Re: New Classes/Weapons

i meant maybe giving the pilots a range of droids that would do different things but you can only chose one

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Re: New Classes/Weapons

Eg. why does a sniper need binoculars?

A sniper's primary role, contrary to what a lot of FPS players think, is scouting and artillery spotting. Hence the binoculars. Having said that, in a future release it'd be nice if they actually did something, like mark targets for artillery for said artillery (cough, mortar fireteam, cough) to get some sort of benefit to its firing.

I'm with you on the customization, though. It'd be better to have the same equipment, for then to be forced to pick one or two things. So for example, the Support could bring a generator or an R2, but not both. But I believe customization has been stretched to its limits as it is, if I remember correctly.

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24 (edited by S-Guy 2007-12-21 10:28:22)

Re: New Classes/Weapons

Safe-Keeper wrote:

Er...

We dont need more classes, just more equipment.

Sounds to me like you said we don't need more classes, not that we needed new classes wink .

I didn't say that, he did! *points at Stardestroyersarecool"
lol...
Anyways, i completely agree that the binoculars should do something. If you noticed, in all the BF games he would point and say, "Launch Artillery Here!" but no artillery. And also, more customization should be done. In vanilla 2142 you can choose between mines and bombs, etc. I think that should be worked in here to allow more equipment. big_smile

Curses, foiled again!

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Re: New Classes/Weapons

*Shocked and confused expression.

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26

Re: New Classes/Weapons

you should put in a Jedi class...

lol. i'm j/k. by the way, i'm new and i love this mod. not a big fan of the battlefront series.

Re: New Classes/Weapons

The Vader clone army vs. Luke Skywalker clone army.

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28 (edited by TY2D2 2007-12-23 14:56:13)

Re: New Classes/Weapons

Totally acceptable. I read that it actually happened in this book that isn't out yet, that I'm writing.

But just to clear this up.

There will be no pick up kits/weapons unless it is a deployable "something" from another class which can be picked up again like the sheilds.

There will be no jetpacks either, just because.

So stop asking for it or suggesting it...

Anyways, I don't see how the pilot class should be expanded, he has his own set role or flying space craft, that's it. He isn't supposed to fight other soldiers or board ships (When we have some sort of boarding) so he doesn't need anything more apart from his Fusion Cutters, and pistol, which he really doesn't need the pistol either. But he can use the fusion cutters to repair freindly ships in the hanger.

One day when/if we get an alternate native army then new classes and weapons would be neat, but currently we have a general purposeloadout for each army which fits all the scenarios or Empire vs Rebels jsut fine. Hopefully this can change one day because in my opinion all the classes are overpowered and harbor Rambo style players. So if it were up to me, a lot of the equipment would be pulled, tweaked and be map specific to get more variety and specialization. The game feels like DM right now, I for one do better by myself than with a squad, because one: Game is full of noobs, and two: It's wayto easy to be spottedon the minimap if you are in a squad.

So hate me or whatever, but if I am pubbing, I join a squad, spawn as assault and deploy a scanner droid, then I go to town and thatsprettymuch what works if you areany good... Pretty rediculous when the mod is supposed to be all about teamwork...

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