong cards you can use in place of the default abilities, and you can change up the class to fit your style pretty easily. Cards to Run Left Cards Ion Grenade For the left ability, the thermal imploder, you can run the ion grenade, This is great if you are facing the officer army or heavies, since it will one shot turrets and cause them to explode. Since officers never stray to far from their pets, this may net you a few easy kills, but definitely helps clear the way for your friends to advance. Got heavies? It will destroy the shield they can put up and their turrets as well. If a heavy puts up a shield and you toss this at them, they’ll die, and it’s sweet. One thing i noticed though is be careful at the angel you toss it. When i toss it to much at an arc it goes off well before it gets near where i wanted it to go even at epic level.
Not sure if it was a bug but it was happening on yavin all the time. Right Cards Toughen Up When look at the right ability, or scan dart, you have 2 really great options here. First you have my favorite, toughen up. This will start replenishing your life, even in a fight. I found its best to activate before i get into the fight so i’m automatically refreshing when i take a shot. The more its upgraded, the faster the Cool down, so you can keep this thing running for days.
Be careful not to roll after turning it on though since it will stop it from activating and your controller might end up hitting the wall when you die. This card is one I always run since I run a survivability build. Flash Pistol If your more of a medium to long range player, you may not need the extra life that toughen up gives you. For you, we have the flash pistol. This thing is basically a primary weapon and can blind enemies with an alternate fire. The rate of fire on it isn’t to shabby either and if your looking for a good secondary weapon, here you go. There is no cool down on it, so you can over heat your primary, switch to this and keep the fight going and repeat.
You’ll never have to take a break and can always put some rounds down range. MiddleCards When we get to vangaurd, I dont really run anything to change it, but if your a CR-2 player like my self, I’ve found it nice to have the slug vangaurd as an option to take care of players at range. It’s a little clunky, but it can get the job done if you’re in a pinch. Otherwise, just leave vangaurd along, the recharge is good as well, but thats mainly if you’re looking to grenade spame. Non Ability Cards Assault Training For your non ability cards, you also have assault training. This card is a must, its a health back on kill card, and if your taking on multiple enemies, it can mean life of death. Each kill nets you health, which keeps you alive longer. This is also part of my survivability build, and when combined with toughen up, you can stay alive alot longer.
Bounty Hunter If heroes and battle points are your game, you can always run bounty hunter, its never really a bad choice in galactic assault. Granted it’s not a go to for me for assault, but it’s there if you need it. Cards Never to Run Right Imp Scan Dart- WHY!!!!??!? For cards to never run I can only think of 2 that are just worthless. First we have improved scan dart. This card increases the time scan dart is active, but really why do you need that? There are so many better options out there, it’s just not worth running, and the second is killstreak vanguard. THis is for the same reason not to run killstreak infiltration. It reduces the time you have vanguard active, but then extends it on kills. In order to get the same amount of time you would have vanguard active with out this card, you need 2 kills, and thats just breaking even.
Agian, better options out there. Whiel we’re at it, i’m going to put acid launcher on here, mainly because the other 2 left hand card options are more deadly or more utility. This card is just kind of redundent, and the thermal imploder gets the job done better. I’ve never been stopped from running ins somewhere becasue an assault put an acid smoke down. Thoughts on class Over all I love the assault class. If I actually liked myself, I would probably play assault over specialist, but i like the challenge less life brings. When I run assault i run the CR-2, becuase i’m reckless, with toughen up, assault training and usually ion grenade or imp thermal detonator.
If i’m feeling frisky i’ll put on slug vangaurd for like kashyyyk, but i really try to not play that map. If you’re looking for a class to love thats not the officer, this is probablly your best options since it can fit anyones playstyle. Outro Thanks for watching and i’ll see you in game..
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