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2011-08-11, 08:18 PM | [Ignore Me] #1 | ||
Sergeant
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Anyone know if they have said anything about some certifications being avaiable on other roles? Like everyone being able to heal or repair? I'm assuming stuff like revives and advanced CE are going to be the sole realm of their respective specialists.
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2011-08-11, 09:15 PM | [Ignore Me] #2 | ||
First Lieutenant
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As far as bleedover between the classes, little has been said yet. Most everyone will get some kind of base healing, a new medpack or somethin. But nothin like the medic gun for everyone.
But we are gonna kinda get the br40 prob as in you can get everything eventually but its limited to what that specific class can do. In other words you will eventually get to do anythign you want just by switchin classes when ya spawn or whatever. Honestly not a fan of that approach but its not a game killer if it still requires some kind of specialization in the class thats not instantly switchable. |
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2011-08-11, 09:23 PM | [Ignore Me] #3 | ||
First Sergeant
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I was thinking about this as a result of another thread, where they are discussing Infils and what they do when their main role isn't useful.
Someone suggested a new armour type that had invisibility to radar, and that got me thinking. What if deep in the tree there was skill that could be used universally, that made you (as infantry) invisible to radar. I'm imagining a situation where you, for example, have 5 slots per role for the "role" skills and then one set of 5 for "universal" stuff (which could include implants). Now say to use that radar invisibility you not only had to have it in one of your Infil role slots but then it took up one universal one to spread the effect? That idea aside, this could be put to good effect for other roles. Say you're a tank driver, fight goes indoors, what can you do? Maybe you have a universal skill that is along the lines of: "Your experience working with heavy armour has allowed you to retrofit your vehicles and exo suits, granting 5% more armour" Again the same idea applied that they'd require it equipped in both the role slot and universal slot. These could allow those who do heavily specialise to take some benefit back from that to other gameplay areas. If indeed these "universal" slots were shared space for other things you might want in several roles (again implants as an example) this would be balanced by the fact that in order to supplement other roles from their specialty they have given up something they could use in other roles. P.S. Don't take the ideas/numbers to heart, they're just to illustrate. But that begs the question, should we be allowing things to feed back into other roles at all? |
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2011-08-11, 09:25 PM | [Ignore Me] #4 | ||
Sergeant
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Hrm thats what I was afraid of. With the removal of the ability to hack enemy vehicles and the ability to heal/repair people it doesn't leave a lot of flexibility for infiltrators. I really hope they give us some loving or I might have to switch to medic or engi.
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2011-08-11, 09:49 PM | [Ignore Me] #5 | ||
Private
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I personally hope certain things aren't totally restricted to certain classes. As I said in another thread, as a Sniper, being able to heal and repair yourself is just the top basic way to stay out in the field longer. Not being able to do so places and incredible limitation on a number of situations.
After thinking about this however I realize that the only HUGE threats that a sniper has are other snipers and cloakers. As other snipers will likely lead to being one shotted anyway (since in most cases only your head will be visible to shoot at) and cloakers will usually take out a sniper who hasn't spotted them first. So we'll have to wait until more details are released. |
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2011-08-12, 12:24 AM | [Ignore Me] #6 | ||
Lieutenant Colonel
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I'm assuming that parts of the skill tree like medic, engy, and implants will be largely universal, though potentially with some restrictions as to how many you can carry at a time. For example, you might have to choose between a medapp and a bank rather than just carry both.
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2011-08-12, 12:58 AM | [Ignore Me] #7 | |||
I'm expecting some degree of cross application.
Like MA. You cert MA and unlock mods. You train up other MA specific skills. Then all of the MA capable roles you have get MA with your specific bonuses. What I don't think is role crossover. I'm guessing there will be a heavy infantry (ha, rexo) and the training you do in HA won't help you in your Medic role but the Rexo might. The higher you get, the less applicable specialist skills probably will be to other roles. Versatile but so-so power early. Niche but powerful as you get higher in a tree.
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And that was that. |
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2011-08-12, 10:37 AM | [Ignore Me] #8 | ||
Sergeant
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I want each "role" to have their own trees. Each tree could "blend" skills from the other roles, but each would be different (for example med kits, armor types, weapons.) This is the way I think they are headed, instead of full load outs, we will choose a role and weapons from the terminal.
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