[QUOTE=tokamak;449672]Oh definitely. Side objectives can be less explicit with different grades of efficiency amongst the classes.
A field ops can turn a neutral forward spawn or ammo crate faster into a friendly forward spawn, an operative can dial back a hostile forward spawn or ammo crate faster to neutral.
A door can be blown up or hacked or opened through disguise. Three different ways of interacting and all three giving a really interesting mind***** mechanic int he game.
Yes, but that’s a WOII setting. There was no hacking going on. In the near-future setting an operative can do a whole lot more and thus the satchel should go to the assault.
Actually, the satchel charge should be a part of the basic inventory of all assault characters. Then the satchel can come in different flavours. Incendiary, smoke, flash, cluster, high explosive.
They all do damage, and they all are applicable to side objectives but the type of satchel charge can then further define the style of the character.
A minigun wielding assault wants a smoke satchel so he can lay down suppresive fire through the smoke. A grenade launcher assault wants a concussion satchel that dazes players and further adds to the lethality and space controlling effect of the grenade launcher. Assault guys with lethal heavy guns want either flash or high explosive weapons to breach and ambush players with etc.
This is the type of stuff you free up by commiting to keeping the class roles clean.[/QUOTE]
But assault already has tactical grenades. Having a satchel on top of that seems redundant. I’d also rather keep the soldier with the c4 so engineer is not the only objective focused class. I think splitting it up was a very good idea. Aren’t soldiers also getting a smoke grenade or someone? They already have flash, concussion, and 2 grenades. They really don’t need another consumable explosive/tactical device.
Covert could benefit from some more utility beyond just killing or spotting cause that is pretty much all they can accomplish right now.