Class specialisations


(tokamak) #1

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.

(tangoliber) #2
  • I’ve been wanting to add a shield mechanic. Personally, I prefer it as a deployable, rather than an equippable. I’m completely not against it being a “weapon” though.

  • Love the bombsuit idea. I really do. Not sure which class I’d want it as an option for. Probably whichever one feels the least unique.

  • I’ve been wanting a healthpack dispenser and ammo dispenser as well. The idea of having a field ops through his ammo pack on on the health crate to increase supplies is interesting. I would like there to be some fusion between class abilities, such as other classes adding mods to turrets or crates.

  • I’d rather see a return of the field regen unit, instead a green smoke grenade, but that is just a stylistic difference.

I would have wanted Phase Gates or some sort of teleportation structure for engineer, but that’s not gonna work in 2020 :slight_smile:


(INF3RN0) #3

At this time I think an ammo crate would be a great addition to the field ops, considering I never seem to get any ammo or see people motivated to play support FOPS. A deploy-able shield for assault would also be an interesting mechanic as well. That’s about all I can say for now on the topic.


(stealth6) #4

The field ops has ammo crates.
Maybe an interesting replacement would be an ammo dispensing unit as already said. Like in BF3 and BFBC2 you put down 1 ammo box and it can keep dispensing ammo until it’s blown up. But add a time limit to it. Or maybe just make it take up less of your chargebar to dispense 1 piece of ammo. Or slower the firerate so we don’t waste as much. Hmmm so many solutions I guess.

EDIT:
Riot shield sounds cool too, but please don’t make it as broken as the one in call of duty. Running around in Testudo formation is funny, but annoying for the enemy team.

Pick-me-up sounds OP, unless it’s disabled by a gib, but then it sounds useless.

Tear gas sounds hilarious and a nice take on flash bangs for the DB setting.

I love the idea of an infiltrator, but don’t quite understand how your idea works. I’d love some kind of quick getaway tool or disguise tool like W:ET. Also would love to see some way to make the covert ops more of an infiltration unit. Hacking turrets for example or implanting a chip so you can blow it up from a safe distance or just disabling it silently (EMP?) or sabotaging landmines and the like.


(EnderWiggin.DA.) #5

As far as ammo crates and health crates go, I have this to say:
IMO, RTCW had the best balanced classes of any game I’ve ever played. Why? The medic started with low ammo which kept him from being a rambo since the high rate of fire weapons ate up ammo like crazy relative to ET. The LT’s (FOPS) charge bar for ammo, airstrikes and artillery were all one resource pool so a LT had to balance how much ammo they gave out with the necessity for airstrikes/artillery. This balance kept the spam down a bit from airstrikes. RTCW wasn’t devoid of ammo and health stations if memory serves, but they were certainly much rarer than in ET. Personally I think the better balanced team game puts it on the players to balance the classes themselves. I NEED AMMO! NEED A MEDIC!


(DarkangelUK) #6

Well that’s it really, requesting that the fops can drop ammo crates and the medics can drop health crates just takes the job away from the player who’s meant to be playing the role of the class. When you spawn an inanimate object that can do a better job of dealing out health/ammo than a player can then you have to question what’s driving the player to choose that class in the 1st place.


(tokamak) #7

That is already assuming that the supply crate does a better job at this. That’s not the case, it simply is better in some situations and worse in others. Supply crates are inherently more useful for defenders than for attackers, supply crates are worthless on escort missions. You can even make it so that supply crates are drops and can’t be used inside.

But hey, this is supposed to be a brainstorm thread. There’s no better way to stifle new ideas than by writing them off before even considering the possibilities. The point is not to come up with ideas that are balanced from the outset. Make them specialised in the extreme, show what would be the advantage and what would need to be sacrificed to make it work.

Riot shield sounds cool too, but please don’t make it as broken as the one in call of duty. Running around in Testudo formation is funny, but annoying for the enemy team.

In COD that thing is a one hit-kill. Which combined with invulnerability to the front makes overpowered. I think the shield needs a low damage shove to give it some way of keeping opponents from getting to close, but it definitely shouldn’t be like in COD where the tactic is to be running at players at full speed and bash them dead.

Pick-me-up sounds OP, unless it’s disabled by a gib, but then it sounds useless.

Don’t forget the medic can’t revive people otherwise. Just by handing out medpacks and with a ten second delay AND with minimal health. I think that’s enough caveats already.

What it does is that it gives people a chance to operate away from the main battle, but at the same time the real benefit comes from staying with the medic so he can heal your 1hp back to full again.


(DarkangelUK) #8

And brainstorming also requires asking some questions, such as why is such a thing needed in the 1st place and what adverse play style could it cause players to descend into if they had it. I too have issues getting ammo when there’s fops on the team, an ammo crate would fix that problem but it wouldn’t fix the root issue of why fops aren’t handing out ammo to begin with, and ignoring the fact that it’s a problem that exists helps no one. You need to accept some criticism instead of getting emotional and thinking it’s being instantly written off when all I’m doing is raising some genuine concerns.


(tokamak) #9

Write drunk, edit sober. Criticism has a place, and that’s right before you start selecting the classes you want to test. Right now I’d like to see people come up with the silliest and most exotic ideas possible.


(DarkangelUK) #10

Leave emotion at the door is probably the best thing you can do for this thread, no one wants a dictator. Anyway I’ll see what I can come up with.


(tokamak) #11

Keeping creative generation and critical cutting separate from each other is a method to not let emotions stop people from bringing ideas to the table. Once we’ve got a fair amount of possible specialisations we can start being as shrill as we like about them.


(DarkangelUK) #12

Of course, had you explained that in your initial post instead of getting defensive off the bat when comments were made against your ‘weird and wonderful’ suggestions then we probably wouldn’t be having this discussion… information is key.


(tokamak) #13

Yeah that’s enough attempts to make this a personal thing again for now.


(DarkangelUK) #14

The good old switcheroo, get emotional then accuse someone of getting emotional… nice if a tad obvious and childish.

Anyway, back to an adult conversation.

Solider:
Trip Flash - Can be placed between doorways and corridors. Subtle red line shows presence, when tripped it causes a flashbang that disorientates sound and blinds the user.

Medic:
Gas grenade - When blown it gives off a poisonous gas for a short period of time that very slightly damages anyone that runs through it, also blurs vision.

Field Ops:
Weapon swap shop - Allow you to use the classes alt gun with the original version and vice versa, so engineer can shotgun with turret.

Cov Ops:
Gun Scavanger - Can pick up any gun from a downed enemy and use it.


(EnderWiggin.DA.) #15

The ability to increase EV speed through a gadget, action, or class combination. Sometimes escorting slow vehicles can be dull. Perhaps the covert ops could briefly Hack the EV to make it go temporarily faster. Needs to be balanced though. Maybe the other team’s covie can only do a counter hack to get the vehicle back to base speed but never make it go slower than base speed.


(amazinglarry) #16

Correct me if I’m wrong, but do all classes right now start with their respective maximum ammo?

If they do, then it sort of discourages Field Ops from starting off a spawn and tossing ammo (as they did in RtCW / ET). I think that maybe if they were encouraged to drop it early to supply their team to its maximum potential, then they may be more aware of supplying teammates in other situations. Just my 2 cents, though. Actually, toss in another cent.

Outside of that thought, I’ll try to see what cool specializations I can think of to keep in the spirit of the thread.


(tokamak) #17

Or even better, the ability to slow down the EV while in disguise. Trollololol


(tangoliber) #18

Deployable ammo crates or health dispensers are probably not as good in 90% of the situations. Once you lay one down, only people in that area can access it. They are useful for making secondary bases, but I think giving that stuff out in the field is still more important.


(zenstar) #19

I don’t think fiddling a vehicles speed is the answer. People will need time to catch up to it (to help defend or to try stop it) and this can be mitigated with moving spawns but too many moving spawns makes for a confusing experience especially with the mortality rate in DB.

I think just finding the right speed for the vehicle and the right path is a better solution that hacking it faster / slower.

Find a path that doubles back on itself but has access for players to quickly get to the second part of the path while the EV has to take the long route. That will allow for a faster EV over a longer router that will keep the action moving but without disrupting the spawn points ever 3 seconds and still allowing players to catch up to the action.


(tokamak) #20

Just keep all ideas on the table. Keep brainfarting out new concepts no matter how mad (but do keep in mind that for each powerup something else needs to be given up) and later on we’ll make a thread where we can discuss and cut out the unworkable ones. After that we can have a voting round on the best ones.