After reading some comments from people requesting Assault Marines and the denial on the part of the devs (because you could "overview" all the map by flying out of the designed space), I had some enlightening thoughts how we could still realise an Assault-like class without causing too much trouble to the devs. I've already talked with chrome over this, and he seemed not to disapprove . To make things easier, I've divided the Post into some sections , the first one being about the technical solution I propose and the second one is mainly about balance.
MECHANICS First of all, Assault marines would hover in the air just like a zoan (also meaning that falling doesnt cause them dmg) , but unlike the zoan they would be a very fast class, they should be the only marine class that could outrun warriors. This could be Indeed also a problem, but I think I already have a possible remedy for that matter. More on this in the "Balance" Section.
Secondly, instead of leap-flying, as you maybe know it from DoW, they would just be able to jump higher then an average marine, about maybe 5-8 times higher, by charging up jumps . No flying, no lookout on the whole map.
Basicly I had the Leg-booster implant from dystopia in mind, that enables you to charge by hold-pressing the space button, and high-jumping by releasing afterwards. Concerning the maximum heigth... you know the small flat buildings in thunderhawk ? I thought AM's could jump on them if they charge up to the max, probably high enough to jump over a fex.
Problems One problem for me here are the controls of the jump itself (range, direction etc.) because I didn't find it easy to control those in dystopia. And besides I haven't thought about limitations for the jumps yet, because im not sure if charging is enough of a handicap. Maybe some kind of energy bar that refills itself slowly over time could help out, but that is something the dev's should decide if it's worth the effort.
Basicly, it would be a fast , mobile marine class that could jump high, without causing any ugly mapping problems.
BALANCEAs the AM's versatility breach the traditional defensive conception of marines, they must have a big drawback in firepower, or at least weaponary that can't be so easily handled (like Mr. heavy who just points and shoots).
WEAPONSI thought of a mere chainsword/small bolter combo, but unlike the standart chainsword and small bolter the AM's weapons would be slightly buffed. I recommand a faster-shooting small bolter and a chainsword that does nearly bolter-damage.
To avoid boredom and monotony, they could get some kind of remote mines instead of the standard granades, that would enable possibilities beyond a mere "supporter" class (and would bring a great deal of fun too
These mines would be shootable and would deal about two times the dmg of standart nades, with the same, or smaller, radius of dmg. Unlike the normal granades however, they should deal bonus damage to armoured units, in this case expecially fexes. Because all-in-all, this class would have almost no other possibilities of harming fexes. With these remote mines, Assaults could punish uncaring fexes which chased the "paper class", aware of the easy prey they'd make...
HEALTHI have also recommandations concerning their HP :
As they would be the only "melee" marines , they should at least have more hp then all other human
classes. But that doesn't mean they have to be very durable, as a "tank" class would be the absolutely devastating to the nids. They should not be able to halt the advancement of nids, not at all, they should merely be able to distract nids.
This is why they should be able to withstand 3 claw attacks, maybe 2 melee attacks and 1 direct deathspitter. Doing so makes it possible for them to survive long enough to distract tyrandis, but not too long.
END WORDSLike this, they would be a great assault, ambushing and supporter class that would break with the standards but yet a fair class.
Yes, they maybe insane fast cappers, but if you think of the nid capabilities to fastcap already at T1 (im talkin about you, mr.lycantium!) you quickly come to realise that it isn't such a deal. My opinion is, that in a far-distant future, Marines should have some more offensive power, as nids need defensive . ATM its like defense vs offense, and that can be boring and annoying from time to time. After all, diversity in games means more fun, and I'm sure the class I proposed here will be fun to play
DISCUSSIONIf you have any worries concerning my suggestion... just post it right here so I can think on the matter.
Until now, I have thought carefully about most things regarding the balance, but of course I'm not infallible (at least not yet:P ) and overlook
some issues that could be discovered easily ingame... Feel free to tell me.
I hope you had as much fun reading this novel as I had while writting it

Stay cool, Joven