I think we also need some sort of "heavy weapons guy", because standard weapons often don't cut it in terms of defending oneself against enemies when you're an Engineer. And this heavy weapons guy would have insane close-range damage, but would have NO long-ranged weapons.
:eek: I didn't mean the Scout! The scout is supposed to be a.......scout... *realizes how useless the scout is* Maybe we just give the Scout a special ability. Like...Like hit-and-run abilities?
I decided after about two weeks of reading these forums that I was going to register and attempt to contribute. Kinda doubtful but I can still throw in my opinion. How ever I am BE bias, so I don't know how most of this is reflected on NF. That and I haven't read through this whole thread, I might have years ago but my memory isn't that good. I just hope this is even possible to read. My wish list. 0.- Unfocused --------- 0.1 Make the equipment layouts remembered client-side, just in general. 0.2 Melee animations look a tad... like they are not melee. They look more fitting as a "OUCH" animation really. How ever to make it look like a real melee strike it would take longer, take Team fortress 2's melee animations, the swings are not instant. 0.3 One of the suggestions I read up on recently talked about adding a full new building for infantry only research, being able to upgrade in parallel would be greatly appreciated. 0.4 (Uhh... I don't know if it's valid.) A button to zoom in on the non-full screen mini map. 0.5 If hashed cross hairs make it in, try to make it clear between stickies and normal grenades, the curves are a surprise first time I used them, with how the sticks drop like a rock, and the normal grenades fly like professional gliders. 1.-Scouts --------------------------------------------------- 1.1 Change the Scout's scoped rifle on BE to reflect that it's in fact simi-auto and not bolt-action, for the longest time I thought the firing rate was crap because of that. 1.2 Regardless of damage falloffs, and health upgrades on my target, a head shot with the scoped rifle ought to kill within 3 meters. 1.3 (not sure if this is valid, is there a way to change client side?) Make the cross hairs on the scout while hiding visible in dark areas. It's a pain when I can't center my view perfectly while it hides. 1.4 When's the shotgun going to be done? :D 2. Grenadiers ------------------------------------------------- 2.1 Some sort of note that has the current level of rocket upgrade form research. Also some thing that declares that there is a upgraded version of said rocket that you can upgrade to at the barracks. 2.2 Less mines on commander-less maps, it gets rather out of hand some times. 2.3 Can I please get my screen back form the rocket launcher? -BE 3 - Engineers --------------------------------------- 3.1 A subtle marker on dead bodies, while you have revive, only while close other wise the mini-map does it's job. 3.2 Make it so engineers and the revived cannot clip for a time, it's rather off to be stuck after that. I have been stuck in another engineer last time I played today, I had to suicide to get revived again. Or possibly make it so people can walk over prone people on the same team, eh, what ever. 3.3 Healing allies, give it a wide cone, that while not building on dead center heals other players with in 180 or 90 of the front of a engineer. 4 ROFLMAN/Rifleman ---------------------------- I don't know why people call it that, oh well. 4.1 Having nearly nothing to say about this class, only real thing I'd complain about is the recoil cone while underfire while SMG's completely avoid it. 4.2 Maybe, give riflemen the ability to use SMG's, how ever that cuts into their name, but it makes sense giving them all but the grenadiers stuffs. There is a pretty high chance that most of this has been wished for, but I have only read so much in my time here.
I've posted this elsewhere, but my feeling on how the infantry should be broken up is a bit like this: Rifleman: Primary mid-range anti-infantry / secondary close-range anti-vehicle Grenadier: Primary mid-range anti-vehicle / secondary mid-range anti-structure Scout: Primary close-range anti-structure / secondary close-range anti-infantry Engineer: Primary construction / secondary general support This would give every infantry class two more or less unique roles to play, the primary one of which is unique to them (among primaries) and covers one important facet of the game with which they would be superior to most other options. It would require some tweaking of a few classes, but overall you can see parts of the underlying concept in what we have now, I think... For the scout, giving them the ability to singlehandedly destroy VFs or raxes could be dangerous. However, I think they need ways to destroy (not merely sabotage) turrets, walls, and possibly armories. Elsewhere, for instance, I suggested a small scout satchel charge focused on those things (it wouldn't be fatal to infantry, and would be ineffective on vehicles.) Now, sure, it's not 'scouting', but the nature of Empires just doesn't lend itself towards having scouting as a primary role (it's not too hard to miss a tank, and tanks dominate. You don't need a guy to tell you 'hey, it's a tank!') Making scouts the go-to guy for dealing with static frontline defenses would at least put them in more or less the right place for a scout -- on the frontlines, but not too far ahead of their team, looking for and exploiting holes in enemy defenses to let the rest of their team roll in. Scouts would probably need a better form of hide if they're going to be close-range specialists like this; at the moment, it just takes too damn long to get to close range with it, ignoring all the other concerns -- especially when a gren or engineer can generally handle whatever your problem is from much further away, without all that crawling around. To make this role sufficiently important, turrets and walls might need to be buffed slightly (so the new scout abilities are more necessary to deal with them); or existing methods for killing them (gren/tank splash damage, engineer seismics, engineer wall-deconstruction) might need to be slightly nerfed. Basically, whatever has to be changed to ensure that the scout is the best class for dealing with walls and turrets.
I really don't see why there is a problem with the scout. It can be sneaky and it can disable buildings. (And Vehicles if your lucky enough)
*shrug* I just wanted to bounce about like a lassie-dog spamming bark before mauling some poor engineer. Would be funny to grief, having your entire team be dogs chasing each others tails. No?
I wish for a futuristic six-shooter instead of the machine pistol with a reloading mechanism like this: