If There Was A New Class What Would It Be?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by BuzzStar, Feb 18, 2015.

  1. Sade

  2. Bonom Denej

    I like that idea. I think "only" trading it for an ability would not be enough, it should also have reduced mobility or health since you would have a lot of firepower and more importantly a huge versatility.
  3. JonboyX

    A developer class.

    Someone who, you know, actually develops something new. Not rehashing (or fixing) old stuff.
    • Up x 1
  4. HAXTIME


    Hey everyone, this dude gets it, listen to the idea.

    Really, a class with a Sidearm and two Primary Weapons of choice but without ability could be a real addition. That is, its tool slot essentially becomes another primary weapon slot.

    Think of it as trading your LA jetpacks for another primary, and a wider selection of weapons.
  5. K2k4

    NS constructor class: a class which deploys teleporters or jump pads as its specialty. For weapon options it can only use NS weapons, but has access to all of them (that are unlocked) regardless of the standard class affiliations. For grenades, this class would throw repulsion grenades (blasts all targets outward from grenade radius).

    warrior class: a class which looks like a big muscled armored warrior who wields a big sword but has max-like hitpoints. for their special they get a max charge ability. They only have melee weapons though.

    Kamakazi class. No weapons, just double movement speed and a c-4 strapped to your toon. this one is a little controversial.
  6. Eternaloptimist

    The Commissar - kills his own side if they are not performing, or just because he can (but gets XP for doing it) ....no, wait, NC already got that don't they?
    • Up x 4
  7. barunedpat

    A pure assist class with
    • Healing tool
    • Repair tool
    • Option to get either medic abilities
    • Flashbang or EMP grenade
    • LA's speed increase armour as an option
    • Instead of knife, a smaller version of the NC aegis shield
    • Dandruff
  8. Archiadus


    I'd be happy with this. :)
  9. Moonheart

    The classes I would like to see the most are classes that would take specialized roles that are actualy done by other classes, who
    have another purpose initialy:

    Sniper
    - 400 shield
    - Primary weapons: Sniper rifles, scout rifles, Anti-Material rifles
    - Class ability: Lay
    [IMG]
    While using Lay, the sniper have a very dimished hit profil from the front, do not need to hold breath to suppress its weapon sway, can zoom in and out with high magnitude scopes and cannot move. Activating and desactivating Lay need a delay that dimish when the ability is certed up (but do not get completly suppressed even at max cert), this ability use no energy.
    - Tools: advanced ammo belt, proximity alarm (kind of spotter that ring a bell if a non-cloaked enemy enter in its range, triggers only once every 5s), perforation shells (when used with a sniper rifles, the shots of a sniper don't take in account HA shields and inflict a third of their damage to a MAX health even if it still have armor)

    Driver:
    - Primary weapons: none
    - Class ability: Advanced Driving
    A driver operating a vehicle get a bonus to the vehicle speed, acceleration, brake and turning as well as a bonus with the main guns of the said vehicle
    - Tools: Adrenaline pump, AI mines, Self-Destruct unit (allow to detonate the vehicle you own with a remote command, damaging everything nearby)

    Gunner:
    - Primary weapons: SMG
    - Class ability: Advanced Targeting
    A gunner dimish all kind of spread and recoil, and increase the fire rate, of any vehicle secondary canons or a base turret it operate
    - Tools: Adrenaline pump, AV mines, emergy repair gun (allow to repair, but use a special kind of charge cells that need to be replenished to a terminal or with an ammo box)
    - Adjustment: Engineer repair guns will not work anymore during 30s after the get out of a vehicle, emergy repair guns are unaffected by this.
    • Up x 2
  10. Maelthra

    Awww, someone already said "Developer class." Though my idea for that was giving them a special Nerf gun, capable of nerfing anything it hits. It would be a continuous beam-type weapon. The longer you hold it on a target the more it gets nerfed!

    On a somewhat more serious note, how about a throw back to PS1? The "Rexo" class. It's special ability is carrying two primary weapons and two sidearms at once. Or maybe just two primary weapons and no sidearms?
  11. FnkyTwn

    ROCKET - PRIMARY
    • Up x 1
  12. DK22

    That's hot, aim high babe.
  13. Nano(zip/zap)

    There are many good ideas but instead of making a new class what if you we able to take the existing classes and pick a specialized skill set. Like an Infiltrator could pick between the following options.

    Recon Specialist: Loses main weapon but gains a sensor like device that can jam enemy radar in a radius around it so think of an inverse sensor that instead of showing enemies moving around it hides friendlies movements from enemy radar, sensors and darts, certing the device increase the range. Also get a default boost to range and sensitivity of the sensors and darts compared to a basic infiltrator.

    Dedicated Marksman: Like Moonheart's ideas on the sniper with the ability to go prone but I was thinking the ability to cloak in that position would be a bit OP so maybe remove the cloak while prone but give the bi-pod for the sniper rifles a small energy shield similar to the one on the engineer's AI turret. A infiltrator already has the sensor so if it just made a noise that would pretty much be the proximity alarm. The only other thing I was thinking was the ability to switch from AI to AP ammo in-field where AP ammo does more damage on MAXs and Heavies with their shields up while the AI ammo is better on other infantry targets.

    Super Hacker/Saboteur: Has greatly improved hacking time on terminals and turrets. Can hack unmanned vehicles and in the case of tanks and aircraft wire them to explode when some one gets in or for unmanned sundys disable the spawn ability causing someone to have to (at least) undeploy then redeploy the sundy to break the hack if not hack it back.

    With that system the engineers could easily take the Pilot roles that have been discussed. Sacrificing the ability to place explosives and ammo packs with something like a boost to the repair tool and a boost to the all around handling of the vehicle. For example aircraft get a boost in speed and maneuverability and ground vehicles get a boost to speed, turning, and traction. As a pilot it could already give them the Gunner ability so that if they were on the gun of a vehicle or aircraft there would be an automatic improvement in the rate of fire, maybe even the ammo count if at a high enough certing.

    I could go on and on listing ways we could make specialist groups with the existing classes. Like take LAs and make one that has less fire power but can fly even better, or one that can carry bigger weapons like LMGs but uses the jet packs more like a boost to their sprints and jumps and not so much for flying. Or take the HAs and split them between dedicated vehicle hunter killers and big splash damage AI killers.


    The best thing about this is that it would make it more useful to have 2 or more of the same class in a squad because they could specialize in different things.
    • Up x 1
  14. Hosp

    IMO, I would remove the Sniper aspect from the infiltrator and make them 2 separate classes.

    Infiltrator would otherwise stay as is.

    Sniper would:

    Get AI mines.
    Sniper & Battle Rifles

    Tool = Laser Designator. Takes X Time to mark a target for lockons in squad/platoon. Aids speed of lockon times, otherwise just clearly marks a target for elimination.

    and/or Sensor Jammer - Reduces distance of sensor presence by 5m, 9m, 12m when firing weapon within 3m, 4m, 5m of jammer. (Sensor doesn't appear on radar, but must be nice and large for easier visual recognition). Creates no deploy zone of 15m to prevent other sensor jammer placement.

    Ability = (Not sure, pick 1) Gravity Reduction Mesh - Doubles Jump height & Increases fall distance before taking damage.
    OR - Weight Reduction Field - Reduces carried weight for 3...4...5 seconds to increase Sprint speed. (more potent than LA adrenal, but very short and has recharge time)

    Grenades Options = Flashbang, Frag, Sticky
    • Up x 1
  15. Haquim

    Well, if any class is gonna get split up in two it should be the heavy assault I think.

    One class to take point and mow down infantery with his LMG and another one to pelt vehicles and MAX units with rockets.
    • Up x 2
  16. Hosp

    Lets not and say we did. :p
  17. Obstruction

    so what you're saying is you'd like to buff Liberators? i'd rather just buff racer frame and give the Dalton a tiny little bit of AV splash back, like 3m radius or so. i don't think these wildly luxurious buffs are necessary, but i would certainly take advantage.
  18. Kcalehc

    Close Assault:

    Wields a pistol and a melee weapon. (Melee weapon does around 750-800 damage).
    Cannot ADS with the pistol.
    Has a charge ability (like MAX charge).
    Built in Adrenaline Pump.
    "Pain Field Shield" - alternate ability option - whenever they have their shields still up and take damage, they emit a pain field around them, damaging any enemies nearby, not a lot, say 125 or so, but enough to be noticed.

    Melee weapons could be empire specific in looks.
  19. Apples

    For lawls, "Spawn Room Warrior" a class that has access to most weapons and has access to 3 utility slots but it can't leave the spawnrooms, ever. Funny thing is people would actually use it and could become the most popular class given how much people sit in spawn rooms.
    • Up x 1
  20. P3STILENCE1973

    Berserker. Big, nasty, ugly genetic freak. Has the mentality and intelligence of a walnut. Has 100% resistance to ANY damage for 5.5 seconds after activating special skill which also multiplies movement speed by 1.75. Cannot be revived. No weapons slots. Wields a 30" pipe wrench that can OHK infantry and tear the suit off a max. EXCELLENT for breaking up choke points and spawn campers. Yeah. I'd like this. Oh. They would also take up TWO spots in any transport vehicle because they stink and you wouldn't want to be too close to them......also so you can't easily drop 48 of them on a capture point, and they cannot flip a point because the point wouldn't recognize them as infantry. It would recognize them as walnuts.