Mainfold
1 day agoRising Traveler
Suggestion: Make Class Gadgets Training Path Specific.
As the title suggests, to make the classes feel like they have more purpose and dedicated roles, make the different class signature gadgets specific to the different Training Paths ("sub-classes").
A big benefit to doing it so, is not only that it will make the different training paths feel like unique roles that can change how battles unfold, but it makes the roles they have fit around what users expect when they see the titles of the different training paths beyond just level 0, 1, 2, and 3.
- Assault (Original Signature Gadget: Adrenaline Injector)
- Breacher
- X95 BRE
- Additionally having access to a Breaching Charge as a regular gadget for gadget 1 and 2 slots, smaller explosion and ineffective against vehicles, but does destructive damage only in one direction on the side of the charge that sticks to the surface. Does just enough minimal explosive damage to destroy the surface it is attached to. Adds a concussive effect to those hit by it when not dying from being too close.
- Frontliner
- Deploy Beacon
- Additionally having access to an upgraded Adrenaline Injector gadget that lasts for 30 seconds, charges that get used up and not auto-resupplying (can be resupplied on ammo bag), gives maximum movement speed and near instant ADS speed for the duration
- Breacher
- Engineer (Original Signature Gadget: Repair Torch)
- Anti-Armor
- AV Mines (exclusive access to AV Mines)
- Deployable "czech hedgehog" tank traps (vehicles cannot drive through them, can be destroyed by enemy repair torch or through a large number of consecutive shots from MBT's main gun, does impact damage to vehicles that hit them)
- Combat Engineer
- Repair Torch (exclusive access to Repair Torch, can also repair destruction done to "tactical objects" like bridges and traversing objects.)
- Deployable vehicle bridge (Tanks and other ground vehicles can drive over the bridge to get over gaps or in cases where bridges have been destroyed to get over faster than repairing the bridge - is destructible and slow resupply, cannot be picked back up just like support class' deployable cover)
- Anti-Armor
- Support (Original Signature Gadget: Supply Bag, dual function supply bag is imbalanced in its current form)
- Combat Medic
- Healing Bag (can heal through suppression, but healing delay still applies after taking damage and delay resets if damage is taken)
- Combat Medic (Healing - Supply) Pouch - Gives instant increase of a portion of health without healing delay from damage, but not full ammo.
- Defibrillator (unique to Combat Medic, no longer accessible to Fire Support)
- Healing Bag (can heal through suppression, but healing delay still applies after taking damage and delay resets if damage is taken)
- Fire Support
- Ammo Bag (works as the ammo part of the supply bag currently works, but works instead like instantly filling up a single "charge" of things and then applies cooldown to resupplying each thing. i.e; you resupply a single grenade, and then there is a cooldown-bar that fills up like the ammo recharges currently but only as a cooldown before the next one can be picked up, giving a global cooldown rather than having to sit on a supply bag waiting for it to fill up fully, putting players back into combat rather than sitting on a bag.
- Fire Support (Ammo - Supply) Pouch - Gives instant primary and secondary ammo, but only a portion of the ammo.
- Fire Support Specialization Mortar (Same as the current mortar just requiring only 1 shell fired before full accuracy is reached on the 2nd shot, additionally giving it an IR flare round that lands on the ground - with always full accuracy - and can be locked onto like the tracer dart, but regardless of where it has landed and not requiring to be on a vehicle, only 5 shells before mortar runs out of flare shells and the mortar itself has to be resupplied and placed again)
- Ammo Bag (works as the ammo part of the supply bag currently works, but works instead like instantly filling up a single "charge" of things and then applies cooldown to resupplying each thing. i.e; you resupply a single grenade, and then there is a cooldown-bar that fills up like the ammo recharges currently but only as a cooldown before the next one can be picked up, giving a global cooldown rather than having to sit on a supply bag waiting for it to fill up fully, putting players back into combat rather than sitting on a bag.
- Combat Medic
- Recon (Original Signature Gadget: TUG-S Motion Sensor)
- Sniper
- TUG-S Motion Sensor
- Thermal camouflage (drastically reduced visibility on thermal, darker shade of grey)
- Spec Ops
- C4
- Spec Ops Training Path Exclusive Weapon attachment (Strobe flashlight - automatically off when not in ADS - and automatically on when in ADS. Rapid flashing weapon light to disorient enemies in close quarters)
- Sniper
Additionally the level 3 training abilities should be reworked in accordance with the changes to the gadgets:
- Assault (Original Class Active Ability: Rally Squad Adrenaline Injector Effect)
- Breacher
- M11 Multibang Device 7-banger flashbang
- Frontliner
- Squad-wide new reworked Adrenaline Injector effect
- Breacher
- Engineer (Original Class Active Ability: Thermal Overdrive Repair Torch)
- Anti-Armor
- Rapid launcher reloads and rapid AV launcher resupply
- Combat Engineer
- When activated, repair torch takes twice as long to overheat
- Anti-Armor
- Support (Original Class Active Ability: Restock Allies)
- Combat Medic
- Squad suppression immunity
- Fire Support
- Squad recoil reduction by 30% with icon when affected by it (requires squadmates nearby to work)
- Combat Medic
- Recon (Original Class Active Ability: UAV Overwatch)
- Sniper
- Eagle Eyed - Wounded enemies at 60% or lower when near the point of aim while using DMR's or Sniper Rifles get a visible health bar to indicate they are viable targets to prioritize
- Spec Ops
- Thermal optic UAV - First activation calls in the UAV, then for the rest of its duration the Spec Ops can click to bring up a tablet to go into first person thermal camera mode on the UAV to look down on the battlefield with a thermal camera on the UAV, with magnification levels like a SOFLAM
- Sniper