harvesting lights indeed. I gots lots of bullets =D
10 characters instead of 16 now?
[QUOTE=Ajax’s Spear;273658]Plus your skills don’t change with your class when you swap classes in game, so you have to set your chars up for what you expect your primary function to be.
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Not sure this got addressed, it sounds to me you have an ability load out for each class, you stack the abilities you want to use while playing that class in each load out (and I imagine you can re-arrange them whenever you want) so those abilities are activated when you switch to that class.
This could also apply to geenral abilities (making different ones active depending on what class you are), like I want sense of perspective when I’m a soldier or engineer but I don’t care about it when I’m a medic. Obviously the whole thing is a guess, and the second part the biggest guess of all, but it makes sense to me to do it that way. Why just limit class abilities to a class loadout, it’s a synergy thing and some general abilities will work better with certain classes than others.
I do understand Sock’s concern, and I think it’s valid to a point. But I agree with Mad Hatter that just about every high level character will be automatically good at at least two different classes, so there should be enough guys who can switch around when needed. Plus, there will be some guys who make jack of all trades characters who have low to medium abilities in 3 or even 4 different classes.
In ETQW I think they wanted you to have an interesting choice, do I stay one class for all 3 maps in a campaign to try and get the highest XP unlocks, or do I switch class more often to try and get the objectives done (and the “glory” that goes along with that, lol). Maybe they thought too many people would try and be the objective class all the time so wanted to actually incentivize you to stay in a single class, not just for one map, but for three? I don’t think that’s actually the goal in Brink, i think they just needed to limit them so your choices were meaningful since there’s no way to build a super-soldier who’s really good at everything.
[QUOTE=Cankor;274483]Not sure this got addressed, it sounds to me you have an ability load out for each class, you stack the abilities you want to use while playing that class in each load out (and I imagine you can re-arrange them whenever you want) so those abilities are activated when you switch to that class.
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What I meant was that you pick all of your abilities that you will be using throughout the match before play. You have 20 points total to assign everything. Not 20 for each class. Sure, your Operative abilities don’t function when you’re a soldier but that’s a given. In other words you have to distribute your points among all the classes and universal abilities. You don’t get a different loadout for each class that changes when you swap at a command post. And it also costs an entire experience level to respec your char.
It is true that you get a skill loadout for each class. It allows you to put up to three “active skills” into slots for that character type if you assign skill points to abilities for them. You do not, however, get skill points to assign each class. Any skill picked comes from the same pool so you will not be able to specialize in all classes at the same time because there just aren’t enough points. If you are lvl 8 and put 4 points in Engineer and 4 points in Soldier then your medic and operative will just play as they would have at lvl 1, with no skill customizations specific to class.
[QUOTE=Cankor;274483]
This could also apply to geenral abilities (making different ones active depending on what class you are), like I want sense of perspective when I’m a soldier or engineer but I don’t care about it when I’m a medic. [/quote]
Passive general skills like “sense of perspective” or “combat awareness” don’t get slotted after you select them. They work for your character the entire time, regardless of what class you are currently using. I don’t know if there are “active” general abilities that need to be slotted or not but ones similar to those above are not.
Ajax’s whole reply right on except for a few small things related to this sentence. You do get active skill slots for each class that switch when you change classes, they just switch to empty when you swap to a class with no specific skills assigned. If you are a class with no perks/active skills assigned to it those three d-pad buttons (default) will be blank in the UI. As far as weapon “loadouts” I am not sure if those are pre-assigned by class pre-match or not. I didn’t notice that option in my rush to play.
[QUOTE=Maawdawg;274591]
Ajax’s whole reply right on except for a few small things related to this sentence. You do get active skill slots for each class that switch when you change classes, they just switch to empty when you swap to a class with no specific skills assigned. If you are a class with no perks/active skills assigned to it those three d-pad buttons (default) will be blank in the UI. As far as weapon “loadouts” I am not sure if those are pre-assigned by class pre-match or not. I didn’t notice that option in my rush to play.[/QUOTE]
You pretty much said as much as could be said about it, but yeah I worded that sentence poorly. I think you can change weapons anytime at a command post, though, so even if your weap loadouts don’t swap with class you can always switch them manually.
True, a dev said on the forum that ANY weapon you’ve unlocked and your body type allow you to handle can be chosen from a CP.
You can definitely switch at any time you hit a command post, that is for sure.
I just don’t know if you can set it up pre match so that when i play engineer I get these two weapons, medic will have these two, etc., or you just pick two weapons and then you have to manually change when you switch class if you want to. I don’t know if weapon swaps can be automatically assigned to happen when you change classes, basically. It would be cool if they could.
So basically, after giving this some thought, it seems that the abilities on each character are going to be the biggest pain to change,being that they cost an entire xp level. So I’m thinking now, with the 10 char limit, I’ll make a 4 builds that are dedicated to each class respectively, 4 builds that are geared for dual classes, and two jack-of-all-trades, one geared for tanking and one for stealth. That should cover all the bases pretty well.