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	<title type="html"><![CDATA[First Strike Forums — Support and other classes]]></title>
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	<updated>2008-07-16T21:21:30Z</updated>
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	<id>https://forums.fsmod.com/viewtopic.php?id=7932</id>
		<entry>
			<title type="html"><![CDATA[Re: Support and other classes]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=111008#p111008" />
			<content type="html"><![CDATA[<p>Oh no! Not the nerf bat! NOOOOOOO!!!</p>]]></content>
			<author>
				<name><![CDATA[Crix Madine]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1725</uri>
			</author>
			<updated>2008-07-16T21:21:30Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=111008#p111008</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Support and other classes]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=111003#p111003" />
			<content type="html"><![CDATA[<p>**gets out the nerf bat**</p><p>Alrighty.&nbsp; I think me and ole bessy here **pats the bat** should be able to solve most of this.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| Woodrow]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=385</uri>
			</author>
			<updated>2008-07-16T18:57:15Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=111003#p111003</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Support and other classes]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=111000#p111000" />
			<content type="html"><![CDATA[<p>I&#039;m really not in favor of switching around the weapons from one class to another.&nbsp; I can sorta see the heavy weapon class getting the proton grenade but that&#039;s pretty much it.&nbsp; I don&#039;t go support class often unless I&#039;m on Mos Espa.&nbsp; I love to go ATST hunting on that map. <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p>]]></content>
			<author>
				<name><![CDATA[Crix Madine]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1725</uri>
			</author>
			<updated>2008-07-16T18:08:07Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=111000#p111000</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Support and other classes]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110997#p110997" />
			<content type="html"><![CDATA[<p>It&#039;s not about BF 2142.<br />It&#039;s not about &quot;real&quot; Troopers.</p><p>It&#039;s about the gameplay.</p><p>IMHO it&#039;s not a good idea to give the classes with the highest ammunition consumption a ammo bin.<br />It&#039;s a bad idea, because in a game with focus on teamplay this classes should relay on to an other player for ammunition.</p><p>Support is now the best class for all lone wolfes.<br />You can snipe with the rifle because of the Zoom<br />You can spam 3 mines in zones with heavy enemy traffic, walk away, get 3 kills and don&#039;t need a other player to rearm ( pass the ewok tree house bridge, anyone ? ) . <br />You can kill vehicles or enemy troopers with your detpack - you don&#039;t need a heavy weapons specialist to do this for you.</p><p>My biggest concern is the spamming of mines...<br />Take away the mines &amp; the detpacks from the supporter would IMHO the best solution.<br />Give the claymores to the Heavy weapons specialist in exchange for the emp-granades.<br />Give the Detpack to the Trooper in exchange for the homing beacon </p><p>Effect: the claylayers can&#039;t rearm themself and must relay on to the support for ammunition...</p><p>Side Effects:<br />The Troopers can&#039;t layout a homing beacon sensor net and camp behind -&gt; rush is encouraged. Because of the DetPack, the trooper has a small chance to survive or do damage if he meets unexceptet a vehicle during his rush.</p><p>The Heavy Weapons specialist is designed to defend a position... he can do this more effective with the clays, but he lose the ability to throw EMP granades.</p><p>The Support can&#039;t build a defense with clays, but he can use the homing beacons to build a sensor net.<br />While clays can be abused as aggresive weapon ( aka &quot;spam clay &amp; run&quot; ), the homing beacon sensor net promote a more camping like style of gameplay, with the support waiting behind the senor net.</p><p>At Squadlevel changes would be minimal.<br />A defensive Squad trying to defend a Point will still consist manly from supporters / heavy weapons:<br />Old layout:<br />Clays, layed from the Support<br />Mines, layed from the heavy<br />Homing Beacon, laid from the Trooppers</p><p>New layout:<br />Clays, layed from the heavy <br />Mines, layed from the heavy <br />Homing beacon, layed from the support<br />Change: no Trooper needed for Homing Beacon</p><br /><p>Assault Squad, Squad to take a CP:<br />Old:<br />Troopers &amp; Medic<br />Homing Beacon from the Trooper to camp</p><p>New:<br />Troopers &amp; Medic<br />Detpack from the Trooper agains Tanks &amp; Walkers<br />Change: Trade the gamping gear against a heavy, but limited and short range punch against vehicles.</p>]]></content>
			<author>
				<name><![CDATA[Alreech]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1975</uri>
			</author>
			<updated>2008-07-16T17:38:13Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110997#p110997</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Support and other classes]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110964#p110964" />
			<content type="html"><![CDATA[<p>Yes, Safe...And I still don&#039;t know what he means...That last line is so grammatically incorrect.</p>]]></content>
			<author>
				<name><![CDATA[TIEpilot234]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=988</uri>
			</author>
			<updated>2008-07-16T00:27:15Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110964#p110964</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Support and other classes]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110955#p110955" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>TY2D2 wrote:</cite><blockquote><p>Not impossible with pick up kits <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p><p>but oh wait... ...</p><br /><br /><p><em>WE</em> aren&#039;t going to use pickup kits because of things we don&#039;t even use or have...</p></blockquote></div><p>Shut up, Ty <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><br /><p><img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p>]]></content>
			<author>
				<name><![CDATA[Canadiens1160]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=246</uri>
			</author>
			<updated>2008-07-15T21:35:23Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110955#p110955</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Support and other classes]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110953#p110953" />
			<content type="html"><![CDATA[<p>(I think he was talking to Ty)</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-07-15T19:47:50Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110953#p110953</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Support and other classes]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110950#p110950" />
			<content type="html"><![CDATA[<p>Wut?</p>]]></content>
			<author>
				<name><![CDATA[TIEpilot234]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=988</uri>
			</author>
			<updated>2008-07-15T19:28:15Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110950#p110950</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Support and other classes]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110949#p110949" />
			<content type="html"><![CDATA[<p>You are so much more useful when you are mapping! Get back here and get on with your next assignment! <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></content>
			<author>
				<name><![CDATA[FSDev| BLITZ]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=65</uri>
			</author>
			<updated>2008-07-15T19:27:45Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110949#p110949</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Support and other classes]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110947#p110947" />
			<content type="html"><![CDATA[<p>Not impossible with pick up kits <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p><p>but oh wait... ...</p><br /><br /><p><em>WE</em> aren&#039;t going to use pickup kits because of things we don&#039;t even use or have...</p>]]></content>
			<author>
				<name><![CDATA[TY2D2]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=388</uri>
			</author>
			<updated>2008-07-15T19:18:45Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110947#p110947</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Support and other classes]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110946#p110946" />
			<content type="html"><![CDATA[<p>Well my posts might have fit here better...I&#039;ll just repost them if you don&#039;t mind since we seem to be more on the topic of reworking classes here.</p><div class="quotebox"><cite>TIEpilot234 wrote:</cite><blockquote><p>I disagree with limiting troopers. The trooper is just that- a trooper, the backbone of the army. The team should be mostly comprised of them. I think making each class more specialized would help. Troopers are the main and most efficient way to take out infantry. Heavy Weapons are specialized to deal with armour but have little anti-infantry capabilities. Support should be about support,(and now that I think about it, repair AND resupply makes sense) like resupplying, repairing a minimally effective anti-infantry weapon. Medic should focus on healing, reviving, and bio-chemical warfare. Also a minimally effective anti-infantry weapon. </p><p>Basically, BUFF the TROOPER;s ability to take out infantry, and the HEAVY WEAPONS SPECIALIST&#039;s ability to deal with armour and other defenses. NERF the SUPPORT&#039;s and MEDIC&#039;s ability to kill, and BUFF their ability to do what they&#039;re specialized in.</p><p>As for the officer, he should be less focused on fighting, and more on leading. Squads should be DEPENDENT on the officer.</p><p>Lemme see...I&#039;ll do some research and see if I can come up with more ideas.</p></blockquote></div><div class="quotebox"><cite>TIEpilot234 wrote:</cite><blockquote><p>Okay, so I already figured out its impossible, but this is what I came up with.</p><p>SCOUT/INFILTRATOR:<br />*Melee Weapon<br />*Sniper Rifles<br />*Pistol<br />*Binoculars<br />*Anti-Personal Mines (2)<br />*Anti-Infantry Grenades (2)<br />*Mini Probe Droid thing</p><p>STORMTROOPER/REBEL TROOPER:<br />*Melee Weapon<br />*Blaster Rifle/CQC Weapon(Fletchette/Blaster Cannon)<br />*Pistol<br />*Anti-Infantry Grenades (2)<br />*Smoke Grendes (2)<br />*Homing Beacon<br />*Assault Droid</p><p>SUPPORT TROOPER:<br />*Melee Weapon<br />*Light Repeating Blaster/EMP weapon<br />*Pistol<br />*Fusion Cutter (Repair)<br />*Generator (Resupply)<br />*DetPack (3)<br />*Repair Droid</p><p>MEDIC:<br />*Melee Weapon<br />*Carbine Blasters/Heavy Blaster Rifles<br />*Pistol<br />*Bacta Canister<br />*Defibrillator<br />*Biotic/Sonic Grenade (2)<br />*Medical Droid</p><p>Heavy Weapons Specialist:<br />*Melee Weapons<br />*Anti-Armour Weapons/Mortar Guns/Deployable Heavy Repeating Blasters<br />*Pistol<br />*EMP Grenade (2)<br />*Anti-Vehicle Mine (3)<br />*Portable Shield Generator (1)(Pick-up, Redeployable)<br />*IT-O Droid</p><p>OFFICER:<br />*Melee Weapon<br />*Pistol<br />*Binoculars<br />*Spawn Beacon (1)(Pick-up, Redeployable)<br />*Sensor Ping<br />*Ammo Box<br />*Bacta Canister</p><p>And I take back my post in the accuracy topic. Sniper rifles, Mortar, anti-armour weapons, CQC weapons, and blaster rifles should be made more accurate to represent them being made for combat while the support weapons from other classes be left alone to represent inefficiency in combat and allow players to focus on their supporting roles.</p><p>Again, its impossible, but this is my ideal setup. And it might offer for a basis to get idea from and build off of so I&#039;m posting anyway.</p></blockquote></div>]]></content>
			<author>
				<name><![CDATA[TIEpilot234]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=988</uri>
			</author>
			<updated>2008-07-15T19:02:57Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110946#p110946</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Support and other classes]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110934#p110934" />
			<content type="html"><![CDATA[<p>Well...</p><p><strong>Trooper:</strong> Light Infantry (real-life counterparts would be marksman, sniper, sub-machine gunner, rifleman, that kind of thing).<br />[b]HWS:[b] Heavy infantry (bazooka infantry, light machine gunner, grenadier).<br />[b]Support:[b] Combat Engineer. Lays mines, sweeps mines, repairs stuff, digs ditches, blows up bridges, moves obstructions with earthmoving equipment, etc.<br />[b]Medic and Officer[b] are self-explanatory.</p><p>Given this, the classes are pretty much fine as they are, except I&#039;ve considered giving the AT mines to the Support class to further his Combat Engineer role. The other thing that doesn&#039;t &quot;fit&quot; is the HWS having the portable deflection shield, but I have a bad gut feeling about giving that, too, to the Support class.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-07-15T14:53:39Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110934#p110934</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Support and other classes]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110933#p110933" />
			<content type="html"><![CDATA[<p>I applaud the effort the dev team has made in making First Strike so very different from the &#039;mother&#039; game. I love the fact that I&#039;m not running around Camp Gibraltar in a Stormtrooper outfit! But neither am I hung up on having things different from 2142 purely for the difference&#039;s sake. </p><p>This post really arises from some comments made by Woodrow in the &#039;Gun Accuracy Poll&#039; thread. Blitz saw fit to delete my comments from there, which is fair enough because it wasn&#039;t exactly on topic, but having written it I was loath to waste it. </p><p>You can leave everything just as it is for me, but I really don&#039;t believe that redistributing the current kit assets in order to rebalance the classes would detract anything from the game - even if it did mean having First Strike classes that were somewhat reminiscent of vanilla classes. It could even add to the teamwork we are all so keen to promote.</p>]]></content>
			<author>
				<name><![CDATA[RabidJohn]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1590</uri>
			</author>
			<updated>2008-07-15T14:41:26Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110933#p110933</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Support and other classes]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110908#p110908" />
			<content type="html"><![CDATA[<p>Why not give the ammo box to heavy weapon class and anti-tank mines to support class. Support would repair and heavy resupply. Support would become an explosive/tank specialist. In counterpart give to supports more detonation packs.</p><p>It&#039;s just a suggestion but with that you balance sources of team points and you limit proximity mines spams. </p><p>(Yes you can lay only 3 mine at the same time Twigs but as soon as you see one explodes you lay another one...)</p><p>Edit : with that, if supports want more mines they&#039;ll need an heavy weapon to resupply them. What&#039;s more teamplay ?</p>]]></content>
			<author>
				<name><![CDATA[Burner]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2295</uri>
			</author>
			<updated>2008-07-14T23:12:29Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110908#p110908</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Support and other classes]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=110906#p110906" />
			<content type="html"><![CDATA[<p>And that why the weapons are as they are Canadiens.&nbsp; Blame George Lucas, not me <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p>]]></content>
			<author>
				<name><![CDATA[FSDev| Woodrow]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=385</uri>
			</author>
			<updated>2008-07-14T22:55:33Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=110906#p110906</id>
		</entry>
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