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View Full Version : Class Revamp Order


NewSith
2013-01-27, 07:10 AM
So since the devs are clearly going for class revamp, I think it's valid to actually put up a quiz here. According to what can bee noticed from the 6-month plan, they intend to release "class revamps" once in two months.
What order should they take with classes?
Currently the order is following:

Light Assault
MAX
4 other classes


I propose:

Infiltrator
Light Assault
Engineer
Medic
MAX
Heavy Assault (which in all fairness doesn't need any revamp at all)



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Infiltrator first, since I feel the pain of all the players that just LOVED being a cloaking saboteur kind, that got their candy taken away. Having a class that can buypass defenses, will also help inventing defensive desings.
LA second simply because while I can't care less about Light Assault, right now it is THE ONLY class that has ZERO teamwork capabilities (except maybe smoke, which again has it's substitutions, via Carbines with USGLs). Now somebody can say that you can "use LA to flank enemies", but anyone who ever played in an effective organized group against another organized group, knows that in pratice LAs don't have enough standalone capabilities either.
With Engi, it's simple - more vicious contraptions and deployables. Aswell as some improvements to MineSide.
Medic goes next, since the class definitely has its basic needs fulfilled, but it severely lacks variety.
MAXs conclude my list, with (multiple, I hope) ES abilities and AA Missile Launchers.

HydrooPUMP
2013-01-27, 07:42 AM
Registered just to agree with you whole heartedly on the Infiltrator topic,

Why -100 shield , just why !?

At that point everything an Infiltrator can do really good is sniping, so why name him infiltrator in the first place if the cloak is useless and light assault is better in inflitration itself.

Which brings me to my next point. When an infiltrator is inside an enemy base, other then terminal/turret hack he has really really LOW team utility just like light assault which is actually more useful due to jetpacks.

Koadster
2013-01-27, 08:15 AM
MAX needs a Major revamp before Engineer or Medic.

Should be Infiltrator then MAX then LA. Other 3 are fine for now

Ghoest9
2013-01-27, 10:32 AM
Isnt it fairly apparent that either Smed or Higby dislikes the stealthier concept and retaines it in the most minimal possible form just to keep PS1 vets from being overly upset?

They even gave infiltrators sniper rifles so they could still be good at something without being good at infiltrating.

NewSith
2013-01-27, 11:02 AM
Isnt it fairly apparent that either Smed or Higby dislikes the stealthier concept and retaines it in the most minimal possible form just to keep PS1 vets from being overly upset?

They even gave infiltrators sniper rifles so they could still be good at something without being good at infiltrating.

During Beta, there was a locked cert in the stealth suit section that made you invisible on condition you lost your primary weapon, and even earlier Higby himself said that they have plans on adding cloakers that were completely invisible, even to a point where you recieve no packets from them (According to PC Gamer Article in PlanetSide 2-themed Issue)

In other words - the cert is there, all it needs is activation. The only reason I see why it's not in the game is that there's not much to do for an cloaker that can't be done better by any other class. And that concept is wrong imo, since killing enemies with pistols going in and out of stealth, plus if the get the proper utilities, they can be a valuable asset and, what more important, provide some variety whatnot.

ShadetheDruid
2013-01-27, 11:07 AM
That and there's probably a lot more involved in adding it (if it's all been worked out already even, the cert in beta might've just been a placeholder/showcase sort of thing) than just adding the cloak itself.

Higby mentioned in the livestream design meeting thing about cloaking and counter-cloaking (darklight was mentioned), so I figure they want to have the cloak and the ways to counter it all ready at the same time so it doesn't screw things up.

PredatorFour
2013-01-27, 11:13 AM
I'm sorry but your wrong about LA having no teamwork skills. Alot of people think the same and it's wrong. As a dedicated LA player, you can certainly co ordinate with teamwork. I can jump up and go through the building from the top, while squad mates clamber up from the ground pincering the enemy. LA can place beacons in decent areas where they might not be seen easy. Can also take out mbt's being a pain using c4.

They are an assassin class no doubt but teamwork is certainly possible, as it is with any class.

Ghoest9
2013-01-27, 11:14 AM
I feel certain that any improvements to cloakers(other than the SMG) are going to be tied to penalties(such as dark light) that end up making the class even weaker over all.

IRV already serves the same role as darklight.

Palerion
2013-01-27, 11:34 AM
I absolutely agree with your suggested order NewSith.

I think the old certs that NewSith mentioned should be re-activated. It's easy and could be done very fast; it shouldn't even have to be in the roadmap, it should be a simple fix to a big problem.

And, while some people claim that the light assault is useful if you make it so (which is true, to a point), its abilities should be more defined and apparent.

There should be more jetpacks, combat jetpacks, icarus jetpacks, with purposes aside from simply going up to perch on buildings.

I think the best way to emphasize a light assault's mobility would be to let them share it with their team.

A personal spawn point is one frequent answer to the problem, and a good one at that.