#Classes: What kind of archetype is still "missing" for you?

25 messages · Page 1 of 1 (latest)

stray gale
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One of the points that was made a long while ago is that the classes should encompass all kind of play archetypes, so that every player has a particular style they can associate with with respect to Android classes. This framework also allows the Android classes to be distinct in feel from each other.

With that in mind, what kind of playstyle or Class-based interaction is still missing to you? So if you would design a class, what kind of design philosophy/focus would you implement that would make it distinct from the currently existing roster?

(This focuses on the S2 class infrastructure. A class "like S1's (X)" isn't a helpful response in this case)

glass mulch
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Stuff people have modded in, especially genre busters.
No class manages an extra resource(current ones can deny some, print them more/differently), messes with position other than own(some only benefit), uses enemy deaths for short term offense(elim does for long term, RG does survival), modifies (de)buffs after they've spawned(noone can even remove them) or overrides when something weapon related can be done(MH only overrides abilities).

stray gale
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Those are very technical archetypes though. I'm mostly talking about playstyle archetypes. I like "messing with other's positions" as something that's missing though, that's something not yet seen and I would love to have that

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That might be a bit difficult to style into a single class though. But a class designated for providing cover and shooting from there, or slapping enemies around physically, I would be all for it

neon hearth
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I know you said not to name a S1 class, but I do miss the whole stealth dagger backstab assassin from S1. IMO it could easily fit as an eliminator kit. There's also lack of an "elementalist" (utilize different damage types/debuffs) and or "alchemist" (some sort of item manipulation focus).

I would also enjoy a specifically melee focused class. Though there's breacher and commando already, I'm thinking more of something like a berserker-- tackling/throwing enemies into other enemies, maybe a charge ability that scales with distance traveled (could possibly pick up enemies on the way and pin them?), or maybe even grabbing an enemy and using it as a shield. Kits would probably be along the lines of mobility/anti-cc focus, regen/lifesteal focus, or shotgun focused. I'd say what sets it apart from breacher or commando is being able to displace or single enemies out. Would be cool to interact environmentally, like picking up exploding barrels and tossing them, or even picking up enemies and tossing them into said barrels too.

stray gale
neon hearth
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Yeah I've played RG, but the appeal isn't exactly the same. I'd enjoy more of the power fantasy of being able to manipulate enemies and whatnot, which yeah unfortunately is not implemented yet. I'd say the playstyle difference is comparable to playing a gorilla (tossing stuff around) vs. playing a train (running it down & blasting as RG)

glass mulch
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Enemies can be teleported. As long as the desired displacement isn't continuous, nothing is stopping anyone from control shenanigans. It can even make enemies get hit by a projectile multiple times.

glass mulch
elder dagger
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What I think is two classes we are missing are as follows

a class that excels at burning things, I want to be a pyromaniac android, I want to napalm, I want to incinerate

I also think a class that focuses on “integration” (you can break down weapons and items to upgrade yourself) would be a welcome addition to the game

glass mulch
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Is a technology enough to make a class around? If yes, we can have 18 "technology the class"es.

stray gale
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That's true. A technology focus does not make a class

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And as far as short-range crowd control goes, RiotGuard's got that. One could probably make an argument for a Weapon Kit attuned to that, like something that starts with a Foam Sprayer and gains temporary defensive stats for hitting enemies in close range - although that sounds a lot like Heavy Gunner's class perk

stray gale
glass mulch
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Screw my "no shilling" mindset, how about an attention maximizer, a class that turns S2 into a rhythm game or one that uses enemies as means of transport?

karmic badger
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ADHD test

velvet mango
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Here is a wild one I have not thought through a single second:
a ghost in the machine type class that is fragile but can charm enemies long term or even take over their body to replace their own.

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Think MH, but you snatch an enemy, perhaps make them more powerful and use a class ability to maneuver them around (perhaps even cycle different behaviour).
Another class ability might be „discard body“ to make your own body detonate and transfer your consciousness to the puppets body.

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A puppeteer type beat

smoky shuttle
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Scav class

Utility ability has 5 charges, digs up a pickup, restores 3 charges on level clear.
Mobility -

  1. dodges backwards and throws improvised flashbang forwards that blinds but doesn't stun and deals like 5% max hp damage
  2. dashes forward hurling a scatter of garbage, debrie and random shit that has different effects (for example nails bleed, oil cans slow, garbage bags stun and do some damage, tin cans just do damage).
    Core - throws IED with shrapnel that bleeds and slows enemies. Has initial explosion radius and a larger shrapnel radius.
    Spec -
  3. call in dogs that charge forward like k9s
  4. drug yourself with krokodil, take random amount of damage 1-200, gain random amount of dodge chance and move speed as well as moving accuracy.
    As for perks - you start with random t1 item, and have gamba recycling mechanics like engie had in s1. Also each run you get a small buffs to a random type of weapon and manufacturer.
    Can't think of much more than that
velvet mango
jolly brook
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Machine/tank class: not humanoid, with a much fatter hitbox. slower and less maneuverable and you have to watch out for those high damage and normally easily dodgable attacks like mortars, jet bombs, and turrets. Also much larger detection range

one upside is resource is not a big concern, and you have firepower, but enemy tries much harder to kill & swarm you

smoky shuttle
glass mulch
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We don't have an equipment juggler that would replace it's gear all the time for the sake of replacing.

jolly brook