@ace_wolf08 wrote:
Yeaa...those weren't subclasses. Those were just perk bonuses. Which I could never get to work to begin with.
The only title that came close to what you are referring to was BFV where each class had two specializations they could choose. Either one gave a buff to certain actions or gave you extra somethings.
Like the combat engineer role for the supper class, allowed you to build fortifications faster but also gave you access to build the heavier artillery like field guns and AAs. While the second one was called Machine gunner, which I think made your MMG more stable on bipods...and let them overheat slower, I think. It has been awhile sense I played it..lol.
But yes, bring back the grunts. Hell, bring back the way BFV did their class system. Least it was still the normal system, just with added customization options. Though I would tweak it to where certain classes only got to wear certain uniforms... Because 5 made it hard as hell to figure out what class a certain player was, because we all got to pick from the same uniform pool...
If you have been playing proper teamwork and squadding up, then those sub classes or perk bonuses or whatever you prefer to refer to them as, they were indeed working brilliantly and was making a huge difference for your own ability and your entire squad mates ability on the battlefield. Matter of fact, even making the difference between winning battle exchanges and the entire game round. If you truly understand how squad lead and squad bonus rewards were working, then you also knew how to get this maxed out at game round start and then keeping it maxed out for the entire game if playing with mates working together on this.
And I would still refer to them as sub classes, especially since you had first to choose your soldier class and then subsequently you then also should choose which sub-class/perk tree you would assign your solider to! And here you had the choice between 3 standard subclasses (Defensive, Offensive or Shadow) and also always two different sub-classes to choose between which were specialized to make your chosen soldier class especially strong/equipped for that soldier main class.
Like as Engineer on Shanghai or any other more vehicle intensive map, with the anti-tank sub-ckass profile, you could carry twice the number of landmines, you could spawn in with up to 7 RPGs and you could deploy up to 6 explosives (mines) at the same time without the first would disappear. And damage would be reduced by 15%. So twice+ the firepower when you spawned in as anti-tank engineer. And definitely enough both RPGs and mines to take out several tanks alone, which is not the case when you have none of these soldier profile squad perks. So with some team work just two squads collaborating and maxed out could easily bring in 40+ RPGs and get them reloaded by a friendly Support who maxed out also can drop two ammo bags for your pleasure to reloading twice the speed. When you experience this in gameplay, you suddenly will also understand what it gives of massive advantage when playing with team-pros that all collaborate on this. And if you are at the receiving end, alone in a tank, you also know pretty quick you are up against some pros as the gameplay is on a much higher level. :o)
The Engineer Mechanic sub-class was another great example, as here then repairs would go 35% quicker, which on vehicle intense maps can mean the difference to survive the firefights or not against enemy vehicles. Flak damage was reduced by 15%, suppression reduced by whopping 50% and all nearby friendly vehicles will also auto-repair when fighting together in proper teamwork.
Another great example is the Assault with Grenadier sub-class loadout, as that adds one more hand grenade to your loadout, you sprint 10% quicker and you get a whopping doubling of your 40mm grenades in your M320 grenade launcher and 15% reduced damage from explosives.
The Combat Medic Assault sub-class doubles your number of deployed med bags/packs, sprint increased by 10%, the defib is charging in just half the time and if in vehicles together, you will auto heal your team mates.
Trokey, believe you still play a lot in Metro Hardcore and here these perks are definitely extremely welcome for those running as Assaults and matter of fact extending the damage you can inflict on enemies and prolonging your life in most situations. All while all your own team mates again also benefit from your contribution to their well beings...
And yes, I still see the various 'heros' we have in BF2042 could fit this type of classes and subclasses, as we have seen how certain hero's have their unique gadget and specialties, which cater to a certain soldier role/playstyle and relevant weapons load out for the gameplay.
But yes, we miss the recognition and rewards mechanics in the BF2042 game to enable and encourage teamplay and collaboration (and community features). And that is why again I refer to BF4 to have a reasonable good approach to this, as teamplay makes you all much much stronger as a team and benefit also each individual soldier.