The most important facet of Nuclear Dawn’s tactical combat experience is the way player classes interact with each other. No class has been designed to rule over the others, and each comes with a set of strengths and weaknesses that distinguish between various combat and support roles.
As Nuclear Dawn classes go, the Assault may at first appear to be the least interesting of all. Assaults can’t cloak to turn invisible, they are not covered in inch-thick robotized armour, and they definitely don’t come with their own Easter grenade hamper – so why choose to play one?
Versatility would be the first reason. Assaults, in their various kit configurations, are the only class that can efficiently engage an enemy at just about every range, from long to close quarters, and stand a chance of surviving.
Team coordination would be another. The Camaraderie bonus applies to Assaults only, and increases weapons damage as Assaults in formation employ team tactics to more effectively take down their objectives.
Finally, killing Stealths is another sweet reason. The Assault is the only Nuclear Dawn class equipped with the Tactical Visor, which can reveal cloaked Stealth players. Having an Assault in your squad is the only way to make sure you don’t all end up as notches on a Sniper’s rifle stock. Or on an Assassin’s knife.
Assaults come in Soldier, Marksman and Anti-Armour varieties. While each carries a different primary weapon, they all come equipped with a medium and short range weapon as well, and carry either grenades or mines to top up their destructive potential.
Assault Soldiers on either side of the conflict carry a powerful assault rifle to pick off enemies at great distances. A single Soldier can take down just about anything but an Exo in an open fire fight.
Assault Marksmen are the ultimate Stealth-killing machines. They may not be able to clamber on pipes to reach sniping positions as the Stealths do, but they sure can spot them even when cloaked, and then pick them off with their sniper rifles.
Finally, Assault Anti-Armour players are the layman’s version of the Exo destroyer. Equipped with the same siege class weapon that their armoured colleagues carry, Anti-Armours maintain the mobility of a foot soldier, but without the additional protection of bulky armour.
Every Nuclear Dawn class fulfils a specific, clear tactical role, and the Assault is the all-purpose jack of all trades of destruction, able to effectively counter most scenarios, with a little skill.
With this class, you won’t be a silent ninja assassin or a walking tank, you won’t heal or lob grenades like they’re candy, but you certainly will be able to survive most of those hazards if you’re willing to substitute skill and reflexes for artificial aids.
Never, ever judge the Assault’s apparent lack of cool – they have bullets, thermal Stealth detection, and team spirit on their side.
Igor Raffaele, Game Designer
As ever, to discuss the Assault and its characteristics, we invite you to drop us a line on the Steam forums. And remember... for the latest news, including blogs, media and feature updates, keep your eye on www.nucleardawnthegame.com!
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Nice stuff!
Sounds good
Nice updated visuals! Looking great.
I hope the assassin class can put a lot of distance between themselves and their targets, or else why bother?
That's really amazing! I'm really waiting for the release of this.
Very impressive. I too am eagerly awaiting the release.
No class-based game would be it without the standard foot soldier class! Assault class FTW!