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Are Assault Marines (Jump) even worth playing?

Discussion in 'Space Marines' started by Gamezdude, Jan 14, 2018.

  1. Lord Ravagerx Deadknight Well-Known Member

    so balance for race sake

    thank u again

    now we need lsm burning weapon or poison then game is balance
  2. SmurfKun Tamu Well-Known Member

    got both in form of flame rounds and narth.
  3. Yeah they are. You can 1v1 any heavy with ease, ambush occupied enemies, charge into a well defended point first to divert attention while your allies rush behind you and so much more (blackbolt B point is a perfect location for this).
    There's so much utility for jump packs, ranging from surprise attacks and unexpecting flanking manoeuvers to hit and run several times over.
    Yes they're squishy, but i prefer the superior mobility. Shield bros cant even touch them.
  4. Redjacc Redjacc Member

    Assault marines are the most dangerous of enemies for LSM if they are experienced.
  5. Krayt Krayt Preacher

    17 of january ....
    assaults have more iframes on the dash/lift-off than the basic roll and they are much more effective
  6. upload_2018-3-30_23-22-16.png

    Badass. Nice trick with that grenade I'll have to give that a crack!
  7. Mainfold Mainfold Preacher

    The ironic part about jump-classes, is that it's the "jump" part of them that's particularly bad
  8. ANGRY MARINE ANGRY-MARINE Well-Known Member

    The problem with JPA and jump classes in general is that you don't really have enough fuel to do what's expected of jump troops: Mainly hit-and-run, ambush, and mobile combat.
    A single mistake or an unexpected dodge attempt can cost you that last bit of fuel and leave you stranded while your jump-pack struggles to get its shit together. In addition, you're still incredibly vulnerable in the air if anyone catches sight of you, and why wouldn't they? You're a giant screaming through the air.

    I'm not saying "give every other faction the mobility of a Swooping Hawk", but give us a bit more leeway/mobility with our Jump Packs, goddamn.
    Schwifty likes this.
  9. Teef Trooper909 Recruit

    They are effective imo but annoying to play as..The most annoying part is most ledges take two fuel to get up because you miss it by mere millimeters.Obviously its a miscommunication issue early in development and it should be fixed really.
  10. Drakkoth Krypto Arkhona Vanguard

    A well played jump class can make or break an assault. You either play as a 1 hit flanker or a distraction. But if you dont know exactly what youre doing youre just going to end up a stastic.
    GrazewoundZeroLow likes this.

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