Assault
The Shield:
-The Shield sacrifices both weapons for a large transparent riot shield.
-The riot shield covers the entire player and some more.
-The Shield is transparent and impenetrable to bullets.
-The Shield takes 2-3 seconds to equip.
-The shield has a melee function with low damage, think 5-6 hits before killing someone (therefore mostly used to keep players at a distance. )
The Remote
- Assault loses his machine gun and flashbangs
- Assault receives a remote controlled bomb-car (think flyer drone in ETQW but on the ground)
- The bomb car detonates with a large blast
- The Assault is highly vulnerable while driving his car
- Long cooldown
Engineer
The Hurt Locker
- The Engineer sacrifices his main weapon (and perhaps his melee ability depending on tests) and is suited in a bomb-suit.
- Bomb suit is taking less damage from explosions like airstrikes and grenades.
- Bombsuit is immune to mines.
- This suit greatly reduces all damage and even nullifies the fire from small arms. (I’m also thinking immune to turret fire)
- Plier works slower, at 50-75% (testing) of normal speed
- The Engineer can’t sprint
Medic
The Crate
- The medic loses his medpacks and in return gets to carry around a supply crate with medpacks.
- The Supply crate takes time to set up
- The supply crate has a long cooldown
- The supply crate has a supply limit but no timelimit.
- Field ops can replenish the supply limit by tossing ammo packs on the crate
- No (significant) limit on the number of crates possible in the field.
The Bong
- The medic loses his medpacks
- The medic gains a (green) smoke grenade in which all nearby team-mates slowly their health.
- Average cooldown
The Pick-me-up
- The Medic loses his revive paddles
- Every player that picks up a medkit will be auto-revived with minimal health after 10 seconds on death
Field Ops
The Smoker
- Instead of explosive fire, the drone now fires smoke on to the beacon covering a very large area with smoke for a considerable time.
- The rest doesn’t change, but perhaps consider a heat vision on the scope of the field op’s MP5
The Supply
- Field Ops trades his ammo packs for an ammo crate.
- Ammo crate takes time to set up
- Ammo crate has a supply limit but no time limit
- Ammo crates has a long cool down but no (significant) limit to the number of crates possible in the field
Covert
The Sniffer
- The Covert Ops loses his sniper rifle, obtains a silenced shotgun and in return receives a gas mask and tear gas grenades
- Tear gas grenades cover an area with tear gas for about 10-20 seconds
- Tear gas blurs the vision and gives a ‘ghosting’ effect to motion. The effect isn’t as extreme as flashbangs
- Tear gas grenades are replenished in the same way as flash bang grenades IE two mild cooldowns.
- Team mates are immune to friendly tear gas
- The Covert is immune to all tear gas, friendly or hostile
The Mirage
- The Covert ops loses his grenades
- The Covert ops gains a hologram projector any random character above itself.
- The hologram is immune to bullets
- The projector can easily be destroyed
- The hologram is indistinguishable from a real player
- The hologram gives firing sound effects coming from the player
- The hologram has unlimited duration but can only deployed once (and has a considerable cooldown)
The Spike
- The covert loses his sniper rilfe and grenades
- The covert can deploy health packs that poison a player down to 1% health. (Can’t be picked up by team-mates)
- The covert ops deploys ammo packs that jam the weapon after the first short of the next reload. (can’t be picked up by team-mates)
- Cooldown functions as normal
- Packs can easily be destroyed.
