Back on topic I was thinking a bit more simply this time around.
[B]Problem: Classes do not provide equally consistent supportive roles outside of combat.
Solution A: Expand other classes support roles.[/B]
First off killing ability and class roles should be separate. If anything killing ability should be almost equal across the board based on the balance with that specific classes loadout. IE A medic’s weapon will be weaker with self healing medpacks than without them. The pro con system that depends entirely on combination variables.
Those balances however really should be treated separately from the support role, which is essentially the same for every class. A medic’s main class role will still need to remain healer/reviver for the team. An engineer for example shouldn’t just be all about repairing objs or dropping mines. The objectives are separate from the class, the killing means are balanced with abilities, but the support roles are what is missing on most of the classes.
The big question is how can you give every class equally important support roles while also allowing for variety in class combinations- ie Brink buffs forcing specific classes. I still think passive bonuses could add a lot, but if that can’t be done then I think we should go back to past discussions. There was a lot of discussion in the past about how to expand supportive roles of other classes, but somewhere along the line it became buried by bigger issues.
Here’s an example of how that discussion went;
Medic:
HP packs
FOPS:
Ammo packs
Engineer:
Grenade packs
Soldier:
Bonus ammo clip (starts empty)
Covert:
Something related to objective rates maybe… upon giving item to class X they gain reduced objective interaction time for X seconds idk
(insert attractive role here)
Maybe something along these lines would be seen with more immediate attraction? I can see a lot of possibilities for supportive abilities that would be just as useful as that of a medic or FOPS if applied to other classes. At the same time all of the support roles being equally attractive would still allow for varied strategies. Overall I want to be picking my class for what I think will best support the team rather than just “I get more frags with this class so I’ll play it” or “Eh I guess we need an engy for this stupid obj, then I’m switching back to medic”.