#Various Class Identity Suggestions

1 messages · Page 1 of 1 (latest)

valid mulch
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Suggestions will be initially posted slowly, as there are enough suggestions in the post that the auto mod marks it as spam.

Leader

  • Bonus experience to squad within 20 meters of leader
  • Leader gains exp for squad actions within 20 meters
  • SOFLAM can mark targets much like the tank commander can. Marks show up for squad only and include range from the leader to mark rather than range from the squad member.
  • Enemies marked by SOFLAM and destroyed by squad members give a slight bonus exp. The leader role will receive 3% of gained exp for the member. This is to scale leadership exp with higher value actions such as destruction of a marked vehicle, or a long range kill from a sniper.
  • Leader gets AR, DMR, PDW, Support Rifle, Small med kit, and small resupply kit. Frag RPG. The basics of the other 4 classes but not its best defining feature. It already has the grappling hook and pick/hammer from assault. and the drone from sniper.
  • Default drone moved to Leader/Sniper. Drone will place a red box around enemy trophies/respawn beacons/drones/anti vehicle mines. Other mines, claymores, and C4 are not spotted. Can mark for allies within 10M of the object. Leader/sniper gets exp for marking.
  • Can spawn on allied leaders

Engineer

  • Can reload a vehicles ammunition from a supply drop, but only from the outside of the vehicle.
  • Can get in vehicles they have recently left 50% faster (to promote field repair/resupply rather than a continuous loop of Ammo dump > Return to base to resupply/repair > Ammo dump. Engineers can be more useful than RPGs.)
  • increase repair tool experience gain significantly but decrease speed of repair. This hopefully makes repairing allied vehicles rewarding, especially during field repairs. but the slower speed should hopefully keep the vehicle out of the battle long enough to be significant to the combat flow. It should also hopefully help combat blackhawks with engineers sitting in them with repair tools
  • Small bonus from vehicle XP
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Support

  • XP from deconstructing enemy constructions
  • Ability to reinforce undamaged portions of buildings using build tool (You can reinforce a building when its new or on portions that are not broken, but not repair/replace broken portions of the building.)
  • Small XP boost from fighting around allied constructables.
  • Stationary LMG/HMG mount to make those sandbag fortresses scarier (probably 1 per squad deployed max?)
  • M60. I know its in line for release but every other post in "upcoming-updates" has "M60" or "M60PLZ" in the reactions. We don't see that with the other upcoming guns.
  • Kamikaze drones. Players usually put anti personnel mines on the drone and fly it into people. How about we just make a drone that must fly forward (if you want to loiter you'll need to make circles). Does extra damage to vehicles and buildings. Moves slowly. Lets remove the ability to put mines on the other drone so it makes sense.

Medic

  • Remove anti personnel mines, claymores, c4. Leave these for assault to have a bit of personality.
  • Add Field Medical station . Will slowly heal out of combat players, big and noticeable, can be shot and destroyed like other deployables.
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Assault

  • Incendiary grenades
  • High Explosive Grenade - Does much higher damage to buildable objects. instantly destroys soft objects like wood fences, windows in a room, or spawn beacons. does very little damage to vehicles and people.
  • Grenade carrying drones (Carries 2 grenades. can be dropped from above. Otherwise acts like the default drone, minus the new ability to mark objects suggested under "Leader" standard frag grenades. Thx Ukraine.)

Tanks

  • Bonus experience for Seat 2. No one sits in it, and it basically becomes a very heavily protected transport seat.
  • It may be possible to display a bullet drop indicator for the driver if they are aiming at a target marked by seat 2.
  • Smoke, Flare, and Anti-RPG deployable for Seat 2. Anti -RPG stays activated for 3-5 seconds and will shoot down at most 1 RPG that passes within 5M of the tank during that time frame. Flare Goes straight up and lights up an area 20M around the tank. Great for night maps. Smoke fires in a small arc, can be aimed, and should be 3-4 smoke grenades thick.

Thats the end 🙂

azure lance
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This is fps game, not RTS.

lunar cargo
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I think grenade drones would not be needed if kamikaze drones already existed

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I also think that weaponized drones should not have the ability to mark targets so their purpose is fully offensive, otherwise there's no reason not to use a weaponized drone

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and probably instead of dedicated LMG mounts, bipods should just be easier to deploy without having to hug a sandbag or lay down in the open

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and perhaps support should receive points for blocking bullets with structures they've built instead of a passive bonus

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and as for repairing vehicles, engies should receive a portion of the points the operators gain for the remainder of the vehicle's life proportional to how much health the engie restored with a hard cap (like transport bonus)

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other than that these are pretty fair but definitely need more brainstorming

near thistle
near thistle
lunar cargo
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that is true

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also why i suggested damage mitigation bonus instead of decon bonus

valid mulch