Class hack/repair/plant/steal speed Bias


(iwound) #1

Watching one of the interviews at Pax i noticed it mentiond that
engineer is fastest at repairing and hacking.
Which made me think why. Yes fastest for repair and build but hack.
ive found the slower speeds of the other classes next to useless being so slow.

so my idea is a class bias depending on the objective.
repair/build - engineer is faster
plantc4/defuse - soldier is faster
hack - covert is faster
steal - medic is faster
capture spawn point - field ops is faster

if a class is not the fastest then they are at 50% speed.
this will give a little more class definition and will actually make the classless game stronger.
as at the moment its very much like engie does all. bias is all his/hers.

i just think it could add a tad more depth to character selection.
so you can still complete an obj no matter what class but now
certain characters have certain strengths depending on the obj that makes sense.


(INF3RN0) #2

You should realize that some classes aren’t very versatile, ie the covert. Personally I like one class being the best at objs, rather than being the only one that does objs. It would make more sense to have 2ndary objs that are class specific rather than having “realistic” class main obj proficiencies.


(Protekt1) #3

They’ll probably keep fine tuning the speeds at which objectives are done.


(Leinahtan) #4

For primary objectives, everyone should be able to do it while secondary objectives could be class specific. For example: Let’s say they added Security Cameras to several hallways. Either team could hack the security cameras at any time (either through a nearby terminal/security room, or individually). A hacked security camera will alert the team when an enemy passes through the hallway.

You don’t need to hack the cameras, but they will be helpful in telling you if an enemy is approaching through a side route.


(INF3RN0) #5

But question is whether the highest proficiency should be attuned to a single class or divided amongst them based on “realistic” connections.


(DB Genome editor) #6

At PAX they kept saying that they are doing away with classes to go character-based. I would not be surprised if in the end proficiencies vary between characters of the same “class”. For instance Proxy is obviously good with explosives, so she could have a high proficiency to plant and defuse, but a lower one for repair (sorry for the “women can’t fix stuff” stereotype, just an example…). T-Rat on the other hand could be more of a tinkerer who repairs fast, but is nervous around explosives and so defuses a bit slower. Just an example, but that could lead to all sorts of variations (grease monkey medic with an affinity for repairs, EOD soldier with quick defuse, etc…) so we don’t end up with one group of characters (aka “class”) mastering all objectives.

Going with individual characters effectively takes “proficiency realism” out of the equation because we’re now dealing with individuals who can have wildly different backgrounds and skills, and don’t have to fit in a “class” mold.

The one that still bugs me though are the CovOps characters. As long as they remain sniper builds, I don’t see much point in them being good at any objective as they generally can’t close in with the objectives without losing combat-effectiveness :o


(iwound) #7

Which is what we have now. Engineer.

Could be. Be it wouldnt be clear why they are stronger/weaker.

my idea is still classless, infact it reinforces the classless because atm its engineer all the way.
if you want to do an obj you just pick engie, all others are support.
its too much focus on one class.

i know the devs said what the % speeds were but you try and remember those.
but it needs to be simpler like
~ priority class (depending on obj ~ see first post) 100 % speed.
~ secondary classes 50%


(DB Genome editor) #8

Granted. That could be explained in the backstory of each character, but it wouldn’t be obvious just looking at him/her. But then again, the character approach will probably force us to assimilate a lot of info about each of these mercs, so objective proficiency would become one more thing on top of possible weapon loadouts and abilities. I’m sure some people will find this overly complicated, but I have the feeling this is where were heading…

[QUOTE=iwound;468724]my idea is still classless, infact it reinforces the classless because atm its engineer all the way.
if you want to do an obj you just pick engie, all others are support.
its too much focus on one class.[/QUOTE]
I don’t disagree, but right after the patch where we got the full classless system (no proficiencies) the forums were screaming for a return to the engie as the all-objective class :wink: What we have now is still way short of that: you’re not hopeless without an engie and can progress an objective while you wait for someone to respawn as one.

[QUOTE=iwound;468724]i know the devs said what the % speeds were but you try and remember those.
but it needs to be simpler like
~ priority class (depending on obj ~ see first post) 100 % speed.
~ secondary classes 50%[/QUOTE]
The current system only has one more level (so really not that hard to remember :tongue:):

[ul]
[li]Engie = 100%
[/li][li]FOps & Soldier = 35%
[/li][li]CovOps & Medic = 20%
[/li][/ul]

Edit: Fixed it for you iwound, no mating involved anymore :tongue:


(iwound) #9

ta for the %s

thats way too much info for my brain. iv forgotten it already.
so if a fops mates with a soldier they create a baby that can do repairs at 35%!!!


(acutepuppy) #10

I think this is something that dropping the rigid classes are all about. The other engineers don’t necessarily require the same proficiency as Proxy.

I think the current coverts are poor front-lines sneakers, perhaps a “covert” Merc that’s a little more front-lines recon could get a higher proficiency?


(DB Genome editor) #11

Exactly. And a character like that would be the perfect one to have abilities like disguise and hacking of enemy deployables that people have been suggesting regularly.


(iwound) #12

too easy to destroy. you would need to give the deployables more health or create new objectives for covey to hack and disable.
or covey hacking deployables has another effect. ie health dispenser hack poisons it, poising those who use it.
turrets, hack turns it to your side.
ammo dispenser, hack stops it working until engie fixes or it gets re-deployed.


(Runeforce) #13

[QUOTE=iwound;468636]repair/build - engineer is faster
plantc4/defuse - soldier is faster
hack - covert is faster
steal - medic is faster
capture spawn point - field ops is faster
[/QUOTE]

Put defuse at the engineer, and I will aprove the message :slight_smile:


(attack) #14

at the moment it does not rly sense that covert hack faster .he have no weapon for closefights


(iwound) #15

yeah that might make more sense actually. but its just an example.
feel free to set your own.


(Violator) #16

50% speed for other ‘classes’ is too high imho. This means a medic/fldops combo could achieve 100%, which is not a good thing as it will more likely lead to teams full of these two roles (which it pretty well is already atm).


(iwound) #17

if they work together, they get rewarded with equal to engineer. i dont think thats OTT.
i was repairing yesterday with a team mate and it was still painfully slow.


(Violator) #18

[QUOTE=iwound;468893]if they work together, they get rewarded with equal to engineer. i dont think thats OTT.
i was repairing yesterday with a team mate and it was still painfully slow.[/QUOTE]

That was my argument though - why have an engineer if the two support classes can achieve the same thing? It is painfully slow if you are on your own as a med for instance but its only meant to be a last-ditch thing as was explained in one of the PAX videos iirc.Currently you need 3 '35%-er’s or 5 ‘20%-ers’, so a team of 5 rambo meds = one engy. Maybe when you are building up your char, you have a pool of say 100 points, which you can dish out on repairability, item usage (medpacks etc.) and weapons (idea just popped into brain).


(iwound) #19

Because an engie can do it twice as fast. ;/
btw when was the last time you saw 5 repairing something. iv seen more ufos than that happening. :smiley:


(Violator) #20

[QUOTE=iwound;468906]Because an engie can do it twice as fast. ;/
btw when was the last time you saw 5 repairing something. iv seen more ufos than that happening. :D[/QUOTE]

Its a possible (probably desperate and will get you killed) strategy, 5 rambo meds probably have more chance of survival than 5 engies though :). I’d argue currently a fldops & a med are > 2x more useful than one engie.