Rallog, on 25 February 2014 - 08:47 AM, said:
Assault is like you let loose a pack of wild animals in a grocery store. Some try to run out the back door while the rest run around wrecking the place. I agree with the counterstrike example above. Assault has too much going on. You can attack, defend, or kill. That works in games like World of tanks where you form a battle line in cover and the majority of your team is defensive and its about when and where to push when you see weaknesses develop. In this game combat is too quick and shifts too frequently for the game mode to really shine.
A lot of the problem is map design. They have practically an infinite number of approaches. There are too many places to cover, and too much cover for you to have a chance of shooting anything that is trying to slip by a side. It just isn't very conducive to good assault gameplay.
You have to either change how assault mode functions, change the maps, or really beef up the base defenses so that a small force could hold against a larger force (which potentially creates a whole new set of problems).
I made a suggestion here that would help i feel - but i dont think PGI would ever consider anything so fun
