Class Speclized Roles


(Bitey) #1

So my second large post, and I just wanted to start it off. I’m still loving Dirtybomb and all of it’s amazing gameplay. The removal of the frag grenade was a bold step that I’m all for keeping. The current test of class-agnostic objectives is also a really interesting take on gameplay it adds an extra layer of tension that I find enjoyable. Keep it up Splash Damage!

Now onto my topic, I’ve been thinking about how each class seems to specialize in different area of expertise. Some abilities accel at holding the line, others to delay an advance, while some are meant for punching through. I’d like to see these spells of each class help define these roles to the game, and add to the hidden depths that I’ve been discovering in Dirtybomb. :slight_smile:

Solider: Choke point Buster, the high HP lets him walk into combat. The stun/frag can initiate a large play by scattering the enemy out of cover/giving an opportunity to assault. This class feels like it doesn’t actually need a true secondary ability like most classes. Since the extra HP gives them a suitable pushing power. I would honestly suggest slowing down their movement speed more and adding another tip of HP. Perhaps even go so far as to remove sprint :3

[ol]
[li]Conker- He needs two stun grenades. Also a good buff to stun grenade effectiveness would be nice. The other option is that he could have a stun grenade and a flash grenade. [/li][li]Fragger- His frag grenade makes him one of the scariest of the assaults. I think he’s where he needs to be in terms of being effective.[/li][li]Nader- Needs work lots of work. Try buffing the GL by lowering the ammo to 4 on a full load and increase the damage radius significantly around the grenade explosion. The only problem with 4 ammo is that the model clearly shows 6 ^_^[/li][/ol]

Covert Ops: His role seems to be the most hyper focused already as the PICKER, and with a good player at the helm it’s a force to be reckoned with. I dont really know of much which would improve their performance, but I’d love to see a red dot or M14 type rifle on one of these guys rather then all pure sniper rifles.

[ol]
[li]Single Shot Rifle- Silenced m14 with descent damage 30-35 damage per shot. An acceptable clip size.[/li][/ol]

Field Obs: Enemy delay/fire support. What I mean by this is highlight his attack abilities as things to help buy time, faster/longer airstrikes, heavier artillery strikes, and flames that last alitte longer. Used to hold the enemy back for short period of time due to their strong area denial weapons and resupply for teammates.

[ol]
[li]Buffed Airstrike- So I think this ability should utilize a faster burst of damage. Perhaps a double burst of missiles raining from the sky. Ontop of that I’d love for it to have a secondary throw ability where you can toss it, and trigger the airstrike manually. It could function as a visible deterrent, or perhaps just make it work like a frag grenade with a primer. Perhaps it can be destroyed if an enemy shoots it down. [/li][li]Buffed Artillery- I think you could get away with doubling up on the amount of bombs falling from the sky so two at once instead of one at a time. While it doesn’t need to do much more damage, the constant barrage of explosions really slows a team down for the few seconds while it goes off. To differentiate from the airstrike here is an example[/li][ul]
[li]Airstrike- Quick burst AoE that has a strong power to kill a group instantly, deals damage fast and is to the enemy team to attempt to dodge. [/li][li]Artillery- Long protracted bombardment more suitable for a longer delay 6-8 seconds of bombardment[/li][/ul]
[li]Molotov- Increase the duration of the fire, but slow it’s initial burn spreading. Let it be the ultimate route denial but the hardest to cast due to it’s slow flame spread. You could likely lower the damage over time if you increase it’s duration.[/li][/ol]

Medic: Pretty obvious how he works, bring the dead back and keep the push going. The medics feel like their the most solid of a position right now, the only thing might be is making it so medics take objectives slightly slower then every other class. Perhaps the female with the shotgun needs something to improve her performance. The healing station is just much harder to utilize rather then the AoE heal and health pack.

[ul]
[li]I think the revive ability could use a cooldown timer 2 seconds where it needs to recharge. sometimes it’s just alittle frustrating to have to keep killing the same two guy over and over. JUST STAY DEAD[/li][li]Another option is to have a diminishing return of hp if you revive before the cooldown is reset.[/li][/ul]

Engineer: Seems to be the actual line defense holder with some of the tools they have. By designing them around a class that can hold the line, you can make them more useful on both attack and defense.

[ol]
[li]Smoke Grenade- To slow down arming, defusing, planting explosive devices. Slow down picking up/returning documents. Can add LOS smoke cover for teammates.[/li][li]Sentry Control-This would only be for T-rat, but it seems like the sentry is just never fast enough with it’s lock on ability. Perhaps if he could use the sentry like the third eye cam, it’d become a force to be reckoned with. Ontop of that, when he uses this device he is left exposed. [/li][li]Kevlar Vest- So this takes the shield idea and makes it fit within the game. While it would be hard to visual signify that an enemy has this tool on, it could grant an extra 5-25hp for whoever picks it up. It could work like a medpack with a long cooldown.[/li][/ol]

Also on I side note, I’d still love to try a 1.8x headshot multiplier. :smiley:


(fzl) #2

Medic: Pretty obvious how he works, bring the dead back and keep the push going. The medics feel like their the most solid of a position right now, the only thing might be is making it so medics take objectives slightly slower then every other class. Perhaps the female with the shotgun needs something to improve her performance. The healing station is just much harder to utilize rather then the AoE heal and health pack.

I think the revive ability could use a cooldown timer 2 seconds where it needs to recharge. sometimes it’s just alittle frustrating to have to keep killing the same two guy over and over. JUST STAY DEAD
Another option is to have a diminishing return of hp if you revive before the cooldown is reset.

Note: The medic primary Weapons have not enough Damage!!


(slanir) #3

I like the medic weapon damage as it is


(Kl3ppy) #4

No, in short range the guns are good, mid range also and they suffer in long range fights but thats normal for smg


(1-800-NOTHING) #5

(fragger is the new name for dazzler. nader is the one with the gl.)

i think kevlar vest would make more sense if it was damage reduction vs chest/gut shots, rather than just a flat HP boost. like the idea, though.

and the silenced, single-shot m14 is exactly the kind weapon i’ve been thinking would be cool for a new recon.

i think the airstrike just needs a slightly bigger area of effect. either that, or less time before the airstrike actually strikes.

as for the rest, i totally disagree! :smiley:


(DB Genome editor) #6

They showed a M14-based sniper intended for the CovOps 04 in the MS19 - Characters & Weapons video:


Doesn’t look like it was meant to be silenced though…

Edit: They also showed two “elite skin” variants in the June Concept Art video, so it would be very surprising if we didn’t see one of these…


(prophett) #7

I’d like a smoke grenade to go to the covert, rather than the engie. Also, a small smg (like an uzi) to make this class more offensively viable would be great.