I want to first be clear I’m very neutral on this concept before I introduce it, but I think it could be another method of having class distinction without taking the route of hard class counters.
The main idea here is passive team buffs based on class distribution and maintaining a very close balance between classes at a base level. Every class would be able to kill the other 50/50 for the most part based on how abilities were balanced with weaponry of course. And to prevent stacking of bonuses, there would be a max cap per class. This was present in ETQW and ET I believe.
Here’s some examples of how it could work (just my thoughts), but keep in mind these things would only offer incremental advantages. Also NOTE that all bonuses would not apply to the class that provided them, but only to the rest of their team. Again negating the incentive for singular class stacking. My numbers might be too insignificantly small in some areas or the examples too gimmicky, but just some brain storming anyway.
Medic
-10% hp regen speed boost per medic (caps at 3 medics, 30%)
or
-5hp bonus per medic (caps at 2 medics, +10hp)
or
-Reduced auto regen start time 10% per medic (caps at 2 medics, 20%)
or
FOPS
-Increases max clips by 1 (caps at 2 fops, 2 clips)
or
-Increases weapon clip size by 4 (caps at 2 fops, 8 extra ammo)
or
Soldier
-Increases grenade blast radius by 5% (caps at 2 soldiers, 10%)
or
-Decreases reload time by 5% (caps at 2 soldiers, 10%)
or
Engineer
-Decreases ability cooldowns by 5% (caps at 2 engineers, 10%)
or
Recon
-Decreases objective interaction time (plant/defuse/hack/pickup/transmit/repair/etc) by 10-15% (caps at 1 recon)
or
So again to be clear this is just a random idea for discussion and a few thoughts I had on it. I’d rather hear what people think of the general idea overall as it was done already before. Like I said earlier, I don’t really have a stance on it myself, but I can see it adding some interesting dynamics to class distribution. My main concern would for the bonuses to only provide very incremental bonuses so that you wouldn’t necessarily feel forced to always run a specific class distribution, but enough that they didn’t feel entirely gimmicky. Obviously you would never be able to maximize bonuses in all areas either with only 5-8 players as well and the bonuses wouldn’t apply to the classes providing them, so the variety in decisions would be there.


