Future Class Loadouts : Create and Discuss


(INF3RN0) #1

Considering the design of the proposed f2p model I was curious what kinds of ideas some of the other testers had for additional class loadouts and unique abilities. It might not be the biggest issue now, but definitely something that can be used for reference in the future. I would base these loadout ideas on the design of current classes already provided (main/secondary/tool/special abilities). I’ll be adding my own ideas here next week, but I thought the forum could use an official thread for such a topic. Commence discussion!


(DarkangelUK) #2

I think the cov ops could definitely do with a smoke grenade, would also like a trip flash mine for them as well that also indicates to the planter when someone has set it off… makes it easier for to cover flanking routes. Given the cramped nature of the maps, would a panzerfaust/RL be out of the question for the soldier? Evened out by having a pistol as a second weapon. What about decoy grenades, you throw it and it gives off fake gunfire, creates a marker on the enemies map as if someone’s there, and also draws the fire of turrets towards it. I used to like the Oppressor shield in ETQW, something similar would be perfect for the 2nd switch on Camden. It provided enough cover to make the defence have to move their arse but could be destroyed quick enough with some concentrated fire.


(GlobalWar) #3

For Covertops :slight_smile:


(zenstar) #4

Would like to see a “wetworks” covert ops who doesn’t snipe but gets up close and dirty.
Not sure what that would entail though… A camo cloak and a beefed up knife? Drop the sniper rifle for a silenced Sten?

Not too sure if this would be balanced though so it may not work.


(Domipheus) #5

I think an RPG/panzerfaust/RL is essential. Obiously it needs team-limited. But i’m missing that ‘take the panzer!’ out feeling.


(GlobalWar) #6

A shooter with no RPG is not a shooter :slight_smile:


(.Chris.) #7

Yes! Make it so its strong against the EV but is more used for crowd control and such when used against infantry, though a direct hit should kill in my opinion, something like the GDF rocket launcher in regards to having a projectile arc and such.


(Domipheus) #8

I’m also thinking it’s required to level up with sentries.


(Kiddspooky) #9

A soldier with heavy weapon options ala ET.

Mortar, MG42, Panzer.

These options were great for players that weren’t so great at shooting with regular weapons. Our old clan had people who were great at these weapons, and it worked really well. If they didn’t have those options, they would have just gotten frustrated with the game, left and never play again.

One of the great things about ET was, everyone could play, everyone had something they could be good at.


(Breo) #10

[QUOTE=Kiddspooky;413522]A soldier with heavy weapon options ala ET.

Mortar, MG42, Panzer.[/QUOTE]

…they won’t be used for the EV but will be used against infantry, don’t add them unless you also add vehicles, increase the player amount and release bigger maps.


(Virus047) #11

+1

Def like the idea of a Panzer/RL for soldier. It was a HUGE difference maker in RTCW.
Smoke grenade perhaps for the covy. Obviously a nice feature to have as DA mentioned. Cover some movements/pushes or conceal a player for a moment or two.


(Pytox) #12

Maybe something like the Sten for Cvops? :slight_smile:


(Slade05) #13

Id like to see shotty for the medic as well. For everything else youll need bigger maps first.


(Bananas) #14

[QUOTE=Slade05;413986]Id like to see shotty for the medic as well. For everything else youll need bigger maps first.[/QUOTE]Pretty sure medic2 has a shotgun? Unless I’m mistaken.


(DarkangelUK) #15

[QUOTE=Slade05;413986]Id like to see shotty for the medic as well. For everything else youll need bigger maps first.[/QUOTE]

Yes, medic 2 has a shotgun and it’s a beast at close range.


(SinDonor) #16

True dis. I one-shotted a sneaky Humate today as he was crouching behind a doorway in the chapel on OBJ Whitechapel.

I saw him hide (after he killed me like 6 times in a row), so I strafed in with the shotty and popped him! YEAH. Then he proceeded to kill me another 10 times in a row or something.


(INF3RN0) #17

Reviving this thread. I want to remind everyone that all the new ideas we have for weapons/abilities should be taken under the consideration that they should be equal alternatives to the default free loadouts. Also this would be the place for new weapon/ability ideas, so we can keep it all in one area.

Here’s a random assortment of potential weapon/ability types that aren’t necessarily meant to be paired with existing loadouts/weapon sets;

-Laser trip mines (effect of slow, stun, or small AOE)
-Rocket Launcher (projectile must hit player target directly to achieve maximum AOE, otherwise it would be very low splash)
-Flame thrower (think Quake laser gun or etqw lightning pistol)
-Slowing turret (some other assortment of turret types)
-Caltrop (small damage) / slow traps for covey (very short duration)
-Dual pistols (less aim/ammo conservation requirement, less damage)
-Free-placement timed explosive charge
-Molotov cocktail
-Smoke grenade
-EMP grenade (ev/turrets)
-Poison gas grenade (aoe damage/time)
-Turret hack
-Scoped Rifles
-Deployable shield

Will add more as they come.


(rookie1) #18

I hate molotov cocktail …just saying.
About a new device that could look something like this. I will call it a portable cruise missile with camview


(tangoliber) #19
  • I still think a deployable shield would probably be the best addition to the game at the moment. It would fit in great with the objectives. Give the shield to a Field Ops, and and then give one of the Engineers a Field Repair Unit (automatically repairs things within its radius) for synergy.

  • Molotov cocktail would be fine with me if they fully killed mines. In Brink, they only took mines down to 50% health.

  • Everyone would complain about a rocket launcher, but I like them. They need to have a low splash damage and be as skill-based as possible… maybe similar to a spinfuser?

  • I second Caltrops, EMP and Turret hacking. I also would like to see the Lazarus grenade again. It allows for some awesome moments, but only revives the player with a little bit of health.

  • Remote Control Medic bot (Control it to revive players while hiding in a corner somewhere). This would allow the medic to play a “Safety” role…probably most useful on defense. He could do his job, and if everybody else gibs out, he can pop out of his hiding spot and be the last guy.

  • I’d like to suggest deployable portals/teleporters, but the game takes place in 2020, so it wouldn’t fit, unfortunately.


(H0RSE) #20

MEDIC:

  • supply crate (replaces medkit - call in through air drop)
  • adrenaline (replaces defib - increased pain threshold and speed. Works on downed players, who will die when the duration expires)

SOLDIER:

  • rocket launcher
  • riot shield (not deployabe. Can be used with pistol)
  • smoke grenade (possibly an alt/primary fire on a weapon)
  • satchel charge
  • semtex grenade (sticky nade)

ENGINEER:

  • trip mines
  • UGV (Unmanned Ground Drone)

FOPS:

  • ammo crate (replaces ammo pack - call in through airdrop)
  • deployable cover
  • reinforcements (temporary spawn point)
  • radar jammer

COVOPS:

  • caltrops
  • disguise
  • EMP grenade
  • tracking beacon pistol
  • turret hack
  • decoy
  • Camera Ball (throwable/sticks to walls)
  • grappling hook

(I will add to this as more ideas come to me)