Future Class Loadouts : Create and Discuss


(Anti) #41

This is an interesting thread, many of the ideas you’ve mentioned are ones we’re already considering.

To give you some idea what we’ve set out to achieve with the classes and various loadouts here’s the ‘class roles’ we’d initially decided upon:

Soldier Class
Role: Primary role of the Soldier is to be at the very front of the team’s advance, initiating fire fights, breaking through bottlenecks and breaching the frontline. Good at clearing rooms, strong points etc

Combat: Very good at close ranged combat but reasonable at all distances. Can stay in a fire fight for much longer than other classes (large amounts of ammo, two primary weapons)

Key Skills: Aim, grenade use, movement, weapon use/switching

Medic Class
Role: The Medic’s goal is always to support other players by keeping them alive and augmenting them in combat. Fighting by themselves should be a lower priority and they should not be as effective as other classes in combat. They should receive benefits for putting others first.

Combat: Good at close range, capable at mid-range. The Medic should be able to defend himself and clear the odd enemy to be able to get to fallen teammates, but he should not be easily able to advance the team’s position or clear areas.

Key Skills: Timing, positioning, use of cover, energy management

Engineer Class
Role: Engineers try to take and hold areas of the map, either to defend objectives or hold ground near the frontline for attackers. Their abilities allow them to be good at defending locations but are not that effective at pushing forwards or when on the move.

They are adept at doing objectives and are required for some of them, but generally they should only advance once they’ve secured an area nearby first.

Combat: Very good at medium range and OK at close range. They can defend a nearby location well with their weapons but aren’t great at pushing.

Key Skills: Positioning, use of cover, energy management

Fire Support Class
Role: The primary role of the Fire Support class is to disrupt the enemy, slowing their progress and hindering their ability to attack or defend. They are also capable of supplying and supporting teammates, but not to the same extent as the Medic.

Combat: Very good at medium range and OK at long range. The Fire Support’s guns should be amongst the most lethal in the game, allowing him to cause lots of disruption to the enemy team in terms of the number of kills he makes.

Key Skills: Movement, aim, map awareness, timing

Recon Class
Role: The Recon class focuses on gathering and supplying information to their team, giving them an advantage in combat. They also make use of remote devices and Sniper Rifles to fight from the safety of cover, making them good at defending locations and holding ground.

Of all the classes the Recon is probably the one that needs to interact and partner with teammates the least.

Combat: Very good at long range and reasonable at mid-range

Key Skills: Positioning, map awareness, aim

As you guys can see we’re probably a little off target with these right now. I wonder if Engis and Medics are too effective in straight forwards combat, not all abilities really drive characters to fill their role right now and the roles for Fire Support and Recon may be too shallow as it stands (both not fun enough to perform and not deep enough in terms of the abilities we could make for each role).

We’ve plenty of work still to do with regards to all of this stuff, but hopefully this gives you some idea of our current intentions for the classes and can help shape your feedback.


(Dragonji) #42

Way too fast IMHO (CoD feeling :o).


(Humate) #43

Covert -

Maybe a pack that allows team-mates to be silent while sprinting for x amount of time.


(tokamak) #44

Or a permanent aura. It’s a really niche buff.

Thank you so much for this. This really helps, without these supposed intentions the classes are just names with different weapons and skills to us.


(rookie1) #45

Bump for Anti post 4 up ^^


(Dayton_Origin) #46

I would really love to see a recon class, that is actually responsible for recon and not being a sniper hiding somewhere and just picking off targets, but really “gathering” intel and be of less defensive nature but rather a support class. Meaning spy-bots, spy-drones that can point out enemies on the radar. Or a kind of stun/slow gun helping your friends to pick off easy targets. Also above mentioned traps that can be laid deep behind the enemy lines. Small radar sensors that can be attached to a wall. One way, one time use teleport platforms to get one of your mates to your position immediately. Stuff like that, really cool infiltrating tactics, covert equipment, scouting radar thingies and so on. That would make for a really awesome recon class.


(amazinglarry) #47

Right now the first Covie has the Heartbeat Sensor (2x?) that will show enemies within the radius on the mini-map and their current positions on screen.


(Dayton_Origin) #48

Yes, and I find that to be great! But I would like to see more like that, he still is primarily a sniper.


(aowblacky) #49

Keep the classes and their specials simple. just like ET :slight_smile:


(Seiniyta) #50

I think the rocket launcher really would fit the Soldier class. Since it could clear bottlenecks really nicely. though I do hope for some Gib stuff like in W:ET as that was so satisfying killing three people at one with a panzer and seeing them explode only for then to yell “panzernoob” at me :smiley:


(DarkangelUK) #51

Panzer is definitely needed for the chapel section of Whitechapel. Also, if they add panzer, they have to add gibs… they just go together!


(stealth6) #52

They need to add gibs regardless, we already have nades and airstrikes! Would also take away from the confusion of what’s a dead body and what’s an incapped body :smiley:


(Seiniyta) #53

Perhaps something you can buy for the game, death animations: bloody, Candy/rainbow etc.


(INF3RN0) #54

Airstrike that drops a bunch of kittens with dynamite attached to their backs.


(Mustang) #55

Big fan of gibs, if it’s possible I’d love to see this get in.


(iwound) #56

if some of the ragdolls limbs detached depending on the injury, including head.
i would pay cash money for that. also for the kittens airstrike just for the realism.
imagine running for your life away from a cute kitten. they’re too irresistible.


(rookie1) #57

^^^ ! :smiley:
…Serious…Airstike should do loooottts of damage …Burned vehicules around ,fire, black walls, death char all over … and stuff…this is an AIRSTRIKE! not crakers :smiley:
should had post this in Airstrike thread really 0 l 0 (done… did copied to Airstrike thread)


(iwound) #58

the kittens has given me an idea though.
engie releases a little robotic spider that hunts an enemy down.
red flashing light so you can see it when its running around the floor.
shoot it, run away, sacrifice a team mate to save yourself.
also useful for mine clearance.

possibility of kitten skins later, no rush.


(Apples) #59

[ul]
[li] Soldier : “the monster”, with different heavy weapons and a good melee weapon (machete or gauntlet or whatever, it is in near future), slower than the initial soldier (but not too slow, it’s still a fast paced game) with a little buff in health point, rpg / grenade launcher / Flame thrower, and a badass melee weapon to kill with a few hits (the classic knife need indeed to be weakened if we want a better melee weapon to be usefull)[/li][li] Medic : “the doctor”, specialisation in poisonning ennemies / boosting his teammates with all sort of homemade cocktails. Gas nades, syringe for health or speed boost and syringe for poisonning foes. Same weapons as a classical medic but unhability to give packs, only syringes.[/li][li] Engi : No clue yet, this is my least favorite class to play when there arent vehicles involved. [/li][li] Covie : “the hunter”, specialise in silent reconning instead of just being a sniper. Bow or crossbow (silent), secondary can be throwable daggers, and loadout can be some kinds of traps, hability to spot / disguise or no footsteps. The advantage of the bow / dagers is that as the covie is supposedly less in contact with his matesn he can reclaim his ammo on the corpses once he killed his enemies or on the walls if he misses (and survive). [/li][li] Field ops : “The cook”, ability to restore teammates health / ammo by deploying a crate with limited amount of ammo / health in it. Crate should be relatively easy to destroy with explosive weapons[/li][/ul]

Well indeed all these stuffs should be properly tested in order to preserve the balance, and I would vouch for fewer loadouts to keep a simple game and focus on the core, but as we are talking bout a free2play, gettin more loadouts is probably something that will happen, so I might throw some ideas.

Peace


(iwound) #60

[QUOTE=Apples;424575]

[li] Medic : “the doctor”, specialisation in poisonning ennemies / boosting his teammates with all sort of homemade cocktails.[/QUOTE][/li]
the poisoning would be nice. i loved this in ET. it would give the medics something new to do.
i can just imagine the player animations while poisoned. maybe clasping throats and falling to knees or just general drunkenness behavior.

the boost reminds me of Brink. id rather have these in a mod rather than a base game.

i like the other ideas to.