[Suggestion] A new ES Class

Discussion in 'PlanetSide 2 Gameplay Discussion' started by DIGGSAN0, Sep 16, 2017.

  1. DIGGSAN0

    Since begin of planetside there where just 6 Classes....it feels the same and the Meta is setted around heavy anyway...

    People here suggested more Empire Specific stuff....


    So why not a ES class? A class who delivers actual diversity...no class should be like the others from the other two faction.


    What would come into your mind? What would you suggest?
    • Up x 3
  2. Sil4ntChaozz

    Not a bad idea, just that I can't come up with a new class that's not rehashed. Ehhhh, I wish I could think of something I'm drawing a blank!

    Maybe someone with military experience could come up with something practical/cool.
  3. StaHoo33

    A-Salter! can hold boosted Anchor that kills with 1 leg-shot, holds infinite drum mag, has 0 cof and bloom, on top of weapon he would have infinite personal shield with 99,9% deflection. Can munch tanks and air alike with upgraded Masamune - weapon that lock-on in 0,5s and shots 5 krakens at the same time, and most importantly can self-heal with passive ability, that is kicking in as soon he stops shooting. Why not...? We already have obvious hacks already that feels like this one already, at least we all can have some fun.
  4. Campagne

    Eh, I don't think so.

    Three separate, completely unique classes that can't be objectively better than the other two nor other five standard ones? Fun idea, but a nigh impossible one to achieve with satisfactory balance.
  5. LordKrelas

    The main issue of course, is balancing across the three.

    And it not eclipsing the other classes. (Which I bet, I've failed at)
    But I tried.

    A rough idea from me, is such;

    Each costs a small nanite price to equip - but unlike maxes do not have special spawn rules.
    Each has a 'theme', if you will, this sums up the general idea.
    Vanu's goes in tow with their ES abilies adding indirect means to achieve victory.
    TR's goes in tow with their Empire's focus on combat.
    NC's goes in tow with their nature of tactical abilities that need thought to use, but reward well.


    VS:

    Hybrid

    - Theme: Tactical Adaptation

    - Weapons: Carbines , Pistols, Knives
    - Aux: AP Mines, Aux Shield. - No med kits.
    - Grenade: EMP, Frag
    - Passive: Hybrids reveal enemy infiltrators within 5 meters

    - Ability Slot:

    # Option 1:
    Enhanced Cloak \ Armor Field
    * Linked to the Tool Slot, the ability can be activated using F.
    "Enhanced Cloak" provides a Special cloak for 5 seconds.
    This cloak while only 50% of the standard cloak's effectiveness, allows weapons-fire.
    It recharges after 3 minutes - Is affected by EMP, removing cloak.
    The "Armor Field" generates a transparent field of energy around allies & the user.
    This field, adds an additional Shield-bar to affected allies, and lasts 15 seconds. (Does not stack)
    Recharge is 3 minutes - Is affected by EMP, disrupting it entirely.

    # Option 2:
    Enhanced Targeting \ Energy Conduit
    * Linked to the Tool Slot, the ability can be activated using F.
    "Enhanced Targeting" reduces nearby allied Bloom & Recoil but decreases firing rate & reload speed.
    Does not stack - Lasts 2 minutes, recharges in 5 - Effects are reduced by 5% for 5 seconds by EMP.
    "Energy Conduit" slowly feeds nearby allies non-rocket ammunition, in a radius around the User.
    In addition, allies recieve (outside of other Hybrids) an increased energy recharge rate.
    Lasts 30 seconds, draining energy bar - Is not affected by EMP.

    - Tool Slot: Ability Switch
    * A toggle switch for abilities, has 1st fire which switches to the first ability.
    The 2nd fire, switches to the second ability.
    Switching abilities does not remove \ affect ability cooldown.



    TR:

    Commando

    - Theme: Direct Combat
    - Weapons: Carbine, Shotgun, Knives (No Sidearm)
    - Tool: Rocket-launcher
    - Aux: Aux Shield, C-4, AP Mines, Restore-Kit (The over-time-heal)
    - Grenade: AV, Frag, Flash, EMP

    - Ability Slot:

    # Option 1:
    "Reflection Shield", Reflects 5% of damage recieved onto nearby opponents.
    This 5% reflected, is still dealt to the Commando as well.
    Damage dealt by the Commando to targets within 3 meters benefits from a 5% damage increase.

    # Option 2:
    "Storm Wall", Generates a Defensive Shield that adds 2 Shield Bars worth of health to the front of the user.
    While active, any damage recieved from the front beyond a small slot must breach this shield first.
    The Commando may still fire their primary weapon at a Bloom & recoil cost, however they can't use a rocket
    Nor can they reload their weapon while the shield is up.
    Any fire from any direction beyond the front, deals normal damage to the commando.

    # Option 3:
    "Hellfire Protocol" ,
    the Commando's Rocket-Launcher gains a higher velocity & deals more damage but takes 2 rockets per launch.
    Grenades used detonate for more damage but in a smaller blast radius. (EMP & Flash are unaffected)
    Effect lasts 15 seconds, Recharges in 3 minutes.
    Non-Rocket & Non-Grenade weapons, are unaffected.



    NC:
    Specialist
    - Theme: Tactical Operation

    - Weapons: Assault Rifle, Carbine, Sniper Rifle, Shotgun, Pistol, Knives
    - Aux: Aux Shield, AP mines
    - Grenade: Frag, Concussion
    - Tool: "Marker Light" , while held on target,
    enemy target is spotted & takes 10% more damage from nearby allies.

    - Ability Slot:
    # Option 1:
    "Crippler" , 100-meter range targeted ability that launches a pod in the direction the user is facing.
    Any vehicle target hit, suffers from reduced engine speed & turning, while being unable to be repaired.
    Effects last 1 minute, unless pod is found & disabled by engineer. Stacks 4 times.
    Recharges in 4 minutes.

    # Option 2:
    "Shock Rounds" , Drains user's shield to 0, but allows projectiles to deplete the Enemy's ability energy.
    These rounds also deactivate the enemy's shield regeneration timer for 1 second after impact.
    Ability lasts 30 rounds, and recharges in 3 minutes.

    # Option 3:
    "Energized Haste" , boosts allied reload speed by 50% for 1 second, and allied movement by 10%
    Removes user's shield, and delays shield recharge for 1 minute.
    Recharge is 5 minutes, does not stack.
  6. Dazerio

    VS: Alien monstrosity!
    Walks on all fours, has mechanical tentacles as melee weapons, can climb walls and cielings to dive onto enemies. Has a tail that can do a spinny swoosh attack, knocking up all non-max infantary for a second or two.

    TR: Spec ops
    C4, health stims,weak smoke grenades AND weak flashbangs, limited jetpack and heat vision, can do a divekick to stun a player.

    NC: I dunno, a corperate businessman who walks upto enemy soldiers and bribes them into disobeying their players and logging off.

    I like the idea but honestly I cant think of anything good and really different for factions that dont worship aliens. ;/
    If they do make ES classes, I really want them to have NEW INTERESTING and WEIRD game mechanics.
    • Up x 1
  7. PlanetBound

    Entertainment. Don't build bases, build morale!
  8. Sil4ntChaozz

    'Spinny woosh attack' :D YES!
  9. Hegeteus

    Scoundrel: NC specific class that steals other factions' stuff, including vehicles, nanites and cortium
    • Up x 1
  10. Turekson

    I like this idea. I'm generally in favor of anything ES, and this is something that might be plausible to add resource-wise.

    What if the new ES class was a a kind of blank character slot, with equip options depending on the faction?
  11. Ximinetto

    I like that idea.
  12. Ohaunlaim

    All the classes have all these wonderful bits of kit that they can cert into. Instead of making a unique class, have each faction's default kit be unique. (one starts with adrenaline shield, another with nanoweave armor, etc.) All the other stuff will still be available to cert into, but new characters will be unique to their faction until they do.

    Bam. Factions become unique and if each piece of kit is as balanced as Daybreak believes then there wont even be any balance issues. You can even push this into vehicles, including the NS vehicles like harassers, liberators, etc. so faction uniqueness is across the board.
  13. LordKrelas

    You do realize, that the starting kit is free, and if it wasn't identical, players depending on faction would be in different positions of what skills are needed to use their kit, and where their kit is ideal.
    For heavies, LMGs already show the Long-range Accuracy-dependent Gauss Saw is not on the same field as the Orion or Carv.
    That's just the primary weapon.
    Now imagine if one side starts with the usual full nanoweave, but the other starts with full capacitor.
    One resists damage, one recharges shields faster after depletion.
    One is a direct survival upgrade, the other is a recovery improvement.
    For Shields, Adrenaline requires kills, and fast ones to be used to any advantage over using the default shield.
    Resist has its own uses, depending on how you use it, it can be better or worse (usually better)
    If one side had that at max for free, and another had Adrenaline, they would be in entirely different situations.
    Heaven forbid you realize they are both side-grades to the standard shield, which would be in the middle.

    Now that's one class, with just 3 differences in starter gear, without any ES differences.
    No proper Weapon differences, merely a LMG recommended-engagement range difference.
    And it becomes severe, the moment even the shield gets involved, let alone Nanoweave being there or lacking entirely.

    You ever wonder why Nanoweave is for free & max rank on heavies? It's the sheer survival-ability enhancement.

    Now for vehicles, which all start stock & empty beyond the starter weapons.
    Can you imagine if one side began with mine-guard on their tanks, and another with Fire-suppression?
    How about Stealth for one side's ESF, while another got Composite armor?
    How about Fire Suppression? What side, do you think would be better off, since they wouldn't need to buy their slot at all.
    All vehicle slots are paid for.

    The starting capabilities become very warped, and slanted easily.
    Let alone with such broad slot choices, for vehicles with select some being near required due to their superiority in tactical, practical or both in use for either defense, offense or durability. (ES Fire-suppression is a common example)

    Aka such differences in 'kit' are far more apparent, and disturbing in vehicles than infantry.
    As the effects are very very drastic.
    Akin to one side with nanoweave, while the other gets Advanced Capacitor.
    One side will resist damage, their effective health being higher, the other side will only see any changes after shield failure.
    Assuming they live, to have time to see the shield recharge rate improvement
    - The damage resistance however is more apparent, and practical beyond extended engagement.

    That Single slot difference, makes the world of difference in a fight.
    The NC Gauss Saw already high-lights what happens when weapons of different ranges & skill requirements, are mixed in for Starter weapons.
    Neither TR nor VS have a weapon as a starter LMG, of the same type, theirs are suited for shorter ranges with less required accuracy & recoil handling practice.
    If even stock tanks could have FS for free, while another had Plates, let alone the side with any slot not in the same field..
    It would be horrific.
  14. BrbImAFK

    This whole thing is an absolutely terrible idea.... the playerbase can't cope with two virtually identical guns having fractionally different stats without screaming that one is supa-OP and the other is nerfed-into-the-ground!

    In all the vast multiverse, there exists no world in which Planetside 2 players would accept ES classes that are actually ES! :rolleyes:
  15. Demigan

    How about a Field Scientist (FS)?

    These FS's would have access to experimental weaponry focused on their faction (that for some reason never gets out of the prototype phase, must be all the paperwork that gets destroyed on a daily basis). Think weapons that fire deconstruction nanites for the VS, acid+chemicals for the NC and some form of weaponized no-more-non-lethal-weapon for the TR for example.
    FS's could have a wide range of abilities and capabilities. Such as messing with capture points to debuff enemies who are capturing it until it's flipped. Hacking into enemy IFF tag systems for information or annoying the enemy. putting down deployables that affect enemy spawntimes if an AMS or spawnbunker is within range, or even prevent the placement of an AMS in the first place (but it won't deny an AMS that's already placed). Stealing vehicles (Deployed Sunderers excempt), hacking vehicles from a small distance to debuff them, buffing allies, debuffing enemies... The list goes on to what you could do with them, and while some of these wouldn't be possible ES (having only one faction that can steal vehicles is a bit unfair), most of these would be possible to add as ES stuff. And I don't think it's a bad thing to have one or two abilities that all 3 factions have even on the ES class.
    • Up x 1
  16. LtBomber1

    We have something like that, it's called MAX and HA with different empire specific weapons and abilities.
    And it is allready Top-disscussion why one of these is more OP than the other...
  17. Wrutek

    Need a Pyro class. Blowtorch, incendiary grenades, napalm, etc. I've always wanted a incendiary grenades and blowtorch added to the weapons.