An attempt to re-evaluate the classes.
I've seen some topics here n there about some of the traits or a rework of the assault class etc. I personally kind of found there are way too many gadgets available and did some thinking about how to condense them and I think going back to the 2 gadget slot could help out.
I also wanted to condense all the paths and active ability into 2 unique specializations with the idea both being competitive, but offering different styles. Also open to feedback.
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Assault:
Signature Weapon: Assault rifle – Quick to draw and switch, plus faster sprint recovery.
Weapons: 2 primaries gone. Change out your regular primary for a shottie if you want it.
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Gadgets: as the primary assaulter or breacher gadgets should reflect it.
Grenade Launcher - Choices of HE and/or smoke. if both are chosen, instead of 2 per, its now 1 per. Traits increase by +1
C2 Breach Charges - 2x. Little damage vs players and vehicles, mostly used for new entrances.
Sledgehammer - taken out of melee list into gadgets. also makes new entrances without losing quantity
Ballistic Shield - always on. Active, in hands and forward. Inactive, on back protect vs rear attacks. Health similar to supports waist shield (or remove from support).
Assault Ladder - keep as is
Grapple Hook - there are zip lines in game already, just limit to 2nd story entries (avoid map exploits)(works similarly to the ladder)
Adrenaline Injector - keep as is
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Specialization Paths:
Frontline
Trait: Soft Landing – Less damage from falls, no speed penalty after dropping
0 - Commando: Reduce movement speed penalty while firing.
1 - Faster HP regen (+50% rate, -50% delay)
2 - Active Ability - Unbreakable:
For 10 seconds, tap into raw force and resilience to break through enemy defenses:
+ select Gadget durability (shields, ladders etc)
+ 10%-20% Melee swing speed.
Cooldown - whatever should be balanced to prevent from being op.
Grenadier
Trait: Hardened: Resistance to visual impairment effects.
0 - Grenadier: Carry more explosive. +1 per type.
1 - Shrapnel: Enemies killed by your explosives have reduced healing (50% feedback) for 3 seconds.
2 - Gearmaster: Reload and Deploy gadgets faster. Explosives gain +10% blast radius.
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Engineer:
Signature Weapon: SMG – Better hip-fire accuracy.
Anti-Armor:
Trait: Explosive Damage Resistance – Take reduced damage from explosives.
Level 0: Launcher Trained – Reload launchers 15% faster.
Level 1: Armor Debilitator – Hitting enemy vehicles makes them harder to repair (-50% for 10 seconds).
Level 2: Active Ability: Torch Override – Boosts Repair Tool efficiency (+50% for 10 seconds).
When applied directly to enemy vehicles, +25% (or more) damage.
Possibly include mobility damage (slowed tracks and turret, mg gunner unaffected).
Combat Engineer:
Trait: Mechanic Tree: Automatically spot nearby mines.
Level 0: +10% damage protection for friendlies within 10m (or 15 etc)
Level 1: Overheat Resistance: Vehicle weapons and the Repair Tool take longer to overheat.
Level 2: Vehicle Health Plus: The health of vehicles you occupy is not restricted by health brackets.
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Support:
Signature Weapon: LMG – No sprint speed penalty.
Gadgets: split the ammo medic bag. with limited 2 gadget slot (including class specific gadget) players can specialize into medic or support.
Specialization Paths:
Combat Medic:
Trait: Quick Revive – Revive teammates faster (+20% speed, -0.5 seconds).
Level 0: Field Sustainment – Teammates can grab health packs directly from you.
Level 1: Revive Recovery – Reviving teammates kicks off your own health regen.
Level 2: Active Ability: Aid Station – Turn into a walking medic Bag for 10 seconds.
Revive teammates in 2.5 seconds.
Fire Support:
Trait: Fortified - Mounting your weapon provides a small damage resistance buff (-10%) for 3 seconds.
Reduced incoming suppression (for you and friendlies in 5m?).
OR
Trait: Chained Reaction - Teammates (or squadmates) within your ammo bag’s radius
resupply grenades and gadgets faster, scaling with player count.
(1 ally: +2%, 2 allies +4% etc to cap at 5 allies +10%)
Level 0: Fire Support: Allies can resupply themselves by interacting with you.
Level 1: Improved Weapon Mounting: Improve the effects of mounting your weapon.
Level 2: Indirect Fire: Improved resupply on Indirect Fire gadgets.
Mortars fire faster and Airburst Launchers carry more ammo.
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Recon:
Signature Weapon: Sniper – Hold breath for steadier aim and faster rechambering.
Gadgets: reduce c4. Enough to take out an armored vehicle if done right (which should be like 4?).
Specialization Paths:
Pathfinder:
Trait: Silent Movement: Move more silently and enemies you kill do not scream.
Level 0: Pathfinder: Hidden from motion sensors except while sprinting.
Level 1: Damage Spot: Enemies you damage are Spotted.
Level 2: Active Ability: UAV Call-in – Summons a UAV to follow you and spot enemies.
Sniper:
Trait: Auto-Spot – Aiming at enemies while scoped marks them for your team.
Level 0: Eagle Eye – Faster and better auto-spotting (+50% speed, +33% range, +10% angle, +3 seconds).
Level 1: Wounding Shot – Torso shots with sniper rifles reveal enemies and slow their healing (-50%).
Level 2: Kill Confirmed – Headshots with sniper rifles prevent revives.