A problem that the next class on the list, the Assault class, does not have.
A level 1 assault enters a match with
- AK (Common)
- Pistol (Rare)
- Light Armour
- One Super Tape
- 75 hp of Health Juice
A rookie assault class sounds like a pretty raw deal but the loadout works out surprisingly well for value. Between being able to spam shorter and longer ranges with near equal effectiveness, and having a higher quality pistol to fall back on for higher mobility, closer quarters action, assault has consistently been a popular choice, and is also a solid choice for beginners.
A level 2 assault enters a match with
- M16 (Rare)
- SMG (Rare)
- Two Grenades
- Medium Armour
- Skunk Gas Snorkel Upgrade
- Three Super Tapes
- 125 hp of Health Juice
A senior assault is dangerous, having a great potential to spam fire. The S M G is primarily the fallback weapon but the modestly better mobility and damage per second up-close can make a difference. However that M16 will be your weapon of choice, more often than not.
Don’t forget that you have a couple of grenades in your kit. It’ll certainly help out in those instances where you’re getting overwhelmed trying to hold off the enemy by yourself.
The snorkel will seem to be an odd choice for a power-up but you can actually get good value from it if you look for the opportunities. First of all, since allied skunk bombs do not actually harm you, you can use friendly skunk gas clouds to your advantage, either to be less noticeable to enemy human players or to enjoy better dodging mobility in the gas. Just be wary of AIs. Secondly, being able to move through a skunk gas cloud quickly can offer interesting possibilities even if it is an enemy skunk gas cloud. You don’t need to jump into every skunk gas cloud in your path but knowing that it is an option helps.