[Suggestion] New Class Abilities (links to class forums)

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Dgross, Jun 27, 2015.

  1. Dgross

    Posted suggestions for new abilities for (what I think) are the 4 least played classes. Hardly anyone visits the class forums so I'm cross posting the links here.
    Engineer and Heavy have so many toys I didn't bother adding anything for them (except maybe an AA MANA turret for the Engineer or a deployable shield for the Heavy).
    Links to the threads:

    Infilitrator - https://forums.daybreakgames.com/ps2/index.php?threads/new-infiltrator-abilities.228547/

    LA - https://forums.daybreakgames.com/ps2/index.php?threads/new-la-abilities.228546/

    Medic - https://forums.daybreakgames.com/ps2/index.php?threads/new-medic-abilities.228549/

    MAX - https://forums.daybreakgames.com/ps2/index.php?threads/new-max-abilities.228550/
  2. Hatesphere

    Since when is max a "least played" class?
  3. FateJH

    When it only gets 6% playtime across all servers.

    Can someone else post that developer chart for me so I don't have to hunt it down? I'm only really good at looking for words in posts.
    • Up x 1
  4. Hatesphere

    Even then they aren't exactly under performing to the point of requiring more toy to encourage more max play
  5. FateJH

    OP, however, is not talking about classes in terms of performance. He is just stalking about "least played classes," a categorization for which the MAX is at the very bottom. His suggestions for the class also had more to do with mobility over killing potential.
  6. Dgross


    Did you even bother reading the suggestions or are you only going to complain based on the fact I posted some MAX suggestions?
  7. Hatesphere

    Because the last time they gave maxes more mobility that worked out great right?
    Yes I did. And if you want my honest opinion they don't sound all that great.
  8. FateJH

    If you are talking about ZOE, that is because it combined mobility and increased combat efficiency at the sam time. Travel Mode - "Sprint Mode (reworked)" in the OP's post - operates in the vein of removing the ability of the MAX to react or engage targets while maneuvering. Also, it gets rid of Charge, one of the things that people have cited that allow MAXes to overperform and become far too evasive.

    (Adjusting "Charge" so that is actually becomes a dedicated "charge forward" rather than a "retreat" option could work too though.)
  9. HadesR


    [IMG]
    • Up x 1
  10. Dgross

    Care to provide a detailed response?
  11. Hatesphere

    Jump legs run into issues with max positioning that the jump jets did (and hence were never made live) travle mode further promotes lone wolf max use and less reliance on transportation.

    The piggy back just seems silly. I can only imagine the technicle limitations of it implimitation and its likely bad looking modle since the maxes aren't really that big. Plus maxes are slower then infantry and you likely would not get travle mode and piggy back at the same time for balance reasons.
  12. Dgross

    A more efficient way of traveling promotes lone wolf play? Sorry, not buying that. Run mode worked great in PS1, no reason it can't work here too.


    What balance reasons would those be?
  13. Spacerobot5

    hay I was wondering how you start a thread