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2012-07-09, 01:16 AM | [Ignore Me] #1 | ||
Private
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Obviously this is the sort of question that will get answered in beta, but this has been on my mind for quite a while now, and I'm curious to see what all of you think based on what we've seen thus far.
From what I've seen, the list of classes that will be able to utilize the AR ranges from all non-MAX classes to the combat medic exclusively. Based on what you've been able to gather so far, which classes do you think should have access to the AR? What tradeoffs do you think certain classes should be forced to make for that option (e.g. an engineer giving up the turret)? Why? Personally, I think that the Cycler, Pulsar, and Gauss Rifle are the most iconic weapons of their respective factions, and should be accessible to all classes (except of course the MAX), but I'm much more interested in what you all have to say about it. |
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2012-07-09, 01:21 AM | [Ignore Me] #2 | ||
First Lieutenant
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Medics. They should be a medium assault class that can heal people. Engys can have SMG's, PDW's, Shotguns, or maybe Carbines. LA should be Carbines and lower. HA should be LMG's, maybe DMR's/BR's, maybe AR's. Infiltrator should be Snipers, SMG's, and PDW's.
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2012-07-09, 02:35 AM | [Ignore Me] #4 | ||
Private
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This goes along with what we've seen thus far from the E3 streams and such, but we know there will be a great deal of diversity within each class. For example, the developers have stated that infiltrators will have access to sniper rifles, but only if they opt for a limited cloak. Can you foresee any reasonable tradeoffs wherein a LA or an Engineer (or any other class for that matter) would be able to equip an AR?
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2012-07-09, 10:03 AM | [Ignore Me] #5 | ||
Ultimately who gets what will be based on class balance. There is little room for class entitlement except for the core class roles its all based around (that is medics heal, infiltrators cloak, ect..)
Also when the devs talk about "tradeoffs" its not across weapons or equipment...not from we've seen in the videos. In other words, taking an assault rifle is not going to prevent you from taking certain equipment like turrets. Not unless they share the same slot (such as primary weapon slot or "tool" slot). Tradeoffs are things like 'better accuracy but less damage'. They are tradeoffs of weapon stats. So you can't do things like 'when the Engineer takes AR, they can't take turrets'. The customization system doesn't work that way...again based on what we've seen.
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Last edited by OutlawDr; 2012-07-09 at 10:06 AM. |
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2012-07-09, 10:14 AM | [Ignore Me] #6 | ||
Corporal
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That's not entirely true. The infiltrator is limited in what cloaks it can wear with a sniper rifle equipped is one example I can think of. This demonstrates that you can limit other equipment slots based on what is equipped.
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2012-07-09, 10:24 AM | [Ignore Me] #7 | ||
That might be a special exception, or something the devs are no longer doing. Watching guys at E3 customize their characters, I saw no way of doing this. Not unless the sniper rifles says something like 'when equipped, you can't take X cloak'. That means you have to do the same to every equipment and weapon with special exceptions. AR would have specifically say 'you can't take turrets', stuff like that. This seems very messy and inelegant way of doing things. And a nightmare for the devs to keep track of. But again, Ive seen no evidence that these sorts of "tradeoffs" exist.
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Last edited by OutlawDr; 2012-07-09 at 10:28 AM. |
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2012-07-09, 01:29 AM | [Ignore Me] #8 | ||
Major General
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yea i thought it was the light assault class that got the assault rifles as their exclusive weapon, that looks to be changed though. But really it all depends on the way classes are designed.
the medic getting what should in theory been the longest range may not make a whole lot sense, but the light assault having it either doesn't really either, they can move the fastest and close caps so they should favour closer range weapons like carbines or smgs. The engineer, it depends on its relative armour to the medic, if it has more armour then it should have shorter ranged weapons. the heavy assault has the most armour so it has close range weapons, but they can potentially kill more people per clip. |
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2012-07-09, 11:47 PM | [Ignore Me] #10 | ||
Private
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Medics and Assault classes. These guys are the most that step into the line of fire either giving medical attention to friendlies or rushing the front lines. These classes need a reliable standard issue rifle to get their job done right. The engineer could probably use light carbines to defend themselves while providing combat support.
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2012-07-10, 12:19 AM | [Ignore Me] #12 | ||
I have a problem with LA using powerful ranged weapons. I suspect it'll just turn them into ranged campers, in elevated positions where Infils with sniper rifles may not even be able to hit them. They're supposed to be in a role of short range shock trooper, not super-mobile sniper.
Last edited by Electrofreak; 2012-07-10 at 12:21 AM. |
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2012-07-10, 12:25 AM | [Ignore Me] #13 | |||
Sergeant Major
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Medics on the other hand, can't close the gap like LA and can't take fire pushing in like HA. And where the engi has a turret for range, medic needs a medium-range assault rifle. |
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2012-07-10, 12:31 AM | [Ignore Me] #14 | ||||
Major
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EDIT: Also, have you seen the limited turn radius on the turret? Considering it's something you can only deploy once, it can only viably be used to cover doorways and guard objectives from a single direction; a pretty niche purpose and hardly any kind of assault weapon. Last edited by Ratstomper; 2012-07-10 at 12:36 AM. |
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2012-07-10, 12:41 AM | [Ignore Me] #15 | |||
Let me put it this way; I wouldn't mind LA getting assault rifles if I didn't know that they would just go find little nooks and crannies above the battlefield and plink away at people. That's really not their purpose. Last edited by Electrofreak; 2012-07-10 at 12:45 AM. |
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