If There Was A New Class What Would It Be?

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

  1. Moonheart

    I don't have an opinion on this.

    What about if they get buffed?
    For infantry, Liberators and ESF are like natural disasters: you already can't do anything about them except play the scarecrow a bit with HA's rocket launcher, unless you can pull a full squad of Lancers, so even if they become more power, it won't change this.
    For vehicles, if Liberators get buffed, they will get too, so it won't change much to the balance between them.

    On the other side, if this is a problem, you can fix it by tuning down all the stats of vehicle so they will regain their actual power only if operated by the proper classes.
  2. Grobips

    I think a FLAG BEARER would be really fun.

    Wielding a big flag, leading troops and rushing through the battlefield, having to plant the flag to fight with a gun, but able to use melee attack, like a butt-kick attack to push away ennemies in the way.

    It could be a class that you can choose or are forced to play to punish you if you do to many friendly fire frags.

    You know in these MMO games, there is always a time when you want to do a shiny action (wich often end stupidly), and a FLAG BEARER would be perfect for that : fun without changing the spirit of planetside 2.
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  3. Demigan


    Eh? First you take away every classes ability to use vehicles, then you buff the vehicles abilities "but only when you are a Vehicle Operator"?
    I'm against a specific Vehicle Operator class btw. It just doesn't suit the game, you should be able to hop in and drive with any class.




    My own idea's:

    Commander:
    Has access to all weapon classes with the exception of the LMG's and sniper rifles (so Scout rifles are available). It has no direct abilities but buffs the team with tools and specials.
    Example: Guidance. AOE ability centered on the Commander. Any friendly within his AOE is being guided to perform better. This is simulated with a slightly faster reload and higher speed (does not stack with adrenalin pump), also reduces COF slightly for those affected.
    Tool example: Shield wall. Places a shield that stops bullets and thrown explosives (shells, rockets, tanks and infantry can pass through). Great for instant cover or protecting troops at chokepoints. The shield deactivates after receiving too much damage and then regenerates over time. The shield generator can be destroyed when the shield is down or with EMP, explosives or a flanker who takes out the generator from the unprotected side/back.
    You can think of more abilities ofcourse, the main goal would be to support the team overall.


    Combat suit:
    Can be a seperate class, but I would prefer it to be a boost to existing classes. Cheaper than the MAX suit, the Combat Suit is designed as a faster infantry weapon. It sacrifices most of it's armor and rather improves the overall abilities of the class. Carrying more ammo, having more health (1500-2000?) and having more energy available. Shields replenish faster, skills like repair guns, jumpjets, nanite mesh shields etc also regenerate faster. Further the switch times are reduced so switching between weapons goes much faster. Possibly you can carry two primary weapons rather than one. Perhaps also allow to be dropped from higher without damage and higher jumps.
    Alternatively this can be a separate class more akin to a Medium Assault or something. You could let it carry almost any weapon available with a few exceptions, and allow it to carry two separate primary weapons but not a sidearm. Perhaps give it more health and shields as well to cement this as a good alternative to the Heavy. The Heavy would be pushed more into the AV role.
    Costs about 200-300 resources, price can depend on the class you have. Perhaps even allow it to pick abilities normally reserved for MAX's. An infantry unit that can charge wouldn't be amiss for instance.
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  4. The Red One

    Juggernaut class: a combination of all the other classes except max that requires nanites to use
  5. Cygnus

    Warlock. Weapons are replaced by DoTs. Special power is More DoTs. Can deploy little Imp fireball turrets.
  6. Nano(zip/zap)

    A few people have mentioned a "Leader" class that buffs the nearby friendly players. Stealing from other games and a few ideas I think the below could work.

    NC:
    Hero: Has a larger default health than a HA. Uses most weapon types except for Rockets, Sniper Rifles, and Scout Rifles. Uses several grenade types in addition to standard frags like decoy, EMP, smoke and flash, but can't use C4 or mines. Special abilities would be Heroic Cry and Living Legend, have a default ability that heal the hero for a small amount each time they kill an enemy.

    Heroic Cries: Would increase the sprint speed, damage, and health of nearby allies while decreasing enemy damage when with in 15m on basic and 35m at fully certed. Counts down like medic healing ability or an infiltrator's cloak.

    Living Legends: Act similar to the Heroic Cry but are about 50% to 25% less effective while being constant.


    TR:
    Officer: Similar to a cross between an engineer and an infiltrator with about standard health for a LA of Engineer. Has access to most weapon types except for Rockets, Sniper Rifles, and LMGs. Uses several grenade types in addition to standard frags like decoy, EMP, smoke and flash, but can't use C4 or mines. Has access to Motion Spotters but not Recon Darts, can also use medical kits and restoration kits too of course. Special abilities would be Flag Bearer or Propaganda Specialist, have a default ability that reduced the time it take for the Officer to cap a point.

    Flag Bearers: Place a flag which can be destroyed that increases the damage of nearby allies by about 5% at basic and 20-25% at fully certed and increase their defense a little bit. Also when not placed it increases sprint speed of the officer and those nearby making it useful for when infantry charge along side vehicles.

    Propaganda Specialist: Gives a speech which decrease the the damage of enemies and slightly slows sprint speed of enemies with in 15m on basic and 25-30m at fully certed. Also giving a decreased camera shake to nearby allies and slightly increasing the effectiveness of medics and engineers. Counts down like medic healing ability or an infiltrator's cloak.


    VS:
    Zealot: Has about the same health as an infiltrator but can upgrade to about 1/2 the max health of a LA or Engineer. Only has access to Carbines, SMGs, LMGs, and shotguns. Uses several grenade types in addition to standard frags like decoy, EMP, smoke and flash, but can't use C4 or mines. Special abilities would be Fanatic and Savior, have a default ability that makes all vehicles move a little faster and have slightly higher damage.

    Fanatics: Greatly increase the offensive abilities of nearby allies but at the cost of slowly damaging them selves. Other factions can boost 5% to 20-25% but can last longer while Fanatics can do 15%-40% but for a shorter time and at the cost of HP.

    Saviors: Have a weak passive healing about 50% to 25% of what a basic medic tool does or the basic healing ability. Though when they die they act as a revive grenade reviving those with in 15m to 35m around where they died.


    This is based on the NC being freedom fighter that have chosen to fight with courage as the main thing backing them. While TR are hardened soldiers with many years of combat experience. The VS use their love of rebirthing technology and their cultist mind sets to fight for their beliefs.

    I'm sure it could use a good bit of work but the rough idea of a class that is more about supporting a large group. Medics and engi's can do okay in medium sized groups but once you get to 12 people for a squad 1 medic or 1 engi can't keep up so these would be classes that effect larger groups, but are no where near as effective when supporting small groups.
  7. Procyon72

    Field Commander

    Has no weapons or armor or shields. Cant leave the warpgate.
    However, he can "look" at every base with a special video feed. Like the observer cam in serversmashes, but limited to certain angles. Think Surveillance Cameras. Only works at bases that belong to his faction or bases that have at least one Infiltrator of the Field Commanders Outfit or Platoon. Can place messages on the map for his outfit or platoon. Obviously, has access to Leaderchat. If he talkes/writes in leaderchat, his outfittag appears next to his name plus a number that indicates the number of players currently under his command.

    This allows the Field Commander to monitor multiple bases without personally being there, eliminating the need for transportation, thus speeding up his decision-making process. Also gives a lot clearer picture to him wether a certain base needs reinforcements or not, allowing his platoon to minimize downtime. Also prevents newer Platoonleaders from diving headfirst into combat when they should instead, you know, lead their Platoon. As a mild convenience he cant be shot because he is at the warpgate. Cert gain is minimal, obviously, to further discourage inexpierenced players from leading Platoons.

    A Leader is called a Leader because he leads, not because he is the Guy with the biggest Balls, as fancy as it looks in Movies. Giving him an active ability to support his Soldiers does prevent him from actually leading them. Same reason a good platoonleader doesnt fly his galaxy or drive his sundy. He orders someone to do it, so he can communicate with other Platoonleaders or monitor the Map. Leading from the front is good and all, but thats the job of a Squadlead, not the Platoonlead. If the need arises, the Platoonlead can simply change his class and go all Leonidas on the Battlefield.
  8. Foxirus

    Supporting those who never leave their vehicles to support their team is the last thing we need. A vehicle is only so effective when it comes to taking a base.