Forum Discussion
I like that classes have dedicated roles in this game. Reliance on others in areas you can't cover on your watch. I don't see need to change that. Better yet, they could go even further to class role differentiation. To give sub-role specifications.
Shared gadgets would homogenise whole system into a mess. Bringing more sabotageable assets to the table would have made game more dynamic, like bridges and commander resource installations. Like in Battlefield 2. Work as a team if you want to get things done.
Recon players, myself included, usually prefer lone-wolf position because non-recon players don't care for stealth mission mindset. We operate better under nobody's command or together with other scouts. We have intel as a duty, we have sabotage and trapping as side task. We could have more counter-intelligence measures like signal jammer.
Ideally sub-roles would be:
- Assault: grenadier
- Assault: frontline breacher (spawn control and ladders)
- Engineer: combat engineer
- Engineer: anti-vehicle
- Support: combat medic
- Support: fire support
- Scout: marksman
- Scout: special forces (sabotage)
- MonSterLing23 days agoRising Newcomer
Your class ideas are similar to mine, though I’ve been toying around with a couple different sets. I also like the idea of having one sub class for each class being oriented towards tighter squad play, and the other sub class for each function more like platoon level assets(where their teamwork functions are less tied to a specific squad). I also feel that it’s necessary at this point for weapons to be available on all classes, but I firmly believe that you should only have a full performance of a weapon if it’s attached to the correct class. That could mean better reloads, more points to spend on your loadout, etc.
3 & 4. On the same page with the engineer. Tough to nail down what type of weapon to give them, though. I also like the idea of having one class be the in-and-around vehicle class and one class being the roam-around-the-battlefield and engage class.
7 & 8. I like the idea of having bolt actions Limited to a sniper class that provides long range, reconnaissance, and engages HVTs. The second recon sub class would have the DMRs and be designed around staying with the squad, throwing motion sensors, using C4 to sabotage/outwit or occasionally engage a vehicle, and engaging targets outside the squads reach.
5 & 6. Generally agree on the support kit. My idea is to have LMGs(think belt fed support weapons) be limited to the “fire support” class, whereas the combat medic gets LSW/IAR/SAWs(think magazine fed support weapons). I really can’t justify giving the medic the full 100 to 200 round LMG‘s. The combat medic gets handheld smoke grenades.
1 & 2. Would need more detail to be on the same page about splitting the assault class, as they don’t feel quite as dissimilar as the other classes.
One of my other main ideas is to leave the support class the way it is described above, but move the medic equipment to the second assault class and give it some type of weapon that doesn’t make it overpowered and fits the role. Potential options are SMGs, carbines, battle rifles, PDW‘s, shotguns. I kind of like keeping PDW’s and SMG separate, even though they’re pretty similar to most people. Battle rifles in my mind should operate closer to reality, in that you basically have to be on semi-auto for most engagements in order to be effective, with full-auto only being useful in very close range. If they function in this manner, pairing them with the medic class would effectively be a repeat of battlefield 1 and apparently people really liked that. It’s only in theory I guess, but that would kind of force medics to be more thoughtful and strategic, as their real strength would be at medium range and they would need to switch fire modes in order to be effective in close range.