Re: Officer Kit Discussion

....Pick-up kits....

























































big_smile

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Officer Kit Discussion

Krowmaet wrote:

You get grenades true, but too make some succesfull kills with it, as in 3 in one, you either have to a) know there position (uav droid) or b) just happen to know there position or found a way to get behind em, then throw a grenade.

You can kill with grenades just fine without a UAV droid.

17 (edited by Stardestroyersarecool 2008-07-14 15:40:53)

Re: Officer Kit Discussion

TY2D2 wrote:

....Pick-up kits....

























































big_smile

....I agree

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Officer Kit Discussion

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.

Founder, User, and Supporter of the First Strike Wiki!

Re: Officer Kit Discussion

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.

Founder, User, and Supporter of the First Strike Wiki!

Re: Officer Kit Discussion

You're thinking almost on the same line's as me, TIEPilot. Brilliant minds and all that!

I would adjust your list like this:

SUPPORT TROOPER:
*Melee Weapon
*Light Repeating Blaster/EMP weapon
*Pistol
*EMP Grenade (2)
*Generator (Resupply)
*Portable Shield Generator (1)(Pick-up, Redeployable)
*IT-O Droid

Engineer Specialist (formerly Heavy Weapons):
*Melee Weapons
*Anti-Armour Weapons/Mortar Guns/Deployable Heavy Repeating Blasters
*Pistol
*Fusion Cutter (Repair)
*Anti-Vehicle Mine (3)
*DetPack (3)
*Repair Droid

http://www.fsmod.com/stats/fssig.php?player=RabidJohn
http://sigs.2142-stats.com/RabidJohn_player_555.png
Mmm... vanilla!

21 (edited by Krowmaet 2008-07-15 12:01:31)

Re: Officer Kit Discussion

Maybe the UAV droid should get a lifespan of about 5-15 minutes then it explodes.
Sure the troopers would still get there droid for most of the time since the average joe doesn't survive longer then 10 minutes. Or maybe the uav droid should explode after 2 shots (even pistol)

http://www.fsmod.com/stats/fssig.php?player=RSFKrow

Join Rebel Special Forces today!