Infantry Class Roles

Discussion in 'Game Play' started by Ermm ok!, Jun 2, 2006.

  1. Ermm ok!

    Ermm ok! Member

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    Ok at the moment our infantry classes are a bit muddled , how do you think each class should function?

    Heres the classes as i see them :

    Scout

    Should be : A stealthy douchebag who can spot and give targets , sabotage things (maybe) ect ect. Crap against infantry.

    How it is : A stealthy douchebag who sits on a hill sniping.

    Conclusion : The scout should not be an anti infantry class.


    Rifleman

    Should be and is : Anti infantry (except NF AR sucks). Owns infantry.

    Conclusion : I think there fine (except NF AR)

    Engineer

    Should be : A builder and healer. Weak against infantry.

    How it is : Strong assault class. Can drop Anti infantry turrets , anti armor turrets and has an effective weapon .

    Conclusion : I think the engineers ability to drop MG and ML turrets kinda makes the rifleman and grenadier a bit redundant. Also there SMG is rather good. In my opinion the engineer is more of a light assault class. Similar to DOD`s assault class.


    Grenadier


    Should be : Demolishes buildings and owns vehicals. Crap against infantry.

    How it is : Its all good in the hood for grenadier.

    Conclusion : The grenadier class isnt often played , i think this is mainly because people would rather rely on engineers to drop ML turrets.


    Overall i think the scout rifle needs to be changed to make the class less offensive and more team based. The engineer is looking alot like a one man band at the moment , he (or she) can do the job of at least 2 of the other classes.
     
  2. the_6th_monkey

    the_6th_monkey Member

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    All classes are pretty useful in my opinion. ;)

    Scouts are good as they are, they have a slow rate of fire so anyone can woops them if they get close enough (using cover), plus tanks can mow them down without any threat

    Engineers can build turrets yes, but with teamwork a grenadier can quickly take out a turret and a scout can snipe the enginneer

    Grenadiers are very useful for blowing up turrets and for attacks on enemy vehicles, especially when used with the ammo upgrade function

    Riflemen I think should only really be close quaters fighters for clearing buildings. I think there armour is currently to low and there accuracy is to high. It would be better if they were forced to charge
     
  3. thelonetaco

    thelonetaco Member

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    There are a few things you can be good at in Empires: anti-infantry, anti-armor/building, spotter, and builder. I think the classes should FOCUS on one of these domains, but be at least competent in at least one other. We have this situation now to some extent but there needs to be some balance.

    (%) = Relative strength compared to best class

    Scout:
    Primary - Spotter (100%)
    Anti-infantry (25%)
    Builder (5%)
    Anti-armor (0%)

    Rifleman
    Primary - Anti-infantry (100%)
    Spotter (90%)
    Builder (5%)
    Anti-armor (15%)

    Engineer
    Primary - Builder (100%)
    Spotter (90%)
    Anti-infantry (50%)* with turrets
    Anti-armor (80%)* with turrets

    Grenadier
    Primary - Anti-armor (100%)
    Spotter (90%)
    Anti-infantry (10%)
    Builder (5%)

    I might be off with some of those numbers, but if I'm even remotely close...

    Scout is too weak and/or spotting is not nearly important enough (it would have to be, say, twice as important as any other skill and limited to scout alone to make things balanced otherwise).

    Engineer is too effective, if only because of how easy it is to get lvl 3 turrets.
     
  4. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    I'd give the engineer SMGs a boost in close range firefights, but have them do not too much damage in long range. I can easily snipe people with all SMG1's. An SMG should be close range, so have them use it close range.
     
  5. Ermm ok!

    Ermm ok! Member

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    I agree strongly with beerdude
     
  6. ^Dee^

    ^Dee^ Former Super Moderator

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    engineers should only be able to build turrets on escort style maps.

    I absolutely hate the turret bunkers. Every time I see some twunty bastard plonk down a turret to hide behind and build their death ray as I shoot oversized hitboxes.

    Makes me want to uninstall the game out of disgust, every time.
     
  7. Doggeti

    Doggeti Former Developer

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    Dee, thats not really a problem with the engies, its just because the turret hitboxes are much too big
     
  8. Revolver

    Revolver Member

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    I think the problem is you're trying to shoot around the turret. You're right about it's hitboxes. If he's right behind it, you are not going to be able to hit him.

    So just go around him. It's going to take him at least 10s to build that thing. It'll take it roughly 2s for the turret to activate, turn, and start shooting.

    If you're a rifleman, that's more than enough for you to run UP to the turret, and start shooting him. He'll be off guard with his building multitool out, and you'll have a gun. Shoot him. If the turret manages to go active, keep walking circles around it when you're right next to you. It can't hit you then.

    If you're a grenadier- it's even easier. Use the mortar. It's just over. Should take one-two mortar rounds to get the target in range (less if you're good), and then just pound it. Even with the repair upgrade, you'll kill it before it goes up.

    Scout? Hide, walk, shoot, RUN!

    Another engineer? Well. It's a duel then.


    All in all, the classes are well balanced. Scouts do a great job of spotting and can handle their own with their rifle at close-mid range. Rifleman can stand nearly uncontested against grenadiers and engineers by themselves, and with a little help, can spot a scout and THEN mow him down. Grenadiers are great (need a little more total rocket ammo in my opinion but is corrected by the ammo upgrade), and engineers can build. Offensively if they need to.
     
  9. FalconX

    FalconX Developer

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    I agree with Ermm Ok's opinions except the one on the engineers. I think the engineers fall into their support role quite well, with the possible exception of a slightly unbalanced smg. The engineer isn't an assault class because he can't pickup his turrets and move them. If he has time he can set-up a fort, yes, but that's how it should be. He builds things, that then help him.
     
  10. NobleDragon

    NobleDragon Member

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    And half the time, the mortar does enough spalsh damage to kill the engineer before the turret goes up.
     
  11. AlexCA117

    AlexCA117 Member

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    Very good post, pretty much sums up my opinion aswell.
     
  12. zadarblack

    zadarblack Member

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    lol i agree thats no one beside the scout should be able to make apear unite on the map *beside maybe the camera and radar thing* why? cause its would be more fair thats way *sure make so thats a rifleman can tell he is near an infantry or tank and make is arrow flash would be nice* but not show on map too i think

    for the engineer well i say thats its need a tweak about the turet *why not make so its cost one point for the lvl 2 turet then another for lvl 3?*

    would make thing more balanced :)

    AND PLZ REMOVE HALF GRENADE FOR EVERYONE DAMN IT
    ppl abuse too much grenade and why not make it so its cost stamina to trow too? would evade LOAD of problem and make ppl play more grenadier
     
  13. Comrade Regulus

    Comrade Regulus Member

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    Alright so here's what I'm thinking

    Scout: Everyone can spot, so he really has nothing important to do. We need something for him to do... something sneaky...
    EDIT: *Strokes chin*

    Rifleman: People have concluded that the NF assault rifle is not bad by itself, it is only when compared to the BE assault rifle that it looks like total crap. So nerf the BE rifle instead of buffing the NF rifle. I also think that the NF Heavy rifle should be more accurate.

    Engineer: You can always just run around the turret and kill him, so that's not a big problem. But their SMGs do have good range.

    Grenadier: He has absolutely no way to kill infantry, that's why I think people don't play as him. Escpecially (I suck at spelling that word) on the Brenodi side. Pistol 2 sucks on Brenodi side, Buckshot pistol much less so.

    All we need to do is A) give him a better pistol or B) give him a TMPish type weapon with damage comparable to the SMG1 but with next to no range (For defensive purposes only). That would probably make people play Grenadier more, as they may feel they have a fighting chance against close range infantry.

    EDIT: The machine pistol would take the place of the normal pistol as a choice, just clarifying so that people won't say if you give him that he can own at long and short range.
     
    Last edited: Jun 4, 2006
  14. mr_quackums

    mr_quackums Member

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    or some sort of exposive that if ppl walk over they die...hmmmm, what could do that? lets see...
     
  15. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Well the NF Rifle simply has much stronger kickback. That's it. They do equal damage and have equal range. But I do agree about nerfing their damage a bit, because currently 3-4 bullets will kill you. While I enjoy realism, this just plainly sucks lol :p

    For engineers, limit the range to close-slightly medium range. This will stop long distance sniping.

    For grenadiers, they're fine as they are now. The pistols are more than sufficient (remember that the pistol stays accurate while running, use this to your advantage)
     
  16. FalconX

    FalconX Developer

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    I still like the feel of the BE rifle.

    Most of the scout's stuff has yet to be implimented, so making radical changes to other classes based on an incomplete class isn't a very good idea. You can find most of the planned stuff in various other threads.
     

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