What features make the 5 classes what they are based on how the mercs are classified currently?


(signofzeta) #1

The features aren’t restricted only to abilities, but can be play style as well.

From the Wolf ET manual:

The Soldier is Enemy Territory’s Heavy Weapons Specialist. While the Soldier doesn’t have any special abilities, he is the only class that can carry heavy two-handed weapons such as the mobile MG42, Mortar, Flamethrower and Panzerfaust. Soldiers initially spawn with a load-out of 4 Hand Grenades.

The Medic can heal team-mates with Health Packs and revive dead teammates, bringing them back into combat without having to wait for the next respawn. Medics help their teammates keep on fighting. Medics can only carry the M1A1 Thompson or MP40 SMG’s and initially spawn with a load-out of one Hand Grenade.

Engineers can set and defuse Dynamite, defuse enemy Satchel Charges, plant Land Mines, build constructible objectives, and repair guns and vehicles. Almost every primary objective in Enemy Territory requires the special abilities of the Engineer. Allied Engineers can choose between the M1A1 Thompson sub machine gun or the M1 Garand rifle with M7 Grenade Launcher. Axis Engineers can choose between the MP40 sub machine gun or the K43 rifle with GPG40 GranatWerfer. Engineers spawn with an initial load-out of 4 Hand Grenades (and 5 Rifle Grenades, if they’ve chosen that rifle).

The Field Operations Specialist or Field Ops is responsible for a team’s ammunition resupply and heavy fire support. Field Ops can distribute Ammo Packs to their team-mates so that they can keep on fighting even when their initial load-out is expended. Field Ops can use call in Air Strikes for nearby targets by indicating the target with their Smoke Canister, and use their Binoculars to spot distant targets for Artillery Strikes. Field Ops can only use SMG’s and initially spawn with a load-out of 2 Hand Grenades.

The Covert Operations Specialist or Covert Ops is Enemy Territory’s espionage, reconnaissance and sabotage expert, in addition to being a deadly marksman. His skills are stealing and wearing enemy uniforms, detecting Land Mines and the stealthy sniping of unsuspecting enemies. He can also infiltrate enemy positions by using enemy Team Doors (while disguised), can report vital battlefield intelligence to his team and destroy key targets with Satchel Charges.

The classes in dirty bomb are no different from the classes in Brink and Enemy Territory Quake Wars, all made by Splash Damage.

The class in DB must have some abilities that match that of the ET counterpart, but must not have any features from any other class.

Soldier/Assault. All Assault mercs can carry heavy weapons. Mercs of other classes don’t have the grenade launcher or Minigun ability, and they do not have a loadout card featuring the K121 or MK Thunder’s weapon. Fragger’s grenades serve sort of like the fact that Soldiers in ET carry 4 grenades.

Medic. Heal and Revive. No other merc class can do this. In Dirty Bomb any merc can revive, but only medics can instant revive.

Engineer. They are objective specialists, coupled with the fact that in ET, only engineers can do objectives. No other class is good at doing objectives. The fact that Engineers have 4 grenades is similar to how Fletcher can use his sticky bombs like a grenade. Non Engineer mercs don’t fit this description.

Field Ops/Fire Support. They give ammo and they have a fire support ability. Arty’s ability only has one barrage, while the one in ET has 4 barrages. The 4 barrage artillery denies an area, similar to Stokers molotov. No other mercs who aren’t fire support mercs fit the Field Ops description.

Covert Ops/Recon. All recon mercs in dirty bomb have at least one job between espionage, reconnaissance, sabotage, marksman, or infiltration. No other mercs who aren’t recon mercs fit the Covert Ops description, and no Recon merc fits the description of the other classes.

Now why this thread? Here is an argument. Phantom is a Recon or an Assault? From what I said above, he isn’t an assault. Why? He doesn’t have a K121 or a MK Thunder’s weapon for a loadout card. He can’t do anything as a medic, engineer, or fire support. He does have the ability to infiltrate, which makes him a Recon merc.

This is true for the first 20 mercs, including Turtle, Thunder, and Aimee. The classes association with a merc is meant to be loosely based anyway, so it isn’t to say that we might get a new merc that can do both medic and recon stuff. Right now, with the first 20 mercs, they are all associated with only one class, and they do not match the description for any other class.


(gg2ez) #2

I think DB is a game that is individual and unique, find no need to compare it to Wolfstein, and think that just because something is similar - it doesn’t have to be a copy.

What makes a class itself in another game doesn’t necessarily mean it will make a class itself in DB, even if it is by the same developer, they know how to make new content.


(signofzeta) #3

They know how to make new content, but they didn’t make new content. Right now, the 20 mercs and the class they are associated with all fit the Wolf ET class descriptions. Maybe for future mercs, it doesn’t have to fit the Wolf ET class descriptions, as the classes are loosely tied anyway, but for the first 20, and why Phantom is a recon merc, it fits the Wolf ET class descriptions. It also isn’t a coincidence that almost all of the Dirty Bomb special abilities derived from Wolfenstein Enemy Territory, Enemy Territory Quake Wars, and/or Brink, and most of them derived from the same class.

Let’s look at the difference between how you classify the classes and how I do it.

You associate each class with a certain feature or role, and then you place the mercs into each class. If something doesn’t fit, you reject reality and substitute it with your own, just so the merc can fit your class definitions.

Now me, I don’t substitute reality, and see it for what it is. Phantom is a recon merc. He doesn’t spot. Therefore not all recon mercs can spot, and is not a defining feature. It just so happens that the way the mercs are classified now, fits the descriptions of the Wolf ET classes. Maybe Splash Damage made it that way, and maybe not, and there is no way to prove that, but through observed facts, the recon mercs all fit the Wolf ET Covert Ops description, while not fitting the description for Soldier, Medic, Engineer, or Field Ops.

I also notice that the mercs in Dirty bomb all basically took one ability from the Wolf ET counterpart, or modified them so that it achieved the same result. For example, healing pulse achieves the same healing effect as a health pack. Invisibility both achieve the same “enemy unaware of your presence” as disguise.

I’m speaking for what actually is, and not what it should be, and I am explaining why it is the way it is.


(ASTOUNDINGSHELL) #4

FOr Fs Sake phantom is NOT an assault. if he was hed be more effective in head to ehad combat. HE is ment for flanking and occational assasination Not rambo charging into battle.

DOnt compare 2 games jsut cause they are from the same company…NO…Just…DONT!


(watsyurdeal) #5

As far as the roles go, here’s how I see it

Assault - all about damage as well as taking it, they take more abuse than most, which is what makes them so strong. Nader is the only exception. The rest are pretty hefty in the HP department.

Support - ammo supply and objective damage, mainly the EV. The only exception is Stoker, as his ability is more effective indoors.

Engineers - PLANT THEM BOMBS YOU BITCH, all of them pretty much fit, though I hope Turtle brings a twist :wink:

Medic - REVIVE AND HEALS, nuf said

Recon - only 3 of the 4 will have some sort of spotting ability, Phantom is the odd one out, and I have to ask WHHHHHHY? It makes zero sense. He should get some sort of Spotting ability or something to deal with deployables.

The roles are there, but they are divided amongst themselves, each merc is like a different playstyle of the same role. That said, Recon and Assault seem like they need the most looking at. Fragger is a monster, and Phantom is just not worth using.


(signofzeta) #6

Even if I didn’t compare the 2 games from the same company, the similarities are still there.

Here is how Phantom should be played. His strategy involves spawn, go invisible, kill one guy, be seen by his friends, and get killed, and repeat.

You may say, Phantom sucks, but when he dies, he has this ability to emit a pulse that renders enemies standing nearby unable to hear for a certain amount of time, thus rendering every allied weapon silenced against that specific enemy.

Forgot to mention, this ability would be preactivated, and would actually activated upon death. You decide when to preactivate it.


(ASTOUNDINGSHELL) #7

@signofzeta If you cant paly for shit.
if you know how to paly you will take out a sniper and medics before you gt picked out.
if you are a numnut you will jsut get one kill


(Amerika) #8

[quote=“signofzeta;108598”]Even if I didn’t compare the 2 games from the same company, the similarities are still there.

Here is how Phantom should be played. His strategy involves spawn, go invisible, kill one guy, be seen by his friends, and get killed, and repeat.

You may say, Phantom sucks, but when he dies, he has this ability to emit a pulse that renders enemies standing nearby unable to hear for a certain amount of time, thus rendering every allied weapon silenced against that specific enemy.

Forgot to mention, this ability would be preactivated, and would actually activated upon death. You decide when to preactivate it.[/quote]

People who do “melee only” die like that with Phantom. Not good players who know how to use his abilities correctly. Also, rewarding players for dying with an ability like that and punishing players for killing a phantom isn’t something I would want to see in the game.

The games have their similarities but they are both clearly defined. Phantom is not assault and is not defined as assault within DB. He is recon. I just wished SD treated him like a recon and gave him similar abilities that are currently the standard for class identification in DB.


(Arjun) #9

Holy Moly !!! What on earth was that…

brb, let me just check if this an X-Men movie forum .

…oh thank god . Its still DB :slight_smile:


(gg2ez) #10

[quote=“signofzeta;108598”]Even if I didn’t compare the 2 games from the same company, the similarities are still there.

Here is how Phantom should be played. His strategy involves spawn, go invisible, kill one guy, be seen by his friends, and get killed, and repeat.

You may say, Phantom sucks, but when he dies, he has this ability to emit a pulse that renders enemies standing nearby unable to hear for a certain amount of time, thus rendering every allied weapon silenced against that specific enemy.

Forgot to mention, this ability would be preactivated, and would actually activated upon death. You decide when to preactivate it.[/quote]

That’s f**king terrible strat. Your idea of “how Phantom should be played”, is getting you a 5 times worse K/D than the players that actually do it otherwise.


(signofzeta) #11

New mercs might not necessarily fit only one of the Wolf ET class descriptions, for example, a merc with turtle’s shield and Skyhammer’s airstrike. So what class is that merc? There are a list of abilities that make a merc a certain class more than some other abilities. In this case, I would think this new merc would be Fire Support, because I think the airstrike makes Skyhammer more of a fire support than Turtle’s shield would make him an Engineer.

I am going to compare with Wolf ET again. To play with just the SMG, and no ability, you played as Soldier. If you have a weapon that any other class could use, and absolutely no other special ability, you are defaulted to Assault. The ability can define a class, not define a class, and be somewhere in between. An ability that defines a class means that it is paired with any other ability that define a class as much as that ability does, then that merc is that class. An ability that does not define a class can be given to any other class, and that class wouldn’t change.

Here are some abilities that I think maximizes the definition of a certain class. A class doesn’t necessarily have to have this to be that class. It only makes it so that they aren’t another class. I also think if 2 of these abilities combined, the class would not be balanced.

Heavy Weapon
Revive
Objective Specialist
Radio called fire support
Recon abilities don’t have a defining characteristic that maximizes the definition of a recon. Any ability that is paired with the above 4 would not make that class a recon.

Let’s look at abilities that poorly define a class. These, if paired with abilities from other classes won’t make that merc a hybrid merc.

Frag Grenade
Concussion Grenade
Sticky Bomb
Shield
Molotov

The rest of the abilities are somewhere in between.

Let’s look at 2 mercs.

One has the following abilities:

Frag Grenade
Invisibility.

The other one has the following abilities:

Grenade Launcher
Invisibility

The first one would be a Recon, because the invisibility defines a recon merc more than a frag grenade would define an assault merc.

The second one would be assault because the grenade launcher defines an assault merc better than the invisibility can define a recon merc.

Here’s another example. A merc who can revive and give ammo, and another who has radio called fire support and can throw medpacks. The former would be medic, the latter would be fire support. Both can be considered hybrid mercs.

What I am trying to get at here is that class definitions aren’t some thing where a class does only this, and a class does only that, if you don’t do that, you aren’t that class, like an on off switch. It is more like all mercs start out as assault, and they become other classes based on what abilities they have, and the classes they are is like a dimmer switch. If there is an ability that turns on one of the classes even a slight bit, that merc becomes that class.

Back to Phantom. He is a Recon because of his invisibility ability. If he didn’t have that ability, he would be Assault. If one of his loadout cards had a LMG, he would be assault.

Do you know why pinning one role or attribute to a class is a stupid idea? If you took every current ability and combined it with another ability, the majority of the mercs would be assault mercs, meaning the assault merc is the generic grunt. The fact of the matter is, all 5 classes are specialists. It is just that the assault merc is the heavy weapon specialist.

Labeling

Fire support as ammo giver
Medic as healer and reviver
Engineer as objective guy
Recon as spotter
Assault as none of the above
All other abilities don’t define a class

Doesn’t work because not every merc will have one of the 4. Phantom isn’t an assault because he is spotter “off”, can’t do anything else but kill “on”. He is a Recon because his invisibility ability is a recon ability, which overrides the no ability assault class.


(gg2ez) #12


(signofzeta) #13

[/quote]

And what are you basing your assumptions on what a class IS? From the depths of nowhere?

As I said time and time again, I use what is known about the merc classifications, grouped them together, and made a conclusion based on what I observed. What did I observe? The FACT that the class in Dirty Bomb is no different from the class in Wolf ET and ETQW, only for the first 20 mercs anyway.

Your way of classifying the mercs is by making an assumption that isn’t entirely true, and try to change what is a known reality just so it fits your assumptions, which doesn’t work here.


(Mr-Penguin) #14

[/quote]

And what are you basing your assumptions on what a class IS? From the depths of nowhere?[/quote]

Because there are deep rooted “class” archetypes that have been used for a while, even in games before W:ET. Almost all class based games have the same tired and true classes in some way.


(signofzeta) #15

[/quote]

And what are you basing your assumptions on what a class IS? From the depths of nowhere?[/quote]

Because there are deep rooted “class” archetypes that have been used for a while, even in games before W:ET. Almost all class based games have the same tired and true classes in some way.[/quote]

All I’m saying is what defines the Assault class in this game hasn’t really changed from Wolf ET and ETQW. Heavy Weapons with guns blazing. I’m only making conclusions through observable facts.

Being a recon doesn’t necessarily make you a spotter. Being a spotter makes you a recon.

If you want to work in the opposite direction, and make assumptions or hypothesis, and come up with a conclusion, the conclusion has to match with what really happened. So you assume that all recons can spot, let’s say. You group the recon mercs, Phantom included, and realize 2 of 3 can spot. Then you go back to your assumption and rework it, and broaden the definition of a recon. All recon mercs are adept at seeing enemies, while being unseen. This is true for all 3 recon mercs, which is the definition of a recon merc.

With the assault merc, the assumption is that they only kill and do nothing else. Let’s observe Fragger, Nader, and Rhino. They all carry heavy weapons or have the option to. They are also good at killing multiple enemies fast. In this case, your assumptions for this class is too generic and that the assumption should be changed so that the definition of an assault merc is more specific.

So yes, he was taking class assumptions from the depths of nowhere, and saying that THIS IS DIRTY BOMB, and not some other game. Yes this is Dirty Bomb, but it doesn’t change the fact that with the way things are, the classes are similar to Wolf ET classes. I’m not saying that Splash Damage took the Wolf ET classes, well ok, maybe I said that initially, I’m saying it is a possibility. I’m also basing my conclusions on observable facts, not assuming something and if it doesn’t fit, pretend a different reality happened.


(Mr-Penguin) #16

It is a possibility that DB took inspiration from W:ET’s classes (each merc’s console identifier starts with the name of one of the W:ET classes), but W:ET didn’t invent the class system.


(Amerika) #17

You seem to forget that SD are the creators of the game and currently use a rather broad and loosely defined class system. There is no hard and fast rule that says that what defines a particular class merc can’t be changed when they feel like it or that a new class archetype can’t be.

I like that you’re trying to look at this from a unique position but you’re simply not allowing for the fact that this isn’t Wolf ET and the games design isn’t rigid. The game is setup to allow for SD to change up how things are defined whenever they get an idea for a new merc. Nothing has to fit in the current class/definition structure exactly but it’s good to strive for some commonality as it keeps things less confusig.

Currently what defines an assault is that they are area denial/suppression with no benefits given to their team beyond that. Their weapons aren’t a factor (see Nader). Fragger has high killing potential and a grenade that is pretty powerful (he used to have two). So he can clear an area. Rhino has the mini-gun that can hold an area. Nader has a launcher that can deny an area for a significant amount of time. That’s basically what defines them as assault currently. Nader doesn’t even have a heavy weapon primary as she uses SMG’s (so I am not sure why you keep insisting that she does) and Rhino too only has a shotgun as a primary if you’re not using the minigun. Thunder is going to have his concussion grenade and access to both bigger LMG’s. The grenade is, again, an area controlling ability. Fragger and Thunder are both going to be tip of the spear/through the door first “assaults” while Nader is definitely an area denial assault and Rhino is more fit for holding areas. So even within the current class system there are sub-classes.

SD tomorrow could suddenly make a new class archetype where every merc is classified by their ability to move different in some way. One can do a wall climb. Another has a short jetpack boost. They could also decide to take the hybrid approach at some point and make a hybrid fire support/medic class. Nothing is locking them into this. The current definition of what a merc is isn’t rigid and is subject to change. It’s just an easy/non-confusing way to discuss types of mercs and what they should be doing.

And this is why Phantom sticks out. His only way to spot people is to literally see them and then communicate it back over voice coms. If they are going to treat him as a recon class he should at least get the one thing that currently helps define him as a recon.


(signofzeta) #18

W:ET didn’t invent the class system, it isn’t to say that the classes in Dirty Bomb might have been inspired by the Wolf ET class system. Battlefield also has a class system, but the way that game defines the classes is totally different from the way Splash Damage define theirs.

Here’s the thing, by looking at what I see with how Splash Damage organized the mercs, I came up with a conclusion that Splash Damage’s older games might have an inspiration on how the classes are separated, and if Splash Damage tried so hard to go away from the Wolf ET class system, then the more they try to be different, the more they stay the same. Now if Splash Damage releases a merc, labels it as a class, which breaks this conclusion, I go back, find a new pattern and form a conclusion from there. I mentioned what would happen if a merc that combined a fire support ability with turtle’s shield was released, and how I would make up a new classification system that best fits how the mercs are actually defined.

Here is a FACT. A merc being a certain class is set in stone, unless Splash Damage changes it. A class having certain defining abilities or roles is NOT set in stone. This can be changed. We do not have the power to say Phantom is not a recon merc, but we do have the power to redefine a recon merc.

I am going to tell you a fallacy.

If this merc can spot, then he is a recon merc. This is a true statement.
This is a recon merc.
Therefore he can spot.

Here is another fallacy.

If this merc is an assault merc, then he only kills enemies. This is also a true statement.
This merc only kills enemies.
Therefore he is an assault merc.

The way I label the classes is based on what ability they have and how much those abilities define a certain class. I mentioned it before, Fragger’s grenade doesn’t define the assault class, while Skyhammer’s airstrike strongly defines a fire support class.

If there is some ability brand new to the Splash Damage universe, meaning it didn’t appear in Brink, ETQW, or ET, then I wait till Splash Damage releases those mercs, then form a new conclusion. As I said, some abilities don’t define a class, and some abilities do. Any class can use any ability. They are only that class because one ability has more of a defining characterisitc than the other.

If a merc has just a gun any other class can use, and doesn’t have any ability that defines a class, then he is defaulted to an assault merc. Phantom, if he didn’t have invisibility, would be an assault merc. Phantom has the invisibility ability. This ability isn’t the best at defining a recon merc, but it still defines a recon merc better than having no ability. I can then make the conclusion that Phantom is a recon merc.

I also mentioned 2 mercs, 1 with phantom’s invisibility and fragger’s grenade, and one with phantom’s invisibility and nader’s grenade launcher. The former would be recon, the latter would be assault. Fragger’s grenade is very poor at defining an assault class, meaning that any class could have it, and it would still retain that class. Nader’s grenade launcher is great at defining an assault class, meaning if you have it, you are an assault class.

There is basically this hierarchy of abilities, with the ones on top best defining a class, meaning if you have this ability, you are automatically that class, and there are ones in the bottom that don’t define a class, and having that ability wouldn’t necessarily make you that class if combined with a more defining ability.

So let’s say you are an objective specialist, who can use nader’s grenade launcher, which I think this merc would be cheap, but let’s say it was released. I would say the objective specialist ability has more of a defining characteristic than the grenade launcher, meaning that this merc is an engineer.

Spotting defines a recon class better than invisibility. If you combined invisiblity with fragger’s grenade, then that merc would be recon. Invisibility has a higher defining characteristic than a hand grenade.

We should all look at each merc as a percentage of what class they are. The percentages don’t have to add up to 100, especially those with only 1 ability.

Skyhammer, having 2 abilities that define a fire support would make him 100% fire support and 0% other classes. If there was a merc that had airstrike and medpacks, he would be a 70% fire support, 30% medic. Because he is more Fire support, he is labeled as fire support, or maybe Splash Damage can officially introduce hybrid mercs.

For Phantom. He is just 40% recon merc. That’s all. If all 5 class attributes are 0%, then you are an assault merc. Phantom doesn’t have 0% in any class, he has 40% in one of them, which makes him a recon merc.

Ok, maybe I shouldn’t use percentages, but use a scale from 1 to 10 instead.

Of course this is all speculation.


(Reddeadcap) #19

While many people dont refer to these as classes, they fulfill 5 archetypes, Assaults, Medics, Engineers, Recons and Fire Supports.

Fire Supports in general have battle rifles and supply ammo, at the moment the latter are obviously devided between bags and stations, They fill a general role as good all around close/mid range fighter, depending on which Fire Support you’re using, Sky and Stoker being good at close (Timik and M4), with a single longer range weapon (BR or Stark), and Kira and Arty better at longer ranges, equiped with the BR/Stark and the Dreiss, their main point of use is to be used outdoors and in open with only one having an advantage indoors, Stoker being the only one who can support indoors well with his molatovs and can easily deploy it as it is basically a grenade, while Sky can at least turn his marker into a grenade indoors and Arty and Kira being best out in the open, marking with their pointers at far off targets.
(Ammo packs, Good on the go, Stations good to be at a place for a while when hunkered down, Skyhammer decent aoe, decent versitility due to the grenade effect indoors, poor recharge semilengthy deploy time. Arty, no use indoors, great recharge and can be constantly deployed, decent deploy time. Kira, below decent deploy time, below decent recharge, great area of effect due to the control one has over her laser, longest lasting effect, cant be used indoors. Stoker, Long lasting effect, bellow decent recharge, capable of being used indoors, large area of effect)

Medics fill the vital role of quickly reviving friendlies and supplying health with changes being around how this health or revive is served, they’re sadly equiped with closer range weapons such as smgs and shotguns (with a single exception, Spark’s Reviver.) and are a tad frailer than most Fire Supports.
(Aura, constant healing on a single spot, best to be used to quickly drop her station and go for people to revives, best to stay a tad behind the group, good at close range burst damage. Sparks, best behind, capable of sniping and long range revivng with her reviver, small instant bursts of health with medpacks, best to be used on people nearby away from a the main fight. Phoenix, Solid burst of instant health on all friendlies, good somewhere between Aura and Proxy and Sawbonez, sacrifices multiple charges for a single weak or powerful one, best used in a group like a sudden Aura health station, self sufficient, can revive himself if down with his teammates watching over him. Sawbonez, simple defib, good on the front of a fight due to higher health, large health packs can quickly bring someone in the middle of a fight up to full in seconds, especially on a direct hit.)

Assaults have higher health, with their weakest health wise being seen as just an smg carrying fire support sometimes (Nader), it’s best seen in a scale of fire power via bullets vs fire power via grenades, with the former having more health and latter less. Rhino has the highest health but carries shotguns and a minigun for direct line of sight firing, Thunder is up next with a fast firing and high ammo capacity LMG but has grenades that blind and stun enemies, Fragger on the other hand has grenades that can outright kill with a harder but slower firing LMG by default, and my guess is Thunder would have the analogues of what Fragger has rifle wise and Nader while equiped with smgs has her great for indirect firing grenade launcher and martyrdom.
(Rhino, Close range direct damage dealing due to his minigun/high health. Thunder, versitle damage dealing/mid-high health and stunning. Fragger, mid health and all around damage dealing but a hint of indirect damage due to his grenades, Nader Low Health, but high indirect damage dealing at a long range due to her grenade launcher.)

Engineers are mostly defensive classes and can repair/deploy objectives faster than the rest, equiped with smgs and shotguns for the most part, they’re as frail as medics for the most part but their defensive capabilities make great use, especially since attackers will also have to defend their C4, also the high mobility of Proxy makes her a great attacker, laying down a mine on the C4 and fletcher is a great middle ground between her and the more defensive Bushwacker and future turtle.
(Proxy, Offensive Engineer. Fletcher. Middleground Engineer. Bush, Defensive. Turtle, True defense.)

Recons are all about detection and deception, long range and close range hit and run of important enemy players, and heavy area denial, I’m guessing that Aimee’s Third Eye camera would become the “True Sight” of this game, with Vasilli’s heartbeat sensor a close second, Redeye’s monocle the simplest, requiring direct line of sight but makes up for it with his concealing smoke grenades and Phantom has perfect personal concealment and can be seen as the best at close range, with a powerful katana and smgs, while others rely on snipers except for Redeye who uses a single sniper and a pair of battle rifles.
(Vas, Middle ground detection/True sniper. Aimee Middleground Sniping, True Detection. Redeye Middle ground detection/deception, line of sight detection, close/mid range sniping. Phantom, True Deception, Closest range attacks.)


(gg2ez) #20

[quote=“signofzeta;108900”]W:ET didn’t invent the class system, it isn’t to say that the classes in Dirty Bomb might have been inspired by the Wolf ET class system. Battlefield also has a class system, but the way that game defines the classes is totally different from the way Splash Damage define theirs.

Here’s the thing, by looking at what I see with how Splash Damage organized the mercs, I came up with a conclusion that Splash Damage’s older games might have an inspiration on how the classes are separated, and if Splash Damage tried so hard to go away from the Wolf ET class system, then the more they try to be different, the more they stay the same. Now if Splash Damage releases a merc, labels it as a class, which breaks this conclusion, I go back, find a new pattern and form a conclusion from there. I mentioned what would happen if a merc that combined a fire support ability with turtle’s shield was released, and how I would make up a new classification system that best fits how the mercs are actually defined.

Here is a FACT. A merc being a certain class is set in stone, unless Splash Damage changes it. A class having certain defining abilities or roles is NOT set in stone. This can be changed. We do not have the power to say Phantom is not a recon merc, but we do have the power to redefine a recon merc.

I am going to tell you a fallacy.

If this merc can spot, then he is a recon merc. This is a true statement.
This is a recon merc.
Therefore he can spot.

Here is another fallacy.

If this merc is an assault merc, then he only kills enemies. This is also a true statement.
This merc only kills enemies.
Therefore he is an assault merc.

The way I label the classes is based on what ability they have and how much those abilities define a certain class. I mentioned it before, Fragger’s grenade doesn’t define the assault class, while Skyhammer’s airstrike strongly defines a fire support class.

If there is some ability brand new to the Splash Damage universe, meaning it didn’t appear in Brink, ETQW, or ET, then I wait till Splash Damage releases those mercs, then form a new conclusion. As I said, some abilities don’t define a class, and some abilities do. Any class can use any ability. They are only that class because one ability has more of a defining characterisitc than the other.

If a merc has just a gun any other class can use, and doesn’t have any ability that defines a class, then he is defaulted to an assault merc. Phantom, if he didn’t have invisibility, would be an assault merc. Phantom has the invisibility ability. This ability isn’t the best at defining a recon merc, but it still defines a recon merc better than having no ability. I can then make the conclusion that Phantom is a recon merc.

I also mentioned 2 mercs, 1 with phantom’s invisibility and fragger’s grenade, and one with phantom’s invisibility and nader’s grenade launcher. The former would be recon, the latter would be assault. Fragger’s grenade is very poor at defining an assault class, meaning that any class could have it, and it would still retain that class. Nader’s grenade launcher is great at defining an assault class, meaning if you have it, you are an assault class.

There is basically this hierarchy of abilities, with the ones on top best defining a class, meaning if you have this ability, you are automatically that class, and there are ones in the bottom that don’t define a class, and having that ability wouldn’t necessarily make you that class if combined with a more defining ability.

So let’s say you are an objective specialist, who can use nader’s grenade launcher, which I think this merc would be cheap, but let’s say it was released. I would say the objective specialist ability has more of a defining characteristic than the grenade launcher, meaning that this merc is an engineer.

Spotting defines a recon class better than invisibility. If you combined invisiblity with fragger’s grenade, then that merc would be recon. Invisibility has a higher defining characteristic than a hand grenade.

We should all look at each merc as a percentage of what class they are. The percentages don’t have to add up to 100, especially those with only 1 ability.

Skyhammer, having 2 abilities that define a fire support would make him 100% fire support and 0% other classes. If there was a merc that had airstrike and medpacks, he would be a 70% fire support, 30% medic. Because he is more Fire support, he is labeled as fire support, or maybe Splash Damage can officially introduce hybrid mercs.

For Phantom. He is just 40% recon merc. That’s all. If all 5 class attributes are 0%, then you are an assault merc. Phantom doesn’t have 0% in any class, he has 40% in one of them, which makes him a recon merc.

Ok, maybe I shouldn’t use percentages, but use a scale from 1 to 10 instead.

Of course this is all speculation.[/quote]

All you’re doing is assigning arbitrary numbers to abilities, that’s how you label classes.

Here is a fact: The study of consistencies and similarities within mercs of the same classification is what defines classes. Just as a taxonomist groups organisms together into kingdoms, phylums, families, and genuses based on the similarities of aforementioned organisms, the community can also group mercs together into their classes using the base similarities of each merc, which in a game that revolves around abilities, the base similarities are the abilities. By arguing with this method of classification, you may as well be arguing with an undisputed practice that actually has credibility - you don’t have to be a genius to see that.

Why are we to believe you’re the one correctly deducing fallacies, especially since you’re so inexperienced with the mechanics of DB and other mercs? Before yesterday, you didn’t even know that RedEye could spot and thought that Phantom did the best job at relaying information to his teammates. By all means, I welcome the fact that players of any experience can share their opinion, but don’t boil down on another’s when you don’t have all the facts about the subject matter. Your reply to this might fall along the lines of “I’m a veteran at SD’s previous titles and understand each classes inner workings”, but being a Wolfstein veteran, doesn’t make you a DB veteran.

Enough with the Wolfstein BS already. Similarities may be there, but they can be altered. You need to stop seeing games as their developers, and start seeing their developers as their games - things can change, just because one thing is inspired by another thing, doesn’t mean the customs of the “another thing” will pass over to the “one thing”.

This is not speculation.

Thank you for your time.