I was thinking about this light night and agree with you all. The FT should be for heavy. For one, in reality, it should be too heavy for the light. Secondly, it just seems it would suit the heavy more.
Pyro class for DLC?
You could add a new class without changing maps by creating “alternate route” classes. So the Pyro could be an alternate route engineer. Starts with the engineering kit but has completely different abilities. Instead of turrets he get teh flamethrower etc.
He could still complete engineering objectives but plays differently.
The only thing needed for that implementation would be class balancing, which is still plenty of work but easier than redesigning maps.
No one said anythin about class exclusive weapons. There are already weapons that are only usable by the heavy body so why not add another? Any class could use it but would need to be a heavy to lug it around.
I like the bodytype specific weps idea… if only it was working lol! Too many lights running about with miniguns and shotguns at the moment.
[QUOTE=zenstar;352773]You could add a new class without changing maps by creating “alternate route” classes. So the Pyro could be an alternate route engineer. Starts with the engineering kit but has completely different abilities. Instead of turrets he get teh flamethrower etc.
He could still complete engineering objectives but plays differently.
The only thing needed for that implementation would be class balancing, which is still plenty of work but easier than redesigning maps.[/QUOTE]
Even a flame throwing turret would be cool or a granade turret, problem is engineers are already almighty. What would be cool is dep chord or something for an operative to block an accessway with fire. Seems the new grenades will handle this though. I think they are substituting buffing or adding another class with subsequent equipment like the flame grenades and mines rather than constantly overwhelming items like turrets or guns.