Sgt Buttscratch
SLAPHAPPY BANDITS
834
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Posted - 2013.09.25 15:30:00 -
[1] - Quote
*Into and disclaimer*
This i gunna be a kinda long post, with my ideas for how roles go in DUST514. All come with little knowledge of Eve/ New Eden lore. I will also be avoiding real numbers for the most, partyly because that would make this confusing, and also because I only use that part of my brain for personal gain or as it's universally known; MONEY. I do hope that roles replace the current tier system for dropsuits, so it would become, it's not what your wear, but they way in which you use it. Disclaimer part. All opinions are mine, good chance there will be bad grammar and spelling, my bad. finally I have been known to be worng.
Heavies(fat people)
- Sentinel - Is pretty much how I'd like to see atm, heavy was large and powerful weapons, unprotected he is a large easy target, with a good squad they can quickly become one of the most sinister and power players in the game. HP + damage wit the sacrafice of movement and range. (forge gun has range, but has lower accuracy at range and also slower rof).
- Commando - As they stand I think they are OK, lower HP, still slow but with the ability to use 2 light weapons. The only thing I would change is giving them an additional grenade slot. I see them as being jack of trade frontline fighter, 2 light weapons + 2 grenade types IMO would make them a better class.
- Engineer - The enigeer will swap weaponry and self for the use of toys. Such as personal turret, small repair drone, shield fields(when activated create a small "bubble" for his troops to hide during serious gun fights, shield has HP bar, can shoot in or out while HP is up).
The turret would be deployable, and be able to be recaled, but a maximum of 1 per life available. Repair drone is the engineer's personal logi, and will work to keep turret and engineer with HP, slight down fall, it's weak. An engineer will only have a side arm, no nades, no light weapon.
Medium(tryhards and ****tards)
- Assault- This is basically in place 1 light, 1 side, 1 nade, 1 equpment, your standard front line joe, designed to kill as many people as he can before he drops dead. Pro's being good weapon variety, good EPH good movement, Cons being range and destined to become a tryhard.
- Logistics - Also working as intended, extra equipment slots allow them to become excellent battlefield medics or bringers of goodies. The gain survivability at the loss of attack power.(this should be reinforced by CCP, currently they stand toe to toe with assaults)
- Support - Support players, play from just outside the fire fights, offering intel aswell as precise and high but slow damage. These would be your snipers and tactical assualt players. They should lose the ehp in order to gain a secondary equipment slot, and be given bonus' to precise weaponry.
- Demolitions - These players offer explosions, wether it be infantry traps or AV, 1 light weapon, 3 grenades, 2 equipment slots. Bonus' to ammo capicity on exlosive weapons and also grenade counts, These players won't show up much on the kill feed but when they do there will be a nice list) new equipment and weapons includes a mortar cannon and mines that can be trigger by infantry or vehicles.
Lights (the class' that should be the most feared on the game when not in sight)
- Sabotage: This scout as an intelligent one, who should have been in the world of engineering, but likes death too much.
Sabotage equipment: Hack enemy nanohive so that they either turn blue, or explode when a red tries to use it, Hack enemy uplinks to become blue. Hack red installation turrets, to appear safe to the enemy, but actually be hostile for them. Hack enemy corpses for intel, enemy position etc.
- Infiltrator:
Very very low scan profile, main role is to get into enemy line, finding locations, setting up traps, trip wires, small mines, remotes. With the abitily to place invisible uplinks, which should be tied soley to his role.
- Assassin Complete with extra speed, stamina, and damage. The assassin relies on his cloaking abilities to breach enemy line, removing straglers with suprise attacks, Using knives, cqc weapons and smoke grenades, his speciallity. Burst attack, moments of chaos, then retreats to prepare for next attack.
Vehicles
LAV
- Standard No turret, resistance based vehicle, with 4 seats, designed to drive you and some friends from A to B. That simple. Medium speed, medium protection
- Logistics Once agin no turret but this time 2 seats. The logistics LAV should be slower due to its high protection, it should be able to activate an AOE(area of effect) healing and ammo supply unit, and also offer remote repairs to vehicles.
Slow speed, high protection.
- Scout Very fast vehicle, with an passive scanner and the ability to poop uplinks while in motion, the scout LAV wil have a cloaking ability when motionless, and have counter measures taking swarms and AV grenades twice aslong to lock on.
- Assault 1 driver 1 gunner, the assualt LAV will offer an armored gun turret, for the gunner. the LAV will be medium speed with high resistance over short periods. with bonus' to turret damage and reinfroced bumpers for running fools down.
New equipment idea for LAV's Active CRU - old CRU are removed, the new active cru will allow the driver to activvate it, it will have a 5 second spawn time and stay active for 30 seconds before entering a 2 minute cool down.
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Sgt Buttscratch
SLAPHAPPY BANDITS
835
|
Posted - 2013.09.25 18:36:00 -
[7] - Quote
Duran Lex wrote:Sgt Buttscratch wrote:Duran Lex wrote:Would be nice for a game that had specific roles.
Dust does not.
"roles" hardly mean anything in a game where you decide how you are going to be playing by simply changing your suit fittings. I think for dust to lose this current proto stomp pot hole that its stuck in, we need to remove tiered drops suits, and how versitile 1 DS can become, purely based upon what set up you have. By bringing in roles, killers can still be killers all the want, but matches would now be won by those with better constructed teams, the right role in the right place. More strategy would be needed in knowing what the other team can bring and what would be required to counter. My personal goal for Dust is to remove this endless proto squad versus' noberries, and change it to well constructed and tactical squads, securing and breaching areas through logic and team work, not just AA and AR's relying on having x2 the EHP cuz your suits can hold more. Gamemodes that only allow specific meta levels would also solve the proto-stomping problem, without needing to completely overhaul the game.
But I don't think we should be segregating anyone more than academy players, the game must have something more tha just run n gun to get better, As it stands right now, its a deep game skill will, meta wise etc, but has sub par and out dated gameplay. Making people think would seperate this game, rather than being just another brain dead killer game. |