|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
RINON114
B.S.A.A.
102
|
Posted - 2013.04.23 04:15:00 -
[1] - Quote
Grenadier class: Would allow a player to carry more than one different type of grenades with increased ammo capacity. This grenadier class would be the antithesis of a logistics suit.
Basic: 2 grenade slots, capacity of 4 grenades. Advanced: 2 grenade slots, capacity of 5 grenades. Prototype: 3 grenade slots, capacity of 5 grenades.
The disadvantages of using this suit: - No equipment slot as this would allow a player to constantly spam every type of grenade possible. - One low slot. Including proto. - One high slot, two for proto. - No light slot, only sidearm. - Very slow movement and sprint speed, comparable to a heavy but around 5/10% slower, including turn speed. - PG/CPU should be sufficient to support using two types of grenades but only allow for three with maxed circuitry or PG/CPU mods.
Anything else anybody wants to add?
|
RINON114
B.S.A.A.
103
|
Posted - 2013.04.23 14:58:00 -
[2] - Quote
I disagree on using a mass driver to be honest, for the fact that it's a light weapon and being able to use any light weapon wouls be super OP I think. |
RINON114
B.S.A.A.
105
|
Posted - 2013.04.24 12:02:00 -
[3] - Quote
Anything else to add? |
RINON114
B.S.A.A.
107
|
Posted - 2013.04.25 16:46:00 -
[4] - Quote
Cosgar wrote:RINON114 wrote:I disagree on using a mass driver to be honest, for the fact that it's a light weapon and being able to use any light weapon wouls be super OP I think. Common weapons for grenadiers are bazookas and grenade launchers. Or grenades...
Just because it's a common weapon doesn't mean it won't be hyper mega OP.
As for the price point in response to Cross: I would personally see it on par with a heavy suit, maybe even more as these guys won't get many slots for things that cost much. A sidearm and a few modules aren't going to break the bank.
The racial split could simply be different configurations of slots, favouring the particular speciality of each race. Bonuses could apply for capacities or even damage specific types to CPU/PG usage reduction per type depending on race. |
RINON114
B.S.A.A.
107
|
Posted - 2013.04.26 11:52:00 -
[5] - Quote
Cosgar wrote:I like the idea of a grenadier class, but we're going to have to agree to disagree here. Plus you lose points in credibility for making a topic about preventing grenade spam and then posting another about a class that's geared towards grenades as their primary weapon. I hope we get a grenadier suit class, but for the love of common sense, something that's based off of all explosive weapons like a grenadier should. Why does GÇ£grenadierGÇ¥ translate to GÇ£should be able to grenade spam freelyGÇ¥?
I posted a topic about reducing grenade spam via making nanohives restock grenades using only a certain amount of their total nanite clusters instead of all. This would both prevent grenade spam and balance this class.
The grenadier is able to deal with all threats, infantry/shield and armour, not be able to throw non stop nades. |
RINON114
B.S.A.A.
107
|
Posted - 2013.04.27 00:23:00 -
[6] - Quote
Cosgar wrote:RINON114 wrote:Cosgar wrote:I like the idea of a grenadier class, but we're going to have to agree to disagree here. Plus you lose points in credibility for making a topic about preventing grenade spam and then posting another about a class that's geared towards grenades as their primary weapon. I hope we get a grenadier suit class, but for the love of common sense, something that's based off of all explosive weapons like a grenadier should. Why does GÇ£grenadierGÇ¥ translate to GÇ£should be able to grenade spam freelyGÇ¥? I posted a topic about reducing grenade spam via making nanohives restock grenades using only a certain amount of their total nanite clusters instead of all. This would both prevent grenade spam and balance this class. The grenadier is able to deal with all threats, infantry/shield and armour, not be able to throw non stop nades. Again, you're only looking at one weapon, the grenade. I'm looking at a variety of weapons and equipment that could be categorized for demolitions: Mass Driver, grenades, remote explosives, proximity mines, and to an extent the swarm launcher. (Flaylock Pistol too after may 6th) There's specialization and then there's narrowing things down to one thing while ignoring others that may fit into a category. Broaden your views a bit to make your suggested class well rounded and not just a one trick pony. I believe this is part of the balancing of the class. If, like I have suggested, this class is much like a heavy then allowing them to use even a light weapon plus all the different grenade variants would, in my opinion, make the class overpowered. If there was a way to limit a suit to only use one weapon then obviously a mass driver would be the weapon of choice, but (other than BPO's) there isn't.
This class would also be entirely support based, needing the fire support of other classes to function well.
If we're talking about 'demolitions' then of course that's a much broader spectrum of gear but it kind of defeats the purpose of the class which is to have unparalleled versatility over any vehicle, not to be the best at AV end of story.
If you want demolitions, run another class but lose the versatility this one offers. |
RINON114
B.S.A.A.
110
|
Posted - 2013.04.29 13:10:00 -
[7] - Quote
DeadlyAztec11 wrote:I feel like any grenadier class would be nerfed the same month of it's introduction. Making grenades underpowered for all classes. People would then complain that heavies are OP, because grenades no longer dispatch them, throwing off the very fragile 'balance'(yes there is a slight balance). I think an MD with a bouncing and timed projectile would be much better. Timed projectiles sound good but, like I said, giving this class a light weapon would be hugely overpowered. These guys could never be a solo class but in exchange for that they are capable of dealing effectively with all threats through battlefield support. |
|
|
|