[Suggestion] New class: Ligth MAX Unit

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Uriel117, Jun 28, 2014.

  1. Uriel117

    After some time of playing this game, i was thinking that the MAX unit we have now is too far away from the heavy assault clas (in termos of mobility, versatility, firepower and durability). so, for me there is a gap where this clas can perfectly enter to the game without being redundant.

    This are the stats of my suposed new class: The ligth MAX unit

    Cost: 100 infantry resources

    Health: 1000 (With the same resistance values as a normal MAX unit, and also doesnt regenerate unless you have nanite auto repair or an engy repairs you)
    Primary weapon: 1 MAX weapon (of any type AI, AV or Burster) with the ability to ADS for increased precision
    Abilities: The same that the current MAX
    Mobility: Same as any infantry (walk and sprint)
    Tools: none
    Secondary weapon: none

    So, a mini MAX whith half health and 1 arm and only that, it will have the same ammo pool that normal MAX unit, and also, MAX ai weapons are not that good (absolutely terrible) if you can only use one, and this class has no flexibility and you die to 1 roket, so it will be more like a defender unit than an attacker becaus it still haves 5 times the effective health of a normal infantry against small arms. so i doubt there could be any balance issue with this class (if ever implemented wich i severely doubt)

    Any comments, suggestions, tougths are appreciated
  2. Dead soldier

    No. maxes are what ruins infantry gameplay and this will give max users another option for when they're on cooldown.
    • Up x 1
  3. TopVanuTroll

    The "light max" getting one shotted by rockets could make a huge problem out of the small problem that is rocket primaries
  4. Leftconsin

    If there was to be a new class I think Sniper should be split off from Infiltrator instead.
  5. Fellgnome

    The NC light MAX would still be ridiculous, while the TR/VS would be getting soloed by HAs.
  6. Taemien

    I'm going to say no.

    It sounds like a nerfed HA. I mean a mini NC max is basically a Jackhammer Heavy without rockets or shields. Actually already a regular NC max using a Falcon and Scatter Cannon is like a heavy without a shield and more health. The only benefit a MAX really has is its able to double up on a weapon. Taking that away makes it pretty gimped.

    Give it Jump Jets and make it cost 400 resources and then we might have something.
    • Up x 1
  7. Sagabyte

    Light max = HA

    We got it covered.
    • Up x 3
  8. ABATTLEDONKEY


    Maxes dont ruin infantry gameplay. they add depth, complexity, and a new variation to infantry gameplay. Max's ruin entitled infantries players experience by taking away the 1v1 potential in every single engagement. the only people who are truly bothered by the concept of the max, are the people who feel entitled to a victory upon every single engagement.
    • Up x 4
  9. Fellgnome



    Nah I think those are the people who play MAXes.
    • Up x 3
  10. Iridar51

    This is what MAXes should've been from the start.
  11. ABATTLEDONKEY



    I never said they weren't hypocrites ;)

    Im inclined to believe that this isnt the case simply because these same people, tend to come from other fast paced FPS games, and they tend (IME talking in person to max haters) to not enjoy the slow lumbering playstyle of the max.
  12. Vikarius

    This is what MAXes should be:




    Mobility based gameplay = skill
    Health / armor / shield crutch = skill-less
  13. Uriel117

    First of all thanks for the replies

    Some of the feedback says that the new mini MAX would be underpowered and that heavy assault is the same or better, but there are a few advantages to take into acount:

    1. The mobility is the same that any infantry, and i have killed people as engy with a battle rifle's hip fire, i have seen people fire their entire mag on me and not land enough shots to kill me so, an unit with 5 times the health of a normal infantry is going to be very hard to take down unles you use explosives like rokets or c4 and landing a direct hit si going to be much harder because of the smaller target and faster movement of the mini max.

    2. it only cost 100 infantry resources (and has 5 min cooldown wich i didnt mentioned in the OP), wich makes it relatively cheap, so it shouldnt be much stronger than regular infantry.

    3. Aditional ablities could be added, for example, in the ability slot cold be a jet pack like people want it to be, wich could give it a more interesting stuff to the playstyle.

    4. Aditional suit slots abilities could be added too. like for example, MAX shield capacitor wich would give the infantry shields (500 health) which could make them able to sustain a roket shot.

    Like i said before, its a more defensive class, rather than a ofensive one, its more about attrition than killing instantly thats why it has lower DPS than the rest of the classes (because 1 max weapon, no mater what it is, its really low DPS because its balanced to be used in dual wielding) and that its what makes it diferent from Heavy assaults. its a class for people that like to think in middle of the figth on what to do instead of just russhing to attack or running away inmediatly.

    And thats it
  14. Richard Nixon

    As a MAX user, I don't really see the point of this. What would I use it for? I can't tank for anyone, AA and AV versions are useless, and the AI would be fairly awful as well (half damage = double reload times, for NC anyway). There's nothing the light MAX does, that a heavy can't do better for free.
  15. SuperMedicated

    i've thought about the same kind of class you suggested, but while a cool idea it doesn't mean it will be good, it's like if higby came at your house and said "hey wanna test our new infiltrator patch? it haz jetpacks now!" of course you would say COOL, but no that isn't a good idea
  16. Frostiken

    If there is a new class it should be something to justify taking rocket launchers away from HA players.
    • Up x 1
  17. jiggu

    They should just remove snipers and refund the players.
  18. FateJH

    I don't see this as being a very good "defensive" class. If you were attwempting to go for a defensive class, you should have gone for something that can help with area fortification or localized crowd control. Halving damage removes the class's bite; halving its armor removes it's staying power; and, it may still have more armor than a standard Infantry player but it's not good for defensive play anymore. Now it has to go in for the kill quickly, and then keep killing opponents quickly, aggressively, else it dies. It would even have the mobility to push like that.

    MAXes as they stand are already a much better defensive class because they move relative slow and their firepower can obliterate targets quickly once they get into line of sight. This is approximately how the deterrence of the ground AA game works, minus the challenge of leading targets: Bursters and Skyguards are only good if the Aircraft doesn't get out of the hot zone quickly or take complicated maneuvers to make getting shot more difficult; and, if they don't, they get destroyed. Both the Skyguard and the Burster MAX can die quickly if they are caught offguard or multiple targets catch it with its pants down. Perhaps we need something to substitute for lead?

    Believe me or not, this is how MAXes currently work as a defensive measure: bar Charge tricks, they need to have sustained line of fire on a target to kill it and have trouble pursuing targets. They're only decent as "transit units" and tend to suffer when "out in the open" but perform well when "they're there." How do you defeat a unit that truly shines when played defensively/turtling? You either incapacitate it or you overwhelm it, or catch it in those moments when it is moving. This is where the problem comes in for most players: when they see a MAX, they stand around and start shooting at it with their primary, strafing, possibly, as per normal FPS practice. Small groups of people do this. Individuals do this.

    If you wanted to make MAX units more of a defensive system all around, you would need to make them slower, though not so slow that they oeprate through sessility. In PS1, MAXes had a travel mode where they got from place to place, but they couldn't shoot until they stopped, and took a second or two to ramp up and ramp down the travel; once they could shoot again, they were very slow and had poor turning. Their weapons, however, were weak, and, combined with their sluggish ability to acquire targets, they were easily destroyed using corner peeking tactics and AV weapon. <bitter>Which everyone seemed to always be carrying around.</bitter> Generally not good for anything unless in large groups or as in ambush of small groups.

    If I had to make a personal choice, MAXes could stand to lose their ability to shift-run. Charge could stand to last longer per rank rather than recharge faster per rank and no longer be interruptible.
  19. Taemien


    This is how MAXes should be: