Show a class icon beside each merc


(signofzeta) #1

What I mean is having class icons on all 17 mercs in the barracks screen, class icons in the screen before you start a match when you choose your 3 mercs, and class icons beside each player when you hold down the tab button for the list of players.

I’m thinking about this because if I want to show someone this game, for example, and want to show them each of the mercs, I think it would be easier if there was a class icon telling that the merc is a medic, or an assault merc without having to click through each one. So if someone likes to play the guns blazing kill everyone merc, I can say, play as the merc with a single bullet icon, rather than saying play as Fragger, Rhino, or Nader. If a clock icon for the rotating mercs is in the bottom of the merc icon on the barracks screen, the class icon should be on the top.

Another scenario is when I am playing and I want to be the class that the team has less of, and it would be easier for me if there were class icons beside each player instead of me having to count the number of medics or engineers on the team.

I also highly doubt that there will be any engineer mercs who isn’t an objective specialist, a medic merc who can’t both heal and revive, and a fire support merc who can’t give out ammo, not to mention an assault merc who could do one of objective specialist, give ammo, heal, or revive, and a recon merc whose strategy isn’t sneaking around and killing high value targets.

I also would like to see the mercs in the barracks screen or the mercs in the change merc screen be ordered in class type not alphabetical.


(Mustang) #2

Mercs aren’t meant to have classes now, but rather different proficiencies at different roles, I agree with you in as much as that it would be nice to be able to see these proficiencies in-game, but class icons aren’t coming back, specifically because there are already mercs that don’t fall into a single class, but also because it limits the realms of possibilities of any future mercs.


(signofzeta) #3

Even if the mercs don’t have classes associated with them, which they actually do, each merc fills a role that is specific to each class.

Assault tries to kill enemies directly.
Medic tries to heal and revive teammates.
Engineers focus on objectives and protecting them.
Fire support resupply ammo and kill enemies in a supporting role.
Recons provide intelligence and kill enemies through stealth.

I highly doubt Splash Damage would make a merc that doesn’t have a singular focus.

If you look at it this way, there isn’t a merc who isn’t an engineer who is good at doing objectives. Likewise with medic mercs being good at killing a lot of enemies. No matter how you look at it, there are still 5 distinct roles.

I have heard people saying Phantom doesn’t seem like a Recon merc, but to me he feels Recony to me. Phantom is no different from the ET CovertOps disguise and backstabbing everyone.


(Violator) #4

They all have a major class, though the idea of the mercs is that they are individuals:

Medics
Aura
Sawbonez
Sparks
Phoenix

Support
Skyhammer
Arty
Kira
Stoker

Recon
Vassili
RedEye
Phantom
Aimee

Engineer
Proxy
Bushwhacker
Fletcher
Turtle

Assault
Fragger
Rhino
Nader
Thunder

There’s even 4 of each (unless I’ve missed any ;))

There is some crossover - Phantom + Phoenix are more assaulty, Sparks is more reconny etc.


(Demolama) #5

From what I remember in the future they want to add more hybrid mercs-- an engineer medic for example was one they brought up.


(signofzeta) #6

The mercs are basically just the 5 ET classes, Soldier, Medic, Engineer, Field Ops, and Covert Ops. Each of them is split into different mercs.

If Dirty Bomb were an ET game made in 2015, the each of the 5 classes would be a fusion of the 4 mercs of that one class, and the abilities wouldn’t feel out of place.

This is why Phantom is a recon, not an assault, no matter how many guys a Phantom kills with his katana. If Dirty Bomb stuck with the ET model of 5 classes only, the invisibility ability would be given to the covert ops, not the soldier. No matter how you look at it, Phantom kills enemies by sneaking around, and that is recon, not assault.

Phoenix, well he has a SMG, and assaults usually have weapons that kill a lot of enemies very fast, which brings up Thunder who probably can’t kill any enemies with his special ability, which is maybe why he isn’t in the game yet? There is this strategy in ET called the rambo medic. I think Phoenix can fit in this category, and it doesn’t make the rambo medic a soldier. In ET, if you are a rambo medic, you are a medic, not a soldier.

Sparks is more of a medic than a recon. If she were a recon, her revive gun would have a zoom function, and an ability specific to recons. If you are playing Sparks like a recon, you are playing her wrong. Just imagine if you were playing Sparks like a Vasili, I highly doubt there wouldn’t be teammates who is not mad at you for not healing them. Her job is basically heal and revive. Killing enemies is secondary.

Now for hybrid classes, is Splash damage going to do a merc who could heal or revive, and do objectives, but be bad at both compared to a medic or an engineer being best at what they do? Basically saying, a merc who is really good at doing 2 things, but not as good as a 2 mercs who can do those 2 things separately?

Each merc probably is good at doing multiple roles, but what separates assaults from medics from engineers from fire supports from recons is that they are best at doing one role, and not so good at doing the others.

I also doubt that there will be a merc who is the best at doing 2 roles at once. It would be unbalanced, and take away from the teamplay aspect. The reason why an Engineer is an Engineer is because the Engineer is bad at being an Assualt, Medic, Fire Support, and Recon.

Back to class icons. The reason for class icons is to show new players which mercs are best at doing what, and what their main job is. You wouldn’t play a RedEye and focus on objectives right? You could, but it would be better to use a Fletcher, Proxy, or Bushwhacker to do objectives. It also helps so that a new player’s 3 merc squad isn’t composed of a Fletcher, Bushwhacker, and Proxy, provided that the new person did a newbie mistake and purchased all the mercs.

Also, no matter how much you look at it, even if Splash Damage made a hybrid merc, it has to be named Soldier_05, Medic_05, Engineer_05, FieldOps_05, or CovertOps_05 in the file directories.


(Destroy666) #7

Rather than implementing this, the team builder should return.


(jazevec) #8

Good idea, and I suggested it a while ago. Current method of display is especially unfriendly to new players.

Phantom isn’t meant to be any hybrid. It’s either a design disaster, or a merc cynically designed as a honeypot for selfish players who think they’re cool.

I would go even farther. On scoreboard, instead of displaying xp total, display 3 xp columns (one for each type of xp). Red number for combat, blue for support, yellow for objective. This would let a player check the scoreboard and determine if engineers if doing their job. Maybe the fletcher is fascinated by stickies. Maybe that Proxy only likes shotguns. If the Aura only shoots people and is always the first in respawn queue, the scoreboard would reflect that. You would know switching to medic is a good idea because your team effectively doesn’t have one.


(Faraleth) #9

It’s a nice idea, but as Mustang said, it’s definitely going in more of a “non-class” direction. Stoker for example, I would honestly argue is pretty close to an assault merc, as is Skyhammer. The only thing making them “fire-support” is their ammo supply, other than that they are on par with Fragger for getting kills. I’d also like to see some cross-over mercs in the future, that aren’t limited by the class archetype. :slight_smile:


(signofzeta) #10

Phantom’s invisibility is supposed to achieve the same effect to your opponent as ET’s covert ops disguise. Since both teams look pretty much exactly the same, it makes no sense to have a disguise, so rather than blend in with the enemy team by looking like them, mind as well make it so that your enemy can’t see you.

Pretty much everybody is like an assault merc, but what differentiates assault from other classes is the heavy weapons. Fragger has the K 121 LMG. Thunder has the other LMG. Rhino has his minigun, and Nader has her grenade launcher. All these weapons, if they were in Brink, can be only used by the heavy body type, and like the Soldier class in ET and ETQW, is the heavy weapon class. You can say Fire Support X, or Recon Y is has Assault qualities because they kill enemies, but so do the Field Ops, with the airstrike and arty strike, and Covert Ops, being able to use sniper rifles. It’s just a different way of doing it.

Stoker can’t carry heavy weapons, and what differentiates fire support from other mercs is the give ammo ability more than their other abilities. The other ability of the fire support also has a very long cooldown compared to the Assault class. You may say that all fire support has some sort of weapon from the sky, but Stoker could easily call a Mortar team from afar to launch long distance molotovs, and it would achieve the same effect. Let’s say in a 8v8 server, you have 3 assault, 2 medics, 1 engineer, 0 fire support, and 1 recon, and you are trying to figure out which merc to pick. I think that you would pick the fire support merc for the ammo ability, so if the class icons are actually beside the merc, in game, you can count the number of players who could give ammo. It also makes it easier for me to look at one icon that tells me that these players do the same type of job, instead of keeping track of 4 different merc portraits that tell me they do the same job. Now me, when I count how many fire support mercs is on my team, I count how many ammo givers, not how many people killers.

It also makes it so that newbies don’t have a squad of Sawbonez, Aura, and Phoenix.

Here are the abilities that make a class what they are, abilities that no other class can have, and how Splash Damage probably classifies the mercs.

Assault has heavy weapons
Medic is heal combined with revive.
Engineer is objective specialist
Fire support gives ammo combined with ability damage with long cooldown.
Recon does the same stuff as Assault, but in a manner that you see them, but they don’t see you. Vasili and Aimee through being far away and having a long range scope, Redeye through smoke and IR goggles, and Phantom through being invisible.

There are abilities that don’t make a merc a specific class, like fletcher’s sticky bomb. If fletcher lost objective specialist, and instead can carry heavy weapons, he would be Assault. If instead of objective specialist, he carried snipers, or can throw smoke, he would be a Recon. If you combined Fragger’s grenade ability with Objective specialist, that merc would be an engineer. If Fragger switch his grenade ability with Stoker’s molotov ability, Fragger would still be Assault because of his LMG, and Stoker would still be fire support, because of his giving ammo ability. Other abilities that don’t make that merc a specific class is Turtle’s shield and Thunder’s concussion grenades,

The only hybrid classes I can see are classes that combine any of these 2 abilities. Heavy weapon, objective specialist, healing, reviving, and ammo giving.

Combining objective specialist ability with heal, revive, heavy weapon, and any recon ability would not be balanced.

Combining heavy weapons with heal, revive, objective specialist, and ammo (only if his weapons aren’t ability weapons) is not balanced.

Combining heal and/or revive with heavy weapons, concealment, objective specialization, and any ability that kills lots of enemies would not be balanced.

There are 2 hybrid mercs I can say is balanced. One that gives ammo and revives, and one that gives ammo and heals, and that’s all I could think of. The reason only this works is because you still have a singular focus in your roles. Just be the guy who tosses stuff to teammates.

If Splash Damage did release hybrid mercs, their 2 roles wouldn’t be as good as 2 mercs who each had one role.

Hybrid mercs can also be solved with a hybrid icon. It isn’t that hard to make a half cross half wrench.

It’s already too late, but I made a suggestion that Stoker should be assualt, carry molotovs and a flamethrower. Thunder should be fire support, have the ammo station, and have a lightning stirke ability that stuns enemies. What makes Thunder an assault, even if his concussion grenades can’t kill anyone, is his LMG.

If hybrid mercs were to be done, I’d rather have them done right, not a jack of all trades master of none type of merc, and not one where there is an imbalance in the type of role that merc does, for example, if that merc is better at objectives than at healing, even if he is a medic engineer hybrid, that merc would be an engineer. It also has to be balanced. The hybrid merc must also have a singular focus. Don’t make a merc where it can both effectively heal and do objectives, or one that can kill enemies effectively and do objectives effectively. It takes away from the teamplay aspect.

Another thing about hybrid icons, the icons have to be color coded too. That way, if there is a hybrid icon, I can just look at the color, rather than slowly look at the symbol, otherwise it wouldn’t be different from trying to process 4 different merc portraits into the same class.

It is also easier to track 5 classes than 20 mercs, assuming that Thunder, Aimee, and Turtle will be released soon. Imagine the game had 100 different mercs. Just by looking at the player list, without a class icon, can you quickly tell how many players whose role is to heal or revive you is on your team? You’d have to process a lot of merc protraits and associate them with healing or reviving, which can be fixed by having class icons. It is easier to process 5 things than it is to process 100 things.


(light_sh4v0r) #11

Wasn’t the grenade launcher in ETQW an engineer weapon?

/completely off topic


(signofzeta) #12

it only fired once and you had to reload. 1 shot takes up half your charge bar. If a weapon in ET similar to Nader’s weapon, a fast firing grenade launcher, it would be one of the Soldier’s heavy weapons.

There is probably some abilities that make one merc a certain class more than another. If a merc has no abilities, and just a gun, then it automatically is an assault, just like Soldier with SMG in ET.

If Nader was an objective specialist, and had the grenade launcher, a weaker version, she would be an engineer. She only has the grenade launcher, so she is an assault. Nader is also not slow enough to be assault, but I guess there is always this dominant factor that makes each merc be whatever class. If mercs were not supposed to be in a specific class, Splash Damage wouldn’t label the mercs in the file directories as Soldier_01, Medic_02, etc.

I also think Nader’s grenade launcher is a less cheap version of the rocket launcher, and although there is Javelin, I don’t think she would be in the game. Brink didn’t have a rocket launcher, and also had a fast firing grenade launcher only heavies could use.

If anything, Fletcher’s sticky bombs is probably the ability that is analogous to the rifle nades, or maybe it is analogous to the fact that engineers in ET can carry 4 grenades, kind of like the soldier, who can also carry 4 grenades ,which would be analogous to Fragger’s ability.