8 (edited by FSDev| Woodrow 2008-07-14 18:56:01)

Re: Support and other classes

And that why the weapons are as they are Canadiens.  Blame George Lucas, not me tongue

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9 (edited by Burner 2008-07-14 19:15:52)

Re: Support and other classes

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.

It's just a suggestion but with that you balance sources of team points and you limit proximity mines spams.

(Yes you can lay only 3 mine at the same time Twigs but as soon as you see one explodes you lay another one...)

Edit : with that, if supports want more mines they'll need an heavy weapon to resupply them. What's more teamplay ?

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Re: Support and other classes

I applaud the effort the dev team has made in making First Strike so very different from the 'mother' game. I love the fact that I'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's sake.

This post really arises from some comments made by Woodrow in the 'Gun Accuracy Poll' thread. Blitz saw fit to delete my comments from there, which is fair enough because it wasn't exactly on topic, but having written it I was loath to waste it.

You can leave everything just as it is for me, but I really don'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.

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11 (edited by Safe-Keeper 2008-07-15 15:26:16)

Re: Support and other classes

Well...

Trooper: Light Infantry (real-life counterparts would be marksman, sniper, sub-machine gunner, rifleman, that kind of thing).
[b]HWS:[b] Heavy infantry (bazooka infantry, light machine gunner, grenadier).
[b]Support:[b] Combat Engineer. Lays mines, sweeps mines, repairs stuff, digs ditches, blows up bridges, moves obstructions with earthmoving equipment, etc.
[b]Medic and Officer[b] are self-explanatory.

Given this, the classes are pretty much fine as they are, except I've considered giving the AT mines to the Support class to further his Combat Engineer role. The other thing that doesn't "fit" is the HWS having the portable deflection shield, but I have a bad gut feeling about giving that, too, to the Support class.

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Re: Support and other classes

Well my posts might have fit here better...I'll just repost them if you don't mind since we seem to be more on the topic of reworking classes here.

TIEpilot234 wrote:

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.

Basically, BUFF the TROOPER;s ability to take out infantry, and the HEAVY WEAPONS SPECIALIST's ability to deal with armour and other defenses. NERF the SUPPORT's and MEDIC's ability to kill, and BUFF their ability to do what they're specialized in.

As for the officer, he should be less focused on fighting, and more on leading. Squads should be DEPENDENT on the officer.

Lemme see...I'll do some research and see if I can come up with more ideas.

TIEpilot234 wrote:

Okay, so I already figured out its impossible, but this is what I came up with.

SCOUT/INFILTRATOR:
*Melee Weapon
*Sniper Rifles
*Pistol
*Binoculars
*Anti-Personal Mines (2)
*Anti-Infantry Grenades (2)
*Mini Probe Droid thing

STORMTROOPER/REBEL TROOPER:
*Melee Weapon
*Blaster Rifle/CQC Weapon(Fletchette/Blaster Cannon)
*Pistol
*Anti-Infantry Grenades (2)
*Smoke Grendes (2)
*Homing Beacon
*Assault Droid

SUPPORT TROOPER:
*Melee Weapon
*Light Repeating Blaster/EMP weapon
*Pistol
*Fusion Cutter (Repair)
*Generator (Resupply)
*DetPack (3)
*Repair Droid

MEDIC:
*Melee Weapon
*Carbine Blasters/Heavy Blaster Rifles
*Pistol
*Bacta Canister
*Defibrillator
*Biotic/Sonic Grenade (2)
*Medical Droid

Heavy Weapons Specialist:
*Melee Weapons
*Anti-Armour Weapons/Mortar Guns/Deployable Heavy Repeating Blasters
*Pistol
*EMP Grenade (2)
*Anti-Vehicle Mine (3)
*Portable Shield Generator (1)(Pick-up, Redeployable)
*IT-O Droid

OFFICER:
*Melee Weapon
*Pistol
*Binoculars
*Spawn Beacon (1)(Pick-up, Redeployable)
*Sensor Ping
*Ammo Box
*Bacta Canister

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.

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'm posting anyway.

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Re: Support and other classes

Not impossible with pick up kits big_smile

but oh wait... ...



WE aren't going to use pickup kits because of things we don't even use or have...

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Re: Support and other classes

You are so much more useful when you are mapping! Get back here and get on with your next assignment! smile

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