// loadout
The Rifle0 and Why Assault Is the Default Pick #
Assault's primary is the Rifle0, the same weapon that appears as Infiltrator's primary and as the Sniper's secondary. What differs across classes isn't the weapon — it's the magazine capacity and ammo pool the class brings with it. Assault gets the largest workable magazine (30) of any class running Rifle0, which is what makes the weapon viable as a true primary here.
Rifle0 Primary — automatic rifle #
37 dmg / 8 mag / 30 ammo
37 damage per round, 30-round magazine, 8 ammo reserves. Fully automatic. The 30-round magazine means you can hold an angle through 2-3 engagements without reloading, which is the single biggest reason Assault feels stable. Compare to Infiltrator's same Rifle0 with only 16-round magazines — same weapon, different sustain.
TTK math
TTK math (no headshot, full-body shots): Sniper (175 res) drops in 5 rounds; Infiltrator (200 res) drops in 6 rounds; Assault (250 res) drops in 7 rounds; Enforcer (320 res) drops in 9 rounds. At Rifle0's automatic fire rate, this translates to roughly 0.4s to drop a Sniper if you land every round on target. Real fights run 1-2 seconds because misses happen.
TT-02 Secondary — pistol #
108 dmg / 2 mag / 6 ammo
108 damage per round, 6-round magazine, 2 ammo reserves. The same pistol every class has access to. As Assault, you'll rarely need it — your Rifle0 has enough magazine to outlast most situations. The TT-02 is for the moment your reload catches you out of cover; 1 close-range body shot does enough damage to break contact.
Resistance, Speed, and Mobility #
250 resistance is the median — tanks better than Sniper (175) and Infiltrator (200), tanks worse than Enforcer (320). 8 speed is also middle: slower than Sniper and Infiltrator (both 9), faster than Enforcer (6.5). Neither stat lets you bully other classes; neither lets you get bullied. This is why Assault is forgiving: every other class will either out-tank you or out-speed you, but never both. Your role is to be the reliable one.