Revise the Assaulter 3/Machine Gunner 3's class starter perks

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I think the Assaulter 3 and Machine Gunner 3s class starter perks should be revised.

So let me explain :

This is an assaulter 3 and machine gunner 3 class soldier. Assaulter 3 and Machine Gunner 3 class gets “100% health restored by medpack” as their starter perk, and many of you probably already can see that why this would be a problematic starter perk for them and in result, both of these class 3 soldiers are underused or unappealing.

First of all, this perk does nothing to help you to have an edge in the fight. It only helps you AFTER your soldier got injured. Which is just an luxury for assaulter/machine gunner class soldiers where they constantly fights in CQC and contests in the capture points. For example, Machine Gunner 1 class soldiers have ‘3.5% faster run speed’ perk. Which helps you mitigate the speed penalty on your LMG. Machine Gunner 2 class soldiers have ‘7% faster weapon aim speed’, which also helps your rather slow LMG ADS speed. Assaulter 2 class soldiers have ‘+35% stamina’ as their starter perk, makes you run/sprint longer. Which in result, giving you a better, more sustainable mobility than the others.

This “100% health restored by medpack” perk on the Assaulter 3/Machine Gunner 3 class however, it feels more like a useless perk that just occupies the starter perk slot on purpose just to hinders them rather than make them actually useful/interesting.

Also, in order to make this perk useful, you have to pick other medpack related perks as well as using the backpacks with 3 medpacks instead of the large ammo pouches. Which is too much of an investment already and very impractical thing to do for Assaulter /Machine Gunner class soldiers which constantly in need of more ammunition due to their rapid firing SMG/LMG.

So i suggest following changes for Assaulter 3/Machine Gunner 3’s class starter perks :

Assaulter 3
“100% health restored by medpack” → “5.3% faster sprint speed”
Yes, it’s the same starter perk on the Rifleman 2 class. Since the assaulter class doing a lot of CQC work, i think this would make more sense, make them get closer to the enemy faster.

Machine Gunner 3
“100% health restored by medpack” → “-10% firearm horizontal recoil”
Since the most of LMG in the game have high horizontal recoil value, i think a perk that could help a bit on the horizontal recoil on LMG would be nice to have.

Of course, these are just my suggestions. If you have a better idea for the starter perks for them, feel free to suggest.

3 Likes

what, why change something that is good? this is the best starter perk in the game for a foot soldier.
There is no reason to change it, unless you want a major nerf to the tier III MG gunners and assautlers.

7 Likes

I hope you are being sarcastic but something tells me you are not.

2 Likes

Explain to me how does having tiny bit faster sprint is a better deal than getting back half of your health instead of just 15% after using up your medkit?

1 Like

How about you explain me why getting more HP from medpack usage is better when the game has very short TTK and needs a prerequisite other medpack related perks to be effective?

2 Likes

the one perk it needs is faster medkit usage perk which is the only mobility perk truly worth picking up, unless you are picking perks for engineers or vehicle crews.

1 Like

Then you are objectively wrong and missing out a ton as 10% run speed makes a huge impact on how you fights. It says run speed but it also increases sprint speed as well. If you are good enough then you can avoid being in the situation where you have to use medpacks in the first place.

The only class i can think of that the medkit usage perk could be useful is rifleman 3 that’s it.

Also, just in the meta game play perspective. All top players in the game i know of don’t use the medpack usage speed like ever. Because it is almost useless against people who are actually half-decent btw.

You can pick up 3 medkit usage speed and 2 run speed increase perks with almost any tier III/IV soldier.

While a useful perk, any sane player will pick medkit usage perk or engineer construction speed over this perk. Its not as crucial as you claim it is. Unless you dont build good rallies and die a lot so you need to jog back to the fight constantly.

Then you can’t use the jump height perk. Which is also helps you a TON. It’s all about mobility when it comes to fighting a decent people. If you are fighting just bots most of the time, then go for the medpack usage speed as it surely gives your bot an edge against enemy bots who doesn’t have the perk.

Engineer construction speed, sure. Engineers pick up the build speed instead. For others? not so much. And, we are talking about the Assaulter/Machine Gunner class of soliders not the engineers.

1 Like

as if 80% of the enemies you see in the game were not bots…

Why would you need that anyway? Your AI cannot follow you to such locations anyway, there is no point in building a rally there, no point in getting up in a weird location unless you are planning on wasting your match as a sniper instead of just using a tank or getting in the objective.

it sure helps retarded bots stay alive, so does more health from a medkit.
However these two are also the go to perks for a player that is actually playing the objective and is not a brainless bot charging forward through the open.

1 Like

That’s not a good argument honestly and you know it.

Because you can bypass windows on the ground floor/walls which is abundant. You don’t have to be stuck into the lengthy climbing animation while enemy taking a shot at you. You can response right away with the jump height perk. If you know you know. Also, you can sort of bunny hopping around with it because the game actually generates your stamina WHILE you are in mid air. Combined with the water flasks and cavalry sword, you can reposition very quickly.

I don’t think i’ve ever seen a good one at playing the objectives in the game that were using the medpack usage perk, instead of the mobility perks.

the problem with these mobility perks is that you can get far with them, but your AI is incapable of following you and they will die before they get near the objective while you have charged forward like a kid into the candyshop.
Good luck capturing an objective without bodies… I rather maximise survival than put some meaningless “advantages” on my side.

No. The only reason I use tier 3 assaulters is because of the starting perk. In my opinion the starting perk for tier 3 assaulters should be switched with the tier 4 assaulters

1 Like

This is why you hide AI squad members behind something and constantly manages them manually with alternative ordering mode. Every competitive players does this.

If you think that they are meaningless despite there are CLEAR proofs out there then you are just that. An average player that knows nothing better and refuses to change, stuck in a belief that what they are doing is the best. Coping is optional but don’t expect me to take you seriously when you trying to tell me what is meta and what is not.

2 Likes

And look. What you are basically saying here is that you think the passive post-damage control is better than the preventive advantages. This rarely if not ever works in any FPS that have PVP element in them.

What’s even worse is that Enlisted has a very short TTK(Intentionally, i assume due to the squad mechanics). The guns in Enlisted have a high RoF, high damage, fast reload speed, low recoil and on top of that, the automatic weapons are abundant per squad. Some guns have an ability to just outright kills you in shot. HE spam from tanks and aircrafts are very common as we already know.

The medkit related perks(As in, sustainability)rapidly loses their value in such environment that i don’t think i need an explanation for such obvious thing. And then you have the squad member switch feature. When your controlling soldier hit by something and go down, do you wait for them to finish patching it up? No. You immediately switch to the next squad member as soon as possible and continues the fight.

1 Like

I think it’s good the way it is. The sub-top tier usually gets a really useful starting perk, and the downside is just slightly fewer skill points than top tier. Nothing wrong with that design.

1 Like

Until the assaulter 4 getting involved of course.

It’s honestly out of placed perk that does not fit on the classes too. 100% more HP restored from medipack sounds like it belongs to the medic class, rather than the assaulter or machine gunner class. Ironically enough however the medic class have a faster run speed as their starter perk.

2 Likes

You are not playing Enlisted as a squad based tactical WW2 shooter. You think its CoD just with AI soldiers as quick respawns instead of specialists for certain tasks.
When an enemy tank shows up, your squad just dies because you cannot keep your AT gunner alive.
You cannot build rallies because your engineer got stuck trying to walk into the building you have climbed into.

Sure you can get away with this if you are playing in a clan because you always have 3 other guys who could have a specialist for that, but if you are playing solo like you should than the meta are: well positioned rallies and tanks as well as dealing with them.

1 Like

Thats why you learn to manage ur bots properly.