Wanted to share usage rates from 1000 player analysis. Not perfect analysis but I believe it holds a good picture of how people are using the class. Plus I give some balance thoughts. Would love your opinions
Gadgets:
M320A1 HE 73%
QLINK 54%
Weapon Sling/SS26 39%
Assault Ladder 11%
M320A1 THRM 7%
X95 BRE 0%
Grenades: Frag 96% | Stun 4% | Flash 0%
No one uses stun or flash, or the equivalent launcher X95BRE.
Proposed fixes (buffing dead tools, don’t nerf the best):
Adrenaline Injector (signature): 2 charges, works on teammates, faster activation. (Assault is currently the only class with no teammate-facing signature gadget, lets change that)
Stun/Flash: faster fuse, bigger radius/duration, currently too weak to bother with.
X95 BRE: gets flash buffs + a “penetrable surface” indicator — 0% usage means it’s basically invisible right now.
M320A1 THRM: bigger radius/duration so it’s not just a worse HE round.
Rally Squad: now buffs the whole team, not just squad.
Unrelenting Reload: 15% → 25% (Breacher).
Adrenaline Rush: 2s → 4s duration on beacon spawn-in (Frontliner) — old window was too short to actually use.
New Shock Trooper spec:
Sensory Overload: Flash and Stun effects have increased radius (+2m) and duration (+2 sec). Includes flash and stun, X95 BRE and M320A1 THRM.
Rapid Deployment: Deployable gadgets have a +25% resupply rate.
Suppression Recovery: Player and allies within 10m have resistance to suppression effects, limiting their duration by 50%. (I also recommend a suppression buff and include a suppression trait on Support so this would actually be useful)
New Gadget: Portable Jammer (Deployable) - Jams enemy radar within 15’
djabrailwoods - Trial / new blood
Still learning the smokes.