The Assault is a human class in Dinogen Online. It is designed to be the most versatile of all the classes, designed to excel at all combat ranges.
The assault class has exclusive access to the Assault Rifle and the Shotgun. It also gets access to the Stim Shot, Adrenaline Shot, and Throwing Knife.
Loadout Overview[]
The assault class gets a little bit of everything and can thus massively change its playstyle with a quick adjustment to its combat loadout. The Assault Rifle itself boasts good penetration, range and fire rate, making it suited for mid-ranged engagements. With some weapon XP, attachments like the masterkey and grenade launcher can be equipped, which can free the secondary slot for another item or push the assault into a more commando-like role. For longer-ranged engagements, equipping a DMR is generally more effective.
The secondary slot is often used for short-ranged engagements. The Shotgun is the king for clearing out tight quarters without putting oneself at risk of blowing up, and the Pistols and Machine Pistols provide an effective middle ground between the ranges of the Shotgun and Assault Rifle.
Loadout Examples[]
Role: Breacher[]
This role plays to the Assault's strengths, making heavy use of their close-combat abilities. This role prioritizes good movement speed with excellent damage at the cost of range and accuracy.
Anti-Personnel:[]
- Primary: A carbine, such as the G36C or ARP 556, with attachments for damage; grab a Muzzle Break, FMJ rounds, and probably a Mag Assist. This can be switched out for an Assault Rifle such as the M16A4 or TAR-21 if you would prefer to preserve some of the Assault's longer-ranged capabilities, but you will sacrifice important movement speed. In that case, take FMJ rounds, a Muzzle break, and your choice of body attachment. A Masterkey perhaps, if you need more shotgun ammo.
- Secondary: The Shotgun is your bread and butter. Pick according to your most common situation; pumps deal high damage and are best for dealing with weak pockets of resistance with few enemies (and you can sprint from place to place while reloading). Places with heavier resistance need faster firing weapons. If unsure, take either the AA-12 or Origin-12; these perform well in most situations. Go for Dragon's Breath rounds if you've got them, else stick with piercing.
- Melee: You will be in close proximity to enemies, so a Bowie knife is probably your best bet for its rapid slashes and good damage. Feel free to choose something else.
- Equipment: Kevlar Vest. You'll need it to soak up any extra damage.
- Grenade: This is one of the best places for a flashbang or stun grenade, which will keep you alive when breaching. If you prefer more damaging options, the ET-MP is the best choice here, as it won't give people enough time to react to it. Don't blow yourself up though!
Anti-Dino:[]
- Primary: A SCAR-H with Piercing rounds is one of the most viable options against dinosaurs for an Assault due to the bonus damage. You're not worried about range or recoil too much, so go all out on damage attachments. If that's out of your price range or EXP, go for a piercing AK47. This works almost as well though is much less effective on normal human targets.
- Secondary: Stick with a piercing or Dragon's Breath Shotgun; here, the larger mag size of the M1216 shines will let it act as a superior flamethrower. You may prefer the emergency loading capability of the SPAS-12; either way, grab a Mag Assist.
- Melee: You need powerful melee weapons to take down a dinosaur. Take a Katana or Sledgehammer.
- Equipment: Stim Shots are a good pick here; they'll give you a few more seconds to face down the ranged dinos before they take you out. Note that using it interrupts your reloads, so plan accordingly. Dino Vests won't protect you against much your shotgun won't immediately take care of, so steer clear of them.
- Grenade: I prefer stun grenades myself, but a damaging grenade like the molotov is also very useful.
Role: Combat Medic / Support[]
A more support-orientated role, the Combat Medic makes use of Stims to keep his allies in the fight. A Combat Medic will prioritize movement speed over all else, to reach his allies faster. He also needs a good amount of firepower, as sometimes the best defense is a good offense. You do need access to an ammo box in order to make this role truly shine however, as you spawn with previous few Stims.
Anti-Personnel:[]
- Primary: The ARP 556 is probably the best weapon for this role, boasting great movement speed, a great RoF and good damage. Grab a Mag Assist, Muzzle Break, and your choice of FMJ or Hollow Point ammo. If you want the flexibility that an assault rifle affords, spring for the L85A3 and get FMJ ammo, Heavy Barrel and a Grenade launcher. Explosives should buy you enough time to switch to your knife and sprint to your injured ally. The TAR-21 is a cheap alternative.
- Secondary: Pump action shotguns can effectively clear out light resistance while you focus on getting to your ally. Try the Stoeger or Sawn-off. Otherwise, a G18 with Hollow Points or FMJ rounds will hopefully force enemies to take cover.
- Melee: You're getting close, but hopefully not that close. Take whatever tickles your fancy and try not to get into a situation that needs it.
- Equipment: You're here for the Stim, as it is what lets you function as a Combat Medic. Don't leave it at home!
- Grenade: Stuns, Flashes, and Smokes are all viable options here. Keep your allies safe by using them early or use them to get in close.
Anti-Dino:[]
- Primary: A Piercing SCAR-H. You're a little more concerned about longer-ranged engagements as most people you can heal are those being needled or poisoned by the ranged dinos. Pick your attachments accordingly.
- Secondary: Go for either the Origin-12 or the Deagle. The Origin-12 is better close up, but the Deagle will give you superior range, which you will likely be able to make use of against dinos.
- Melee: Melee is bad for your health! Leave the knife at home.
- Equipment: Still here for them Stims. They make people feel all fuzzy inside...
- Grenade: Stun Grenades are a good pick, as they'll allow your allies time to get back into cover.
Role: Designated Marksman[]
This role puts the Assault into a serviceable sniper accessory. At the expense of damage, the marksman makes up for it with volume of fire.
Anti-Personnel:[]
- Primary: The SA58 OSW makes for a fine generalist weapon. Slap an ACOG (or even an 8x scope), Mag Assist, and Heavy Barrel on it for long range suppressive capability. Decide between a suppressor to keep your shots hidden or a muzzle break and FMJ rounds to drop enemies quicker.
- Secondary: Sawn-off to deal with bum rushers or Micro Uzi or Skorpion to keep some relevance at the mid-range.
- Melee: You don't need this. So take a combat knife like a real man.
- Equipment: Adrenaline Stims are good for getting into and out of position, and you get two! How thoughtful.
- Grenade: Go for a Flashbang (nobody will hit you at that range while blind) or throw down a M67 Frag as you run away.
Anti-Dino:[]
- Primary: Go for either a Piercing Ammo Mk11 Mod 0 or Piercing Dragunov, depending on your recoil tolerance and how fast you can click. The MSG90 with piercing ammo also works in a pinch but does not come with many spare magazines. Farm with your weapon of choice until you can afford either an ACOG or 8x Scope, depending on the map.
- Secondary: Origin-12 for close-range clean up or a piercing .44 Magnum or a Deagle for further out.
- Melee: Sniper shoot from far away. Melee no reach far away. You no use melee.
- Equipment: A throwing knife makes for a good last-ditch weapon, or you could use an Adrenaline Shot to help you reposition faster when you get compromised.
- Grenade: Stun Grenades give you time to run away if needed, else go for something with more boom.