Classes rework
Recon: signature gadget keep motion sensor. Signature weapon keep sniper (hold breath, kill confirmed would be a sniper exclusive ). Signature trait will be changed to OPS (stealth). Gatgets: c4 (would like to add EMV visor to highlight vehicles and gatgets) (Add hacking pistol)
Class mastery: active ability, keep UAV. Lvl0 keep eagle eye, lvl1 change it to quicker rechambering between shots, lvl2 change it to wounding shot
Not many changes to recon as I feel that they are on a good spot, but I wish glint was gone.
Support: SG change to adrenaline injector. SW change to SMG (improved hip fire). ST keep quick revive. Gatgets: defibrillator, spawn beacon, add medic bag
Class mastery: active ability change to revive recovery. Lvl0 keep field sustainment. Lvl1 change to extra injector. Lvl2 change to negate or reduce movement penalty when you don't have a weapon equipped.
Support has too many jobs to perform so I feel that these changes would help them stick more to their role of keeping players alive and healthy while hopefully staying alive but also by adding the beacon, to keep reinforcements coming (no more beacons away from battle, at the highest peak of the map or behind enemy lines) it would better define the the camp lines on both sides.
Engineer: SG keep repair tool. SW change to LMG (improved suppression fire when crouch, prone, or mounted). ST change to demolition expert (improve explosive dmg for explosives and vehicles). Gatgets: mines, stinger, (would like to add the HJ-J2 launcher)
Class mastery: active ability change to armor debilitator , lvl0 change to extra explosives (+2 to carry and set), lvl1 keep launcher trained, lvl2 keep flack jacket.
Engineer our heavy infantry should be able block and hold position better then any other class and hopefully this will help them do that while passively hindering enemy movement by placing mines. As mechanics they should not only be able to fixing and destroy vehicles but also handle them better then anyone else. Their lvl2 mastery would help with vehicles survivability.
assault: SG change to thermobaric launcher, SW keep assault rifles (faster draw and switch but remove better sprint recovery). ST tweak soft landing to reduce fall dmg and movement penalties instead of negating it. Gatgets: (2nd weapons slot will be removed) granade launchers, latter, add RPG (1 to 2 shots max), add deployable cover,
Class mastery: keep combat stimulant, lvl0 tweak Ads to reduce instead of negate , lvl1 change to defense focus (increase gadget stats), lvl2 keep quick recovery
As our main and probably as our most numerous fighters, assault should be ready and able to hit anything that comes at them hard. For that reason I'm given them the RPG at the cost of ammo. So long as they are kept ressulplied assault can be an unstoppable force on the field and their abilities will keep them quick on their feet and lethal on tight corners. Also I gave the deployable barrier as I feel they would benefit the most from it, while trying to advance not only inside buildings but also on open spaces.
Let me know what you guys think about these changes, if more need to be made, added, or should they be reverted back