Open & closed weapons and classes fix update
Melee weapons need more variation on what they do; hunting knife keep boost run speed and atk speed, combat knife change it to quicker takedown, add throwing knifes here instead of recon, sledgehammer should create small holes on walls instead of destroying them.
throwables change; smoke and standard grenades will be open to all classes. Assault will also get stunt and flash grenades, engineers will get AT and impact grenades, support will get mini and incendiary grenades, finally recon will get proximity and EMP grenades (disrupts or destroys electronics which will temporarily rid of players huds)
From here on I will swap some of the skills or gadgets to be more in line with their roles. Signature weapon will change to weapon debuff, this should work regardless of your preference for open or closed weapons system.
ENGINEER will keep its signature gadget repair tool as is (repair and destroy vehicles and gadgets). Weapon debuff reduce mobility for vehicles and infantry with all explosives. Signature trait will stay as is mechanized infantry (while near a vehicle, reduce explosive dmg and block enemies from stealing vehicle, repair to prolong effect). This will make this class the preferred choice for those who enjoy explosives and vehicle play. Class will be more of a back liner or tag along with vehicles.
Gadgets will be mostly the same; rocket launchers (stinger, RPG, javelin, guided, law), mines (AT, acoustic/sound, tripwire), EOD bot, and supply create. I would add mortar to this class as its focus on explosive dmg would hinder enemies advancement.
COMBAT ENGINEER his ability will stay as “thermal overdrive” this will boost repair tool (fix and destroy capability on the go). His initial skill will remain as gadget fortification (overheal gadgets). Next skill will change to "equipment tinkering” (vehicle equipment cool down will be reduced when fixing or riding the vehicle). Last skill will remain as vehicle regeneration (start vehicle health regen if health is critical but will have an extended cool down). This path will focus on vehicle survivability.
ANTI ARMOR ability will stay as “thermal overdrive”. His initial skill will stay as extra rockets (+2). Next skill will stay as launcher proficiency (+15% reload speed and missiles will fly faster), and the last skill will remain as devastating impact (reduce fix rate and briefly block health regen for vehicles). This path will focus on crippling and destroying vehicles.
Made very little changes as I felt this class was very solid as is
SUPPORT I will keep signature gadget as supply bag (heals, resupplies ammo, and explosives). Weapon debuff will slightly blur enemy vision (effect will scale with prolonged fire at enemies but will also fade if fire is not sustained. This allows self and allies to take less fire from suppressed enemies, however reloading will terminate the effect). Signature trait will remain as squad resupply (resupply ammo and start health regen upon contact). This class will focus on survivability and Keeping everyone resupplied and ready for battle.
Gadgets will mostly stay the same; defibrillator, interceptor (anti grenade and anti missile), deployable cover, adrenaline injector, and pouch (pouch give small ammo/heal and resupply gadgets). Would like to add a turret as a gadget
COMBAT MEDIC his ability will change to “rally squad” (sprint speed boost, brief resistance to debuffs and removal). Initial skill will remain as urgent aid (quicker drag and heal regen from contact or supply bag). Next skill will remain as revive recovery (quicker revives and immediate health regen activation upon revive or near supplies bags). Final skill will remain as “defense focus” (improves gadget performance and range ). This path will focus on reviving, Keeping allies healthy but also removing debuffs.
FIRE SUPPORT his ability will change to rally squad”. Initial skill will remain as logistic expert (faster resupplies for ammo and explosives). Next skill will change to “personal protective equipment or PPE” (resistance incendiary, explosive, and gas dmg). Last skill will change to “hold the line” (will allow players that are mounted or not moving from a position to also blur vision on enemies for a brief period). This path will focus on resupplying and holding positions on foot and vehicles)
This class also very solid but changed his ability as it felt too redundant with all of it its skills and gadgets so instead I gave it it the ability to remove debuff from allies and better support abilities when trying to defend depending on the path you choose, more of a midline fighter as he needs to back up the front or hold the line
ASSAULT signature gadget will change to “deploy beacon”. Weapon debuff will delay health regen. Signature trait will remain as mission focused (faster objective progression, quicker out of combat cooldown which allows faster allies respawn). The tip of the spear, strength in numbers, this class is our most numerous, the first to engage enemies, and its trait to take objectives faster only adds to its versatility to advance and keep at it
Gadgets will remain mostly the same; launchers (HE, incendiary, smoke, and breach), incendiary shotgun, and weapon sling.
FRONTLINER will gain the ability “danger intuition” (this will give it a warning when enemies are nearby to avoid being ambushed, the closer the enemy is the faster your heart beats, the further away enemies are the calmer your heart beat becomes). Initial skill will remain as “soft landing” this will slightly reduce fall dmg and movement mechanics penalties). Next skill will change to “quick recovery” this will boost health regen and health regen rate). The final skill will change to “drill sergeant” this will boost reload speed for all weapons for allies and you that are near. This path will focus on prolonged confrontation and being ready to engage with minimum down time.
BREACHER will get the ability “danger intuition”. Initial skill will remain as extra grenades, +1 to throwables and gadgets. Next skill will remain as “agile shooter” this will reduced ADS penalty to movement speed while shooting and moving). Final skill will change to “unrenting reload” (faster reload for all gadgets for allies and you that are near). This path will focus on moving and clearing areas with minimal effort thanks to its gatgets and its swiftness when shooting
Since they change beacon to this class i decided to embrace it and make it its signature gadget to keep this class on the front line
RECON will change his signature gadget to “laser designator” (will function the same). Weapon debuff will mark enemies postion on minimap and in-world. Signature trait will remain as "auto spotting ” this will spot enemies in world and mini map for all allies. This class will focus on gathering information and relaying it to their team.
Gadgets will mostly be the same; motion sensor, C4, decoy, claymore, dart gun (Would like to add a EMP version or just replace it), I would like to move ladder to this class as it would help with better positioning
SNIPER his ability will remain as “UAV overwatch” spot enemies for 60 sec with in a 100 m radius. Initial skill will change to “sniper training" this will improve marksmanship, reduce sway and better breath control for steadier aim. Next skill will change to “enhanced perception” this will improve spotting range and area of effect from crosshair, spotting will be quicker and last longer). Final skill will remain as confirmed kill (enemies can't be revived from a head shot by a bolt action rifle). This path will focus on trimming down or assassinating enemies from long range.
SPEC OPS his ability will change to “UAV overwatch”. Initial skill will remain as “stealth tactics” this will reduce sound unless standing and reduce movement speed penalty while squatting. Next skill will remain as gadget awareness (spot nearby enemy gadgets unless sprinting). Final skill will remain as “low profile” this will make player lose spotting quicker when prone and undetectable to thermal while prone. This path will focus on stealth and maneuvering behind enemy lines. Best class to hunt enemies and counter snipers
This class is more of a wanderer but most of the changes made help balance both paths better so player can try to sneak behind enemy lines or stick to the backline, the ladder will be a huge help regardless of the path you pick