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Old 2012-08-31, 03:05 PM   [Ignore Me] #16
typhaon
Sergeant Major
 
Re: Class System discussion (NDA lifted)


So far, it's fine. It's one of those things that is hard to make decision on until we can actually unlock a lot of the important elements for each class.
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Old 2012-08-31, 03:08 PM   [Ignore Me] #17
RoninOni
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Re: Class System discussion (NDA lifted)


Originally Posted by EvilNinjadude View Post
Weird thing was, on one server all 4 (FT, Infantry, Vehicle, and Air) were unlocked without me ever having had to purchase them, and on the other server, i only had the Anti-Infantry and Anti-Vehicle cannon.


Thanks for the info though, i'll take a look. I thought it was the Station Cash store, which would have been useless to me. My fault.
Tech Test character...

Any characters created after 'x' point in time (no idea, before I got let in) did not get anything unlocked for them.

That's why you only see a few AA Maxes... they were Tech Test character accounts.

Anyways, Class systems are good for game balance and teamplay... so I fully support
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Old 2012-08-31, 03:11 PM   [Ignore Me] #18
icepick
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Re: Class System discussion (NDA lifted)


I really like the current system. I am so itching for more weapons for infiltrator, though. Sniper is not really my thing. :/

EDIT: More weapons for each class I should say. Want my LA shottie, too. ;P
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Old 2012-08-31, 03:19 PM   [Ignore Me] #19
zhurkov
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Re: Class System discussion (NDA lifted)


Originally Posted by Bags View Post
how do I team work as HA?
By killing the enemy who is shooting at you and your squad mates?
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Old 2012-08-31, 04:41 PM   [Ignore Me] #20
Crator
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Re: Class System discussion (NDA lifted)


Not much of an opinion yet. They haven't given us much in way of certs to obtain yet. It's defiantly more restrictive in possible load-out configurations vs. PS1. Not certain if that's all that bad of a thing but not certain I see having more options to customize your load-out like you could in PS1 while still keeping the Ps2 default classes is a bad thing either. Would cost more dev time so something we may perhaps could see later on down the road after release.
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Old 2012-08-31, 04:51 PM   [Ignore Me] #21
Boone
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Re: Class System discussion (NDA lifted)


easier to balance for sure
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Old 2012-08-31, 05:12 PM   [Ignore Me] #22
FOG SMoss
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Re: Class System discussion (NDA lifted)


I enjoy the range of classes but they definatly need to boost up Infiltrator and Medic.

Right now medic is bit worthless because you can't drop any kind of health instead you get some random healing gun For the NC and TR you could have health packs but for VS you could use something named bit more alien like, something like Stroyent in Quake Wars.

Limiting the amount of Max's would be good, just too damn many of them. Say 1/2 per 12 man Squad would be suffice.

I also believe they should give points for squad healing and giving ammo out but small points such as 10 points a time. Enough to encourage Squad based play which PS2 is all about but not enough to spam it like in BF3.
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Old 2012-08-31, 05:38 PM   [Ignore Me] #23
Helwyr
Sergeant Major
 
Re: Class System discussion (NDA lifted)


Not a huge fan of the class system in PS2, like others have mentioned I would have much preferred a PS1 system based on certs with cap on how many you can have trained, BR23 would be a good stopping point, but less like BR20 would have been ok also, just not more.

I don't see the Class System being abandoned by SOE, but there's still room to maneuver within this class system to make it better and more like PS1 in feel.

* Weapon types not being locked to classes; If a Medic wants a Shotgun they should be able to have one, likewise an Engineer wants the assault rifle not the carbine they should be able to get it. Presently this is not the case, but all those weapons could be unlocked through the shop using in-game resources.

* Problems of having a Medic and Engineer Class is that no one else can heal, revive, or repair. The Restoration Kit can replace the self healing of the med applicator used in PS1, but there's no way of having Infiltration teams or Light Assault (utilizing their flight packs) to revive each other without teaming with someone who can neither cloak nor jetpack. Not sure how to change that without removing the Medic as class altogether.

* (jumping in the other direction) Specialization, as Figment pointed out terminals are all over the place in bases and available on vehicles like the Galaxy, allowing for players to quickly and easily switch to the needs of the moment. Another issue is they're using the EVE model of no cap on certs, over time everyone will have everything. So, any specialization will come down more to what you practice with not limited by what's available to you. I wouldn't mind seeing a cap on certs, and vehicles costing certs to use (the basic vehicles are currently available to everyone). Less terminals where you can change class, perhaps just resupply terminals on vehicles.


Overall it's not terrible, but the Class system could be a lot better.
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Old 2012-08-31, 05:43 PM   [Ignore Me] #24
Ghoest9
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Re: Class System discussion (NDA lifted)


The class system in in general is fine. i like PS 1 no class sysrtem but I dont have a problem enjoying this.

That aid there are issues with particular classes.

The infiltrator is a poor fit with the sniper rifle. And is a bad class all around so far.
It would be better if the Light Assault was sniping and if the infiltrator had a much improved cloaking system.
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Old 2012-08-31, 08:21 PM   [Ignore Me] #25
dsi
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Re: Class System discussion (NDA lifted)


The PS1 system is far better, but sadly the PS2 system isn't straight up horrible for the game so it won't be changed any time soon...
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