View Full Version : Assign the infantry weapons to classes.
EVILPIG
2013-04-11, 11:58 AM
One thing that bothers me is that most weapon types are available to most classes. I feel they should assign each category to a class, with little cross over. I will list the classes, copy it and assign each weapon type to the classes as you think they should be.
Infiltrator - I know this won't be popular, but Sniper and Scout Rifles and Pistols. There are more pistols coming.
Medic - Medic's primary job is not fighting. They do however stick with the infantry and need to participate in the fight, without taking point. Assault Rifles are appropriate as a standard. Shotguns for those close up rescue missions.
Light Assault - Fast moving, can close the gap. Carbine's have enough range for rooftops and Shotguns for those really intimate encounters.
Engineer - Sub-machine guns are pretty much the standard for Engies in other games. Engies who trail MAXes are in closer and this is good protection for them. Assault Rifles have range for Engies who are in the rear fixing stuff.
Heavy Assault - LMG obviously. I have a hard time with other weapons for the HA because their job is to bring the LMGs into the fight. I'm open to suggestions as to what others believe they should carry.
Also, why do so many classes have C4?
Your thoughts?
(for cut and paste)
Infiltrator -
Medic -
Light Assault -
Engineer -
Heavy Assault -
DarkBalths
2013-04-11, 12:02 PM
This is pretty much what the game already has.
Why not just say:
"Get rid of infiltrators with SMGs, and give engies assault rifles"?
Koadster
2013-04-11, 12:16 PM
Engy has BRs for longer range or the longer range carbines.
Redshift
2013-04-11, 12:34 PM
The only major change you suggest is move SMG from infil to eng, the rest is just streamlining i guess
maradine
2013-04-11, 12:40 PM
I'd love to know the corpus of class-based "other games" that make SMGs standard for engineers. I'm seeing a lot of carbine and PDW from where I'm standing.
Brusi
2013-04-11, 12:49 PM
Infiltrator - Pumpy
yeeaaaaaa
Timealude
2013-04-11, 02:51 PM
Infiltrator - As much as I love having the SMGs, it seems everyone hates infiltrators with them so Why not give them a better melee weapon then for close quarters i.e sword, powered knives like in PS1, riot baton etc. Also I think we need more stealth weapons for our CQC approach if we are to limit their power in that environment.
Medic - Medic I think is fine where its at as ARs are just amazing guns right now.
Light Assault - Light assault should get carbines and SMGs since they are fast moving units and rely on surprise attacks.
Engineer - SMGs and shotguns I feel should be engy as they are in the most danger with CQC from like the OP said with MAXes or just for the fact they have to be around to heal and protect the sundy during assaults.
Heavy Assault -LMGs and special heavy weapons like the lasher and such since they are suppose to be the tanky class of all the softies.
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BlaxicanX
2013-04-11, 03:13 PM
Infiltrators are called "infiltrators" because their primary job, despite what people think due to their sniper rifles, is too infiltrate behind enemy lines. What that means is that they need to be decent in CQC. They already have the worst armor in the game, so frankly having just a pistol isn't gonna cut it. They need either a carbine, SMG or shotgun to have any chance when a heavy assault stumbles across them while they're in the middle of hacking a turret or something.
Scout rifles and battle rifles are redundant for a class that has a sniper rifle- I'd argue that if any class needed those it would be the Light Assault.
AThreatToYou
2013-04-11, 03:21 PM
Infiltrator - Carbine, SMG, Scout rifle, sniper rifle, pistol
Medic - Carbine, SMG, scout rifle, shotgun, battle rifle, assault rifle, pistol [everything but AV/AA, sniper rifle, LMG]
Light Assault -Carbine, SMG, battle rifle, shotgun, pistol
Engineer -Carbine, SMG, battle rifle, shotgun, assault rifle, pistol [everything but AV/AA, sniper/scout rifle, LMG]
Heavy Assault - Everything except sniper rifle
*"Pistol" includes PDW
Certain weapons should be restricted, but most should be shared.
EVILPIG
2013-04-11, 04:37 PM
Infiltrators are called "infiltrators" because their primary job, despite what people think due to their sniper rifles, is too infiltrate behind enemy lines. What that means is that they need to be decent in CQC. They already have the worst armor in the game, so frankly having just a pistol isn't gonna cut it. They need either a carbine, SMG or shotgun to have any chance when a heavy assault stumbles across them while they're in the middle of hacking a turret or something.
Scout rifles and battle rifles are redundant for a class that has a sniper rifle- I'd argue that if any class needed those it would be the Light Assault.
I disagree. You have stealth. Aside from that primarily being about giving you the ability to hide out or sneak in to cause other mischief, they should not be heavily armed. You can be invisible and an enemy can run by you. Pistols are good weapons too, especially when you get the jump on them.
Timealude
2013-04-11, 05:02 PM
I disagree. You have stealth. Aside from that primarily being about giving you the ability to hide out or sneak in to cause other mischief, they should not be heavily armed. You can be invisible and an enemy can run by you. Pistols are good weapons too, especially when you get the jump on them.
Well I mean if we talk about the current game, infiltrators really cant be stealthy because of the whole low graphic setting thing. I understand where you are coming from with the whole stealth thing, but if you run into a decent HA you are pretty much dead. Now If they do fix the low graphic visibility thing and maybe once the other pistols come in, I can see pistols being very viable as opposed to your primary weapon. Thats also why I suggested a better melee weapon for us or an ability to help us be a bit more deadly up close.
BlaxicanX
2013-04-11, 05:13 PM
I disagree. You have stealth. Aside from that primarily being about giving you the ability to hide out or sneak in to cause other mischief, they should not be heavily armed. You can be invisible and an enemy can run by you. Pistols are good weapons too, especially when you get the jump on them.
-Stealth lasts for about 10 seconds. In a base that's got 50 people in it, you aren't going to have enough alone time to let it regenerate before someone randomly stumbles across you.
- You can see people when they're stealthed. Even on high settings, it's not that hard once you've become accustomed to the game.
Stealth frankly is the least useful aspect of Infiltrators. It's great when you're at a distance, but up close, most people will see you unless they have tunnel vision.
Ghoest9
2013-04-11, 05:38 PM
Op is just trying to disguise a whine about infs having SMGs.
OP fails.
bpostal
2013-04-11, 05:44 PM
Op is just trying to disguise a whine about infs having SMGs.
OP fails.
...I think you may be oversimplifying it just a *tiny* bit.
Personally I think the weapons are just about fine the way they are (class wise).
CToxin
2013-04-11, 06:19 PM
I would actually like the ENG, CM and HA to share weapons (minus the LMGs). Means that I don't pick a class for the weapon, but for the role that I want to fulfill.
Stanis
2013-04-11, 06:41 PM
Can we not give every item an inventory score .. including type of armor.
Make some items mutually exclusive.
And then give players 100 inventory slots .. some armour gives you extra slots but also some form of movement penalty.
Other armour gives your more slots - but almost no armour.
You know .. ditch classes altogether and make a character that's an actual character and unique.
I'd like the rock-paper-scissors of which class to pick to be gone.
Damn D&D for introducing classes and levels ..
EVILPIG
2013-04-11, 06:45 PM
Can we not give every item an inventory score .. including type of armor.
Make some items mutually exclusive.
And then give players 100 inventory slots .. some armour gives you extra slots but also some form of movement penalty.
Other armour gives your more slots - but almost no armour.
You know .. ditch classes altogether and make a character that's an actual character and unique.
I'd like the rock-paper-scissors of which class to pick to be gone.
Damn D&D for introducing classes and levels ..
Well, 1. that's NOT going to happen and 2. How are the classes rock-paper-scissors? They are all combat effective and I wouldn't say any of them are the counter to another. The only thing close is the MAX vs. everything else, since everyone and their mother can carry C4.
Snydenthur
2013-04-11, 07:56 PM
Infiltrator: smg and battle rifle
Medic: ar and carbine
Heavy: lmg and shotgun
Engineer: carbine and ar
Light assault: shotgun and smg
Default weapon is mentioned first and different playstyle weapon next. Yes, no sniper rifle. I just don't think it's meant for this game, since there isn't any good long range fighting. But probably wouldn't even happen, since that would upset like 33% of the players.
Sledgecrushr
2013-04-11, 08:10 PM
Infi-sniper rifles, smg, pistols and knives
Engi-carbines, smg, pistols and knives
Medic-ar, shotguns, pistols and knives
Lightassault-carbines, shotgun, smg, pistols and knives
Heavy-everything but sniper rifles
OCNSethy
2013-04-11, 09:10 PM
@Evilpig... what are these new pistols you speak of? Since, hopefully, pistols will be class-wide, I'm interested in their capabilities. thanks
bpostal
2013-04-11, 09:24 PM
@Evilpig... what are these new pistols you speak of? Since, hopefully, pistols will be class-wide, I'm interested in their capabilities. thanks
I think he was talking about the new NS heavy pistol shown on the last FNO. Alas, I've not got the link to it directly.
OCNSethy
2013-04-11, 09:35 PM
I think he was talking about the new NS heavy pistol shown on the last FNO. Alas, I've not got the link to it directly.
Thanks bpostal, appreciate that. Ill keep an eye out.
Methonius
2013-04-11, 10:50 PM
Only thing I think they should change is make SHOTGUNS class specific to engi only, I think they are OP when used with any other class.
Gatekeeper
2013-04-12, 05:28 AM
Only thing I think they should change is make SHOTGUNS class specific to engi only, I think they are OP when used with any other class.
Yeah, I think I agree with that. I've got no problems with Infiltrators having SMGs though, IMO it gives them some fun short-range punch without being as WTF unfair as shotguns.
BTW I'm going to assume the introduction of new heavy pistols for this.
Everyone - knives, current pistols
Infiltrator - [specialist long or short] sniper rifles, scout rifles, SMGs, heavy pistols
Medic - [flexible mid range] carbines, assault rifles, battle rifles
Light Assault - [light short range] carbines, SMGs, heavy pistols
Engineer - [heavy short range] carbines, SMGs, shotguns
Heavy Assault - [heavy mid range] LMGs, assault rifles, battle rifles
Juryrig
2013-04-12, 08:09 AM
How about doing away with the classes and giving the various weapons secondary effects that will have an impact on how well you can play any particular 'role'.
There's no logical reason why an infiltrator shouldn't be able to have a LMG - it should just make them crap at infiltrating whilst they have it.
I guess I just dislike the whole arbitrary 'class' thing. At the end of the day you're still (according to the lore) a human being using equipment. You should be able to equip whatever you think is appropriate for what you are about to do, with certain combinations of equipment being 'better' for a particular role and others 'worse'.
It just makes no sense that if I'm being an engineer I can use C4, but if I change into my tight spandex to go infiltrating I suddenly forget how it works......
Realmofdarkness
2013-04-12, 08:43 AM
HA should either carry heavy AW or heavy AI not both at the same time.
Canaris
2013-04-12, 08:56 AM
wouldn't mind seeing the shotties restricted to a few classes it's still overboard in game with them at the moment,I know that will cause a lot of teeth gnashing but I think it would be best for the game.
I've a had a few friends and outfit mates leave recently citing Shotgunside as the reason they were done with the game.
Shotties still need another balance whack imo.
Gatekeeper
2013-04-12, 09:07 AM
wouldn't mind seeing the shotties restricted to a few classes it's still overboard in game with them at the moment,I know that will cause a lot of teeth gnashing but I think it would be best for the game.
I've a had a few friends and outfit mates leave recently citing Shotgunside as the reason they were done with the game.
Shotties still need another balance whack imo.
Yeah, I'm definitely hearing grumbling from my friends about shotgunside. I don't have one currently, so for all I know they're perfectly balanced in fact - but they don't *feel* balanced when you're on the receiving end of them - and that's the crucial issue. If they're not fun to fight against, then they need to be changed.
Palerion
2013-04-12, 05:34 PM
Man, you guys suggesting ARs for heavies? Lord...
psijaka
2013-04-13, 03:38 AM
On the whole, I'm happy enough with things as they are.
Part of me does say just let all classes carry whatever primary they want, with any restrictions purely based upon practical reasons (LA jetpacks not powerful enough to carry an LMG, for instance).
But I do think that this could lead to certain OP combinations - Infil with pump action springs to mind - the perfect griefing class.
FrothyLoad
2013-04-13, 01:23 PM
Man, you guys suggesting ARs for heavies? Lord...
What is your particular argument against that?
Electrofreak
2013-04-13, 06:04 PM
Infiltrator - Pistol, SMG, Sniper Rifle, Scout Rifle
Medic - Pistol, Assault Rifle, Battle Rifle, Carbine
Light Assault - Pistol, SMG, Carbine, Shotgun
Engineer - Pistol, SMG, Carbine, Battle Rifle
Heavy Assault - Pistol, LMG, Assault Rifle, Battle Rifle, Rocket Launcher
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