Assault

Assault  
General  
Skills 17
Focus Assault rifles, SMGs and movement
Mastery  
XP to level 10 25,000
XP to level 50 1,150,000
XP to level 100 5,132,500
Internal name Meta.Role.Infantry, DT_InfantrySkills

Assault is one of the six roles. Each role has its own skill set and its own mastery level. The 17 Assault skills mostly tune assault rifles and submachine guns: how fast they come up to the sights, how much they kick, and how fast they switch. The role also has movement skills for crouching, proning and tac-sprinting, and one ability, breaching doors by sprinting into them. The game files call it the Assault role internally.

Overview

Most Assault skills apply to one weapon archetype. A skill for assault rifles helps only assault rifles, and a skill for SMGs helps only SMGs. The movement and handling skills apply to the player or to the held weapon in general.

Each skill’s value comes from its curve at the skill’s level. The unlock cost of each skill level is not in the game data, so it is not yet known (see Skills).

Skills

Skill What it does Curve values Notes
Aim down sights time (assault rifles) Less time to raise the sights. 1, 0.8, 0.7, 0.6 Assault rifles only
Aim down sights time (SMGs) Less time to raise the sights. 1, 0.8, 0.7, 0.6 SMGs only
Aim move speed (assault rifles) Faster walking while aimed down sights. 1, 1.2, 1.4 Assault rifles only
Aim move speed (SMGs) Faster walking while aimed down sights. 1, 1.2, 1.4 SMGs only
Crouch and prone speed Faster movement while crouched or prone. 1, 1.2, 1.4 Any weapon
Crouch and prone tac-sprint recovery Tac-sprint stamina refills faster while crouched or prone. 1, 1.2, 1.4 Any weapon
Horizontal recoil (assault rifles) Less sideways kick. 1, 0.8, 0.7, 0.6 Assault rifles only
Horizontal recoil (SMGs) Less sideways kick. 1, 0.8, 0.7, 0.6 SMGs only
Return to fire (assault rifles) The weapon comes up faster after sprinting, using a ladder or exiting a vault. 1, 0.8, 0.7, 0.6 Assault rifles only. The data calls this a ready-to-fire speed.
Return to fire (SMGs) The weapon comes up faster after sprinting, using a ladder or exiting a vault. 1, 0.8, 0.7, 0.6 SMGs only. Same data name as above.
Sprint breach Lets the player bash through doors by sprinting into them. Not a number Grants an ability
Tac-sprint length Lower tac-sprint stamina use, so the sprint lasts longer. 1, 0.8, 0.7, 0.6 Stamina use multiplier
Tac-sprint recovery Tac-sprint stamina refills faster. 1, 1.2, 1.4 Any weapon
Unarmed sprint speed Faster sprint with the fists out, for both sprint and tac-sprint. 1, 1.2, 1.4 Fists only
Vertical recoil (assault rifles) Less upward kick. 1, 0.8, 0.7, 0.6 Assault rifles only
Vertical recoil (SMGs) Less upward kick. 1, 0.8, 0.7, 0.6 SMGs only
Weapon switch speed Faster switching to assault rifles and SMGs. 1, 1.2, 1.4 Assault rifles and SMGs

Curve values are listed in order for skill levels 0, 2, 3 and 4. Level 0 is always 1, which means no effect. Curves with three values store levels 0, 2 and 4 only, and levels in between are blended from the stored values. For the multiplier skills, a lower value gives a faster or less disruptive result, and the data’s skill descriptions say so for aiming and recoil.

Mastery and rewards

All six roles share one mastery XP curve. The milestones for Assault are the total XP needed to reach each level, not the step from the level before:

Level XP needed
1 200
5 6,250
10 25,000
20 111,500
50 1,150,000
75 2,218,000
100 5,132,500

The full curve is in Cash and Rewards. Whether each value is a running total or a step from the level before is not stated.

  • Rewards per level. None in the data. The level table has an empty reward list for every level, so a level gives no reward of its own. What a level gives is access to the unlock tree (see Unlocks below).
  • Unlock tree. 40 items and vehicles, from level 2 to level 50, with 1,270,000 cash in total. Each one needs a role level and a cash price (see Unlocks below).

Unlocks

Each row is one item, vehicle or attachment in the Assault unlock tree, with the role level it needs and its cash cost. The data gives no other cost for any unlock. Rows at 0 cash are magazines, ammunition and explosives. Where the data has no display name for an item, the row describes it in plain words.

Role level Item Cash
2 Birdcage Flash Hider 5,000
3 STANAG 30 RND Magazine 0
3 T-21 10,000
4 C4 explosive 0
4 C4 detonator 15,000
5 Hexagon Brake 12,500
8 3 Prong Flash Hider 7,500
10 Galil 35 RND Magazine 0
10 Galil 35,000
11 Rubberized Ergonomic Foregrip 7,500
12 CQ-2x Prism Combat Scope 15,000
13 Molotov 25,000
14 CQR Tactical Front Rail Grip 10,000
15 Galil 50 RND Magazine 25,000
16 CQB 74 Brake 15,000
17 2.5x Combat Optic 10,000
19 PBS-4 Suppressor 25,000
20 SIG Spear Standard Mag 0
20 TCX-SPR 100,000
21 TopComp Brake 20,000
22 Four Reticle Reflex 10,000
24 RC-556 Suppressor 30,000
25 AK74 60 RND Magazine 30,000
26 OKP 7 Reflex 30,000
27 TGP-A Suppressor 5.45 17,500
28 M4 150,000
29 AR Multi-Caliber Suppressor 22,500
30 STANAG extended magazine 25,000
32 Cross Rifle Muzzle Brake 35,000
33 3x Tactical Prism Scope 15,000
35 FAL 20 RND Magazine 0
35 FAL 250,000
36 AK74 75 RND Drum Magazine 75,000
37 Clutch Lok Muzzle Brake 37,500
38 RVG Vertical Foregrip 25,000
40 SRD762TI-QD 40,000
43 Spectr 4x 15,000
45 3-Chamber Brake 45,000
48 Shift Foregrip 30,000
50 FAL 30 RND Magazine 50,000

How the role earns cash and XP

The reward tables list events, not roles. The events below are the ones that fit Assault’s work of fighting on foot. Role XP for most events equals the base value of the event, so a kill that pays 250 cash also adds 250 XP to the role.

  • Player kills. A kill with a default weapon pays 250. Each repeat kill on the same player pays 24% less, up to four repeats. Each kill in a streak adds 50 to the base, up to five.
  • Streak and revenge bonuses. Ending an enemy’s streak pays 1.5 times. A revenge kill pays 2.0 times.
  • Zone kills. A kill in a Hot Zone counts with a weight of 10 and a kill in a Control Zone with a weight of 5. In the enemy’s own zones the weights are 4 (Hot Zone) and 2 (Control Zone).
  • Artillery kills. A kill from artillery while the attacker is in the open pays 5,000. The same kill from inside a zone pays 100.
  • Mines and explosives. Destroying an enemy claymore, C4 or anti-tank mine pays 100 each.
  • Zones and towers. Capturing a hostile tower pays 1,000 and a neutral tower 250. A Control Zone event pays 150 and the first entry into a Control Zone pays 100 in a life.
  • Penalties. A kill on a player an enemy medic has just revived pays 0.01 times. A teamkill pays a negative amount.

Season 2 changes

  • Mastery curve. Role mastery XP was lowered from level 10 upward for all roles. Level 10 went from 35,000 to 25,000, level 20 from 250,000 to 111,500, level 50 from 1,500,000 to 1,150,000, and level 100 from 6,000,000 to 5,132,500.
  • Unlock tree. The Assault tree gained 14 nodes and lost 7. The STANAG magazine’s cash cost went from 10,000 to 0. Level gates changed for several Assault nodes.
  • Skills. The sources list no Season 2 change to the 17 Assault skill values.

See also

Sources