Recently, we've all watched as conflict has erupted on how to fix the Scout class and whether or not Grenadiers need fixing as well. The biggest issue in these arguments seems to be what we want that class to do and, as yet, the community doesn't have clear and definite function for these classes. Seeing this, I decided to see what are the most basic classes I could possibly come up with, as well as potential focuses for the current classes. What I want to do with this thread is to brainstorm every possible well defined and restricted class. I don't want to "fix" anything, but to generate all ideas for all cases. An ideal format for this would be: Name: Function: Skills: Weapons: (All bold: RoyalBlue, Red, Green, Gold) Ideally, these ideas will be implementable as subclasses. What do I mean? Well currently the Engineer preforms both functions as a Medic and Mechanic. It is also a very well balanced class. I think this is because while it is versatile, it is still limited in what it setup to do. Examples: Name: Medic Function: Healing and reviving allies Skills: Revive, Improved heal, Adrenal surge (on allies) Weapons: Basic Pistol, SMGs, Tool Name: Assault man Function: Primary Infantry, armed and armored Skills: Accuracy, Damage, Armor/health boost Weapons: Assault Rifle, Pistol/Heavy pistol, Grenades Name: Anti-Armor Function: Harasses and kills enemy armor Skills: Armor Detection, Improved Missile Tracking, Increased/Special Damage Weapons: Pistol, Anti-Armor Missile Launcher Name: Heavy Weapon Expert Function: Uses heavy, deployable weapons to provide suppressing fire and thinning of enemy forces Skills: Dig-in (deploy faster, take less damage), Increased Accuracy/Feedback, health/armor boost Weapons: Pistol/Heavy Pistol, HMG/Mortar Name: Sniper Function: Thinning of enemy forces and elimination of key personnel Skills: Accuracy, Ghillie Suit/Hide, Health Regen (to 65%max) Weapons: Sniper rifle, pistol Name: Minelayer/Minesweeper Function: Creates and removes minefields Skills: Advanced Disarm (Increases success rate to 95%, can drive over mines), Health/Armor boost Weapons: Pistol/Heavy Pistol, Mines, SMG Name: Scout/Spotter Function: Assesses enemy position and forces and provides targets for artillery Skills: Ghillie Suit/Hide, Laser Guidance (Allows arty/mortar strikes to be 100% accurate to where Binoculars/Tool is pointed), health regen Weapons: Pistol, SMG, Binoculars/Tool Again, let me stress that these ARE NOT suggestions, but brainstorming of every little possible class you can think of. Most of these would not make for good gameplay, but are very well defined and restricted. Additionally, please, please, please suggest novel things. Please don't call another idea shit for ANY REASON. This is BRAINSTORMING, not Critiquing! Hopefully, this list can be later used to find some better roles for the Scout, the Grenadier, or even a new class entirely
Name:Assault Trooper Function:doing damage without too much concern of anything else Skills:the rifleman's skills without the areal defensive ones (so still the armor and hp ones) Weapons: rifles Name: heavy rifleman Function: support guy, drops ammo, support allrounder Skills: dig in, hide etc etc etc, lower health Weapons: hmg, shotty, sticky Name: grenadier Function: defensive and indirect fire Skills: grens skills Weapons: a buffed rpg, a buffed mortar, but huge stamina drain when using mortar or rpg, uber cqb weapon (machine pistol)
Anti Infantry Class, based on current Rifleman. -Can be geared for close, middle and long range combat. -Uses SMG's, Carabines, Assault Rifles, HMGs. -Gets fragmentation grenades with short fuses, to clear buildings with. -Can play differently depending on skills/weapons chosen, but is mainly anti-infantry. Vehicle/Armor Hunter -Uses Explosives, Rockets and RPG's to hunt armored targets with. -Can be armed with mines, but has to forfeit part of his ranged firepower. -Skills giving him the edge against vehicles: cannot be run over, etc. Engineer -Used to alter terrain in favour of his own team. -Can construct walls and bridges in sections (bridges = horisontal walls over water) -Can construct turrets, radars and cameras as usual. -Armed with Shotguns/SMG's for close combat. -Also can construct commander-built stuff. Special Ops -Used to disorient, debuff and sabotage the enemy operations. -Can sneak past frontlines, disable turrets, cameras and radars. -Can also do some of the above classes work: fight infantry with Assault Rifles, throw down Cameras/Radars, place Mines. These 3 choices together with the skill menu allow for more than one way to play such a class.
Name: Tank Driver Function: Effective usage and maintenance of tanks Skills: Innate Tank Repair ability, (Innate?) Ammunition Drop, Armor Detection, Artillery Feedback, Mine Defusal Weapons: Advanced Pistol, Tank Repair Tool The overpowered tank driver you always wanted to be. :p I'm not sure about the Mine Defusal, but it's there for debate.