#Overhaul to the squad/class system

1 messages · Page 1 of 1 (latest)

lofty kernel
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Firstly I want to say the details of this post are not meant to be taken to heart and I am open to changing any variables or aspects of this suggestion in order to improve the effectiveness of the desired changes.

Currently in HLL infantry squads are composed of 6 units with so many class options that a squad can consist of no players using their factions standard infantry rifle.
I propose a set of changes to improve squad dynamics, improve the importance of the classes, and improve team play

Firstly, increase the size of the squads, this could be done to match what a faction had historically or could be standardized to 9 if the devs are concerned about balancing between factions.

Secondly, add more specialized squad types. These squads are equipped with weapons/equipment/vehicles that other squads do not have access to or do not have in large numbers, and in most(if not all) cases will have smaller squad sizes than regular infantry squads.
Examples of such could include: mortar squads, machine gunner squads, anti tank squad, logistics/engineer squad, Mechanized infantry squad(would have access to offensive light vehicles and could support tanks better than regular infantry (pls pls pls🥺🥺🥺🥺)).
All of these squads ideally would excel ONLY within in their specialty.
This could really be fleshed out with many squad types if the devs wanted but I think keeping it a little more minimal will allow for these squad types to remain important without making them useless or overpowered.
These squads would heavily limit what classes you can use, for example: Infantry squads would be the standard size for their faction and would only have access to SL/rifleman/assault/mg/support/medic.

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Mortar squads would be roughly 3-4 players and would have access to SL/Rifleman(ideally would only have access to “light weapons” like the m1 carbine when applicable since they are not meant to be in active combat)/and a class who can either build or hold a mortar(call that whatever you want).
MG squads would be roughly 6 players and would only have access to SL/riflemen/MG.
Anti tank squads could be 4-6 and would have access to SL/rifleman/AT.
Engineer squads could have access to SL/Rifleman(light weapons again, for the same reason as in mortar squads)/engineer/support.
Okay that’s enough of that use your imagination for any other squads I might not have mentioned.

Third, divide classes between “standard” and “specialty”. standard classes consist of only 2 SL and Rifleman while specialty classes would consist of everything else. Each squad type would have access to a certain amount of specialty classes at any given time, and the remaining players choose a standard loadout. Squad types like infantry would only have access to 1-2 specialty classes while a squad type like MG would have access to 2-4 specialty classes.

Fourth, allow certain specialty squad types to have access to multiple of the same role. For example engineers/logistics squad could have access to 2 engineers or 2 supports, MG squad could have access to 2-4 MGs, anti tank squads could have access to 2 anti tanks at once(in this specific squad I think only 1 of them should be able to use a satchel/bazooka/ATgun at any given time), etc etc.
I think this SHOULD NOT apply to infantry squads if they are allowed to have multiple specialty classes at the same time.

f you don’t like it let me know why and what you might change to make it better.
And once again the exact details of anything I said in this post do not matter and that I’m open to any changes to the suggestion if it makes it better.
And obviously EVERYTHING added would need to be tested in PTE for balancing and for bugs

viral locust
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Mortars 100% need their own squad in the future. It does not make sense to have artillery in a frontline combat squad

lofty kernel
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Overhaul to the squad/class system

lofty kernel
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I didn’t mention it in the original post because of text limits (in both my post and following comment) but obviously there would be limits to how many of each squad type you can have depending on whatever factors the devs find appropriate

brave plaza
jaunty finch
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You don’t need to do all of that, take away automatic weapons from every class other then mg, officer, and automatic rifleman. Merge automatic rifleman with assault. I don’t necessarily agree with making a lot of sub squads for things like mortars and heavy machine guns, because then they would also have to do the same for anti tank. If they don’t make mortars a separate section, put it under support, or make it a actual class. Increase squad size to 7-9, this kills the finding the squad leader issue, and prevents class spams. If the squad size is 7-9 you’re going to see less classes and automatic weapons being spammed since those roles would likely be taken forcing people to actually use their countries standardized rifle. Too much sub divisions get confusing, there is already infantry, armor and recon. If they had hmg, mortars, and anti tank, you have 6 different sections. Complicated things scare new players and make them not want to play.

last gyro
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@jaunty finch I think your way works better, or at least an idea how the overhaul should be.

rugged swan
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Yeah it would be cool to have regiments with a special playstyle that you have to adapt to and based on that you must play in a certain way to a certain degree, and if utilized correctly the playstyles can match in power while still being unique.

slim cedar
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i feel like the game is a bit shallow currently, playing a non specialised role becomes boring fast as all you will be doing is shooting. especially with the specisl roles having their stuff ready on either cd or death.

that said with new features like mortars this can become more interesting . if we expsnd squad size i would also give normal soldiers at least something of a feature

pseudo chasm
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Increasing squad size to about 8 seems like a good idea

lofty kernel
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^ This is my primary goal from this post, if nothing else please this