Alpha. Wormhole Scanning or WH Scan

Heavy Assault

The Assault class is the most powerful (excluding Max) and a standalone class in the world of Planetside. Heavy infantry deals significant damage thanks to access to almost all the small arms found in saboteurs, light infantry, medics, and engineers, as well as special weapons like machine guns and heavy weapons. Heavy infantry also has a grenade launcher for fighting infantry, tanks, and aircraft, allowing them to deal damage to anything that moves. Assaults are difficult to kill due to their special force field skill, which reduces damage taken.

Typically, when the base is surrounded by enemy vehicles and there's no way to spawn a tank or Sandra, squad leaders ask their allies to switch to medics, engineers, Maxx units, and heavy infantry. Having Assaults in the squad makes killing enemy vehicles and especially enemy Maxx units more fun.

Equipment Advice:

If you're tired of enemy aircraft and tanks, feel free to buy an Ashmilator for 1,000 certificates for your assault aircraft, even without upgrading your shield. This grenade launcher auto-locks on 300 targets in 2-3 seconds. Three hits from the Ashmilator kill a fighter, and 8-9 destroy a tank or a Sandra. You can simply stand on the spawn roof or in the bushes 100 meters from the base and kill a tank or fighter. It's difficult to kill a Liberator with it, as it takes 10-12 hits.

For close-range engagements against infantry and armored vehicles, use the default grenade launcher; for the Ashmilator, simply leave the additional attachment.

Of the machine guns, the "Promise" from the Conglomerates is worth mentioning. It's a real pleasure to shoot at enemies with, especially if you equip it with a 150-round magazine, a thermal or x3.4 scope, and a laser designator for better accuracy. It's also a good idea to spend your certificates on it, though only if you plan to play heavily as an assault soldier. Imagine someone with 30 rounds in their clip, and you with 150. Who has a better chance of winning?

Combat Tactics:

Heavy infantry is a versatile and self-sufficient class. Therefore, you can play as an assault soldier anytime, anywhere.

In enclosed spaces, it's best to take a machine gun or a heavy shotgun, along with a default grenade launcher or one that fires without a scope for Maxx, infantry, and Groms with tanks. Additional slots include first aid kits for self-healing, nanoarmor against small arms fire, and a nanoshield.

In open terrain or surrounded by armored vehicles, the assault aircraft's machine gun should be equipped with a 3.4-4x scope and a grenade launcher with auto-lock on tanks/fighters at a distance. Additional slots are basically the same: first aid kits and nano-armor.

For implants, it's worth upgrading the Mobility Mech and Nano-Mech Specialist, or health regeneration with an ammo printer.

Examples of fits

The most powerful class after the Max. Their unique ability includes a force field that reduces incoming damage and a portable grenade launcher of various types. Both inexperienced and experienced players can sometimes find it difficult to kill an Assault class, as they also have access to a light machine gun and heavy shotgun.

This infantry unit is designed to destroy tanks and aircraft, as well as Max classes when the enemy is in your base and you simply can't spawn tanks and fighters from the terminal. Then you have to defend with everything you have, including a grenade launcher. "Spawn, medics, engineers, and Assault" is often the command given by the squad leader when defending with the enemy in sight.


1) Surface-to-Air: 

A rig for shooting down tanks and aircraft, thanks to a powerful grenade launcher with a 300-meter range, a fast lock, and a homing missile. With it, you can create a no-fly zone in a 300-meter radius around yourself. It's very annoying for fighters and tanks, so you can stand with it at spawn. Although it's the default weapon in the game, it deals decent damage, and it's worth investing in class development and vehicle upgrades at first. Still, I recommend spending your certificates and investing in this grenade launcher; it's very good. You can chill and shoot at fighters: 

The skills include a force shield that reduces damage. In implants, the first one doesn't impede movement when activated. The second imp - the force shield is almost completely unused if you're standing still. Roughly speaking, you can run around with the force field activated without any problems. 


2) The Earth 

Fit is the same as the previous one, only it's an anti-tank grenade launcher. It can fire without a lock, deals more damage, but the lock range is shorter and the lock takes longer. 


3) Infantry: 

Equipment for enclosed spaces, fighting infantry and Maxxes with a shotgun and grenade launcher. 


4) Handheld Rocket: 

Fit when you're cornered at spawn, or just chilling. Take a grenade launcher with a guided missile. You aim the missile with the mouse to the desired location, avoiding hills and trees.

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