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Showing results for tags 'class'.
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I believe that adding a stealthy or 'special operations' class to the game would change up the meta a bit. It could be similar to the scout, in that it is equipped with sabotage equipment such as IEDs or even a kind of adhesive anti-armour charge to slap on enemy tanks and surprise the enemy later on. They would have some kind of suppressed SMG or PDW for covert operations and would essentially fill the role of CQC flankers (They could also have some kind of insta-kill backstab knife attack but that would probably ruin the meta. Also, for all the people out there who think this promotes going off on your own instead of working in a squad, wouldn't it be better for them to be using a role specifically designed for roaming, rather than them taking up a valuable marksman kit that would be better used for supporting the squad). They would probably have about as much availibility as marksmen, as this would stop large swarms of them running off in all directions at once. I would appreciate feedback so I can refine and improve this idea and my future ideas (as this is my first idea).
I've bin searching for this topic on the forums and reddit etc, can't find anything about it so feel free to correct me. But one thing i have bin missing from Sqaud is the option to change the gun from from STD to ALT that is in PR https://puu.sh/u0re7/dee47dad91.png Since it is really nice to have the option to remove say only the optic on a gun in that specific roll. personally speaking i just do not use optics, as much as i can avoid it. One reason is that i just like iron sights, and the other is because it takes a lot of space on the screen. And it gives you big blind spots if you are not aiming down sight with optics. Example when not aiming down sight: https://puu.sh/u0swe/795361d7ed.jpg https://puu.sh/u0srj/266fe905c9.jpg https://puu.sh/u0syn/fceb1018c4.jpg So if it is not planned already, i'm suggesting bring back the option on few of the rolls to have a basic rifle with no optics. Example for rolls who i can see it useful for SL, gren, medic, LMG
I have a suggestions involving class/groups/clans - I think it would be very cool if clans or constant squad members could customize their gear, guns, uniform and symbol to the representation of a name or symbol. These would be like the clans that are in the top 100 in the leader boards. The clans or squads would have like a universal symbol of being good. Like Spetnaz, Navy Seals kinda title in squad. Like the whole game Titans idea Were you have grunts, then you have titans Like "Omg" we are playing or we are fighting with "so and so" clan. Famous tank clan, or sniper clan... etc... Ya know? I am not editing this*
SILENTMP posted a topic in Feedback & SuggestionsThe US Army needs Parachute Flares on the M203 kit. That way we can illuminate areas with 203's. Flash lights on weapons, rifles, pistols, which can blind insurgents in buildings. The insurgent class won't get flash lights. Red lights also so you can see but don't give as much of your position away. Night vision. Maybe a way to compensate for the USA flash lights and night vision the insurgents get more men i.e., 60 vs 40, or 55 v 45. The insugent class can move a little faster due to know body armor. 7.62 rounds bigger and more leathal than 5.56. The insurgent class gets motor bikes. If there are civilians added with a little AI, insurgents can blend in with them and conduct a surprise attack. Penatlys for killing civilian AI. Afghan and their alert dogs are every where in Afganistan. Please include them in some compounds. Insurgents rpg class gets 5 rockets vs 3.
One of the best parts about Battlefield 2 was the ability to Grappel anywhere, however I foresee that it will be a lot harder to do if a certain level of quality is wanted all around. As BF2 did, it sort of shrunk the player model and all kinds of clipping would occur (personally as long as the feature is there I don't mind) but I'm interested to know if a plan is already in place for the system or whether or not it is to be cancelled?
Custom Named Loadouts For Each Class 'Loadouts' are a core component of FPS genre (for the sake of variety); even if they are not editable or customisable by players. Loadout features of 'similar games' (personal opinions): Insurgency (Loadouts can't be named, can't be saved, despite a nice choice of equipment per class)Project Reality (Loadouts can't be named, can't be saved, come in options which are hard to distinguish due to minute icons on the spawn screen and some loadouts don't even have the barely readable icons - non spawnable kits)ArmA series (Confusing, slow, irresponsive but detailed) Squad could hopefully bring a loadout system combining the best features and learning from the mistakes of other games. Loadouts are often associated with tier/ranking/unlockable system but these don't have to be neccessary for a user friendly experience. What Makes A Good 'Basic'/Game Ready Loadout? These are only my opinions. I'm not saying they are correct or the best. Default Equipment (even if not customisable)Being able to give it a custom name and save it and also revert it to the default name (user friendly)Being able to recognise what the class contains without relying on tiny icons (some of which may be duplicated and a great and horrible example of this might be IIRC; PR's Iraqi insurgent faction's IED class with very different IEDs - being unable to tell which is more Mortar and which is a mine both made for very different purposes)Basic Weapon Customisation (Iron sight or scope, without mentioning pay 2 win ideas or unlockables)Basic Weapon Selection (Full length or Carbine version, new version or old version or calibre or similar expected weapons for faction class)Saveable customisation and selection features which can be given custom names or default names based on the classRestricted Weapon Access (not all classes being able to carry and use every and any weapon) What Makes A Good 'Advanced' Loadout? These are only my opinions. I'm not saying they are correct or the best. Customisable equipment slots (needing more field dressings or more grenades?)Equipment weight system impacting Stamina, movement and accuracyCustomisable or Selectable Apparell/Clothing/Armour/Fatigues (This may include civvie clothes, different cammoflague schemes/patterns/designs, Armour schemes, Head armour schemes)An expansive customisation of weapon features (Barrel mounted torches, bi-pods, bayonets and so on) There's obviously many more considerations and options and arguements or balances but I only intend this thread as an inspiration for the developers (hopefully) which has been born out of frustration with FPS loadout schemes. Other Considerations These are only my opinions. I'm not saying they are correct or the best. Team/Squad/Clan/Guild/Community 'patches' on equipment - possibly a source of development revenue without subscribed or pay 2 win featuresSome customisable or selectable apparell/Clothing/Fatigues might not effect gameplay and therefore it is a wasted effort - but it could also a be a source of development revenue without sunscrined or pay 2 win features.Customisable in game character/person/avatars - might not effect gameplay and therefore it is a wasted effort - but it could also a be a source of development revenue without sunscrined or pay 2 win features. I know little about game design but just wanted to share experience of FPS gaming over a duration of 13 years (too much gaming).
As a new engine brings new possibilites has there been any ideas so far that can be discussed about what they can do? Be it all new defenses like tank traps which can only be done by engineers with wielding gear, etc.? It was a shame in PR:BF2 how the engineer did not really do anything (I don't think I ever really touched the class) which I can guess was due to engine restrictions.
After playing PR:BF2 recently I remembered an idea I had for Project Reality 2 if it was to ever come to fruition. As many people know, when leading a Squad it is often frustrating to get everyone into a role the leader wants rather than people just choosing so the idea I had in mind would involve having a screen that comes up when you join a squad, in that screen: - STAGE ONE = It shows the Squad Leader (at the top or something) and then the number of slots below (for how ever many are in the squad). With the help of something like a dropdown box the Squad Leader would select the roles that MUST to be filled before any other, e.g. a HAT team actually having the Rocketeer, an Assistant Rocketeer and a Medic. These HAD to be filled before any other role is able to be chose. - STAGE TWO = Once those are chosen (however many the leader wants, he should even be able to completely design all the roles in the squad if wanted) he then opens how ever many other slots to like an = optional phase where the player in that slot has 3 or so CHOICES of role, e.g. AR, AAR or Rifleman. - STAGE THREE = After the final stage of having the optional roles if wanted, then there are the free roles slot wherein the player in the slot CHOOSES the role he wants (if available to the team/squad) which then is sent to the Squad Leader for CONFIRMATION. Personally, I think this system is the best way to handle the role selecting process rather than the old PR:BF2 days wherein you would have to ask people who might then not do it and just waste extra time. This entire screen could be done in the pre-game warmup time in which roles originally were selected and players could even save the templates to ensue that this is done instantly (which would be a great benefit to clan groups). Also having it update in real time with the limited classes for a team being shown (or even being able to request the kit from the commander if it were to be lost).