For the longest time, I would play Heavy or Medic, but when I learned how to use the Trac-5 properly on my Light Assault, it quickly became one of my favorite classes. I can't think of another class that rewards flanking and creative positioning more than our jetpacking friends. So with the Infiltrator update scheduled sometime this month, it got me thinking that SOE might go down the list of classes for an update, just like they are planning with the infiltrator, and I wanted to share with the forums just a few nifty ideas I'd brainstormed. I'm not exactly the best at constructing posts in a cohesive formula though so bear with me as I try to organize it as best I can. Universal/Cross-faction ideas: -New Jumpjets! When trying to come up with a new toy for the Light Assault, naturally the first thing one would try to come up with is a type of jetpack. After all, it is the jump jets that truly define us as a unique class. Now we all know how the Icarus Jumpjets went along. They were fun, but on a whole felt a little bit too exploitable, if lacking in versatility. So we're left with one issue: What kind of jumpjet mechanic could we come up with that isn't nearly a carbon copy of existing jumpjets, while also making them tactically viable and useful in a different and unique way? I wracked my brain for a few hours before a bit of inspiration struck me. Imagine a jumpjet that would propel you in the direction you are aiming, at a decent speed, functionally making your infantry character maneuver like an ESF without so much of the hovering? Obviously the speed would be toned down, I'm thinking 30-40 KPH and the time you could spend in the air would be limited (But upgradable through certs) but, ladies and gentlemen, I have two words for you: INFANTRY DOGFIGHTING Just imagine 2 squads of light assaults, zipping about through the air in loops and sharp banked turns, trying to stay on an enemy's tail while also dodging shots from others, all the while pulling crazy maneuvers. It might be of limited use in smaller bases, but the thought of the air around tech plants and amp stations abuzz with skirmishing LA's sounds unique and absolutely exhilarating to me. Heck, it might even open the opportunity for the Light Assault to become a "strafing run" kind of infantry, though I'm not quite sure how useful this might be. -Paratrooper style weapons! Carbines are fantastic weapons, there's no doubt about that. However, it would just seem wrong to make a class update without adding new faction-specific, class specific weaponry with neat ideas (The upcoming infiltrator rifles sound like a blast!). Now what can we add for Light Assault? PDWs fall too much into the SMG category, giving LAs a full on rifle seems a little bit excessive given the class' fantastic maneuverability, the class already has access to SMGs and shotguns, which work fantastically for a CQC oriented class. Maybe the best option is to give them access to a unique type of carbine? A Nanite Systems carbine designed specifically to be used more effectively by a jumpjetting infantry is the common pool option, though of course there should be faction-specific weapons, but we'll cover that in a moment. I'm only asking for one thing, SOE: Let's get some bullpups! -New Tools/Utility/Suit slots! These are always a tricky thing to implement and balance. The added items and abilities need to be useful and functional and unique, while at the same time remaining true to the class' philosophy and playstyle. Adrenaline pump, for instance, makes sense for a Light Assault, as the class is (mostly) designed as a hit-and-run shock trooper, and speed is certainly a shock trooper's friend. So what can we add to the light assault to give them more functionality on the field, and also add new potential tactics while not deviating from their role too much? 1: Satchel charges (Tool slot) When it comes to entering a base to cripple the shield generators and defenses, it really doesn't get any better than Light Assault. The generators are inside the base, which is usually surrounded by walls or other means to limit outside infantry getting access. But Light Assaults just don't give a crap. Walls? Hilarious! It's much easier for a few jetpackers to enter a base, and they're usually the first inside. Once they're inside, there's a plethora of priority targets to take out that will assist their team. The satchel charge is a saboteur's best friend. An absolutely and absurdly excessive amount of explosives set to one timer, and when it goes off, I guarantee you whatever it was attached to won't be any more than smoldering wreckage. As a limitation to prevent it from being used in an anti-infantry manner (Not the tool's intented purpose) I propose it can only be placed on specific objects (Vehicles, generators, turrets, base assets) You place it on whatever you want to explode (a 2-3 second process) After a 30 second (Just a shot in the dark estimate, would probably need tweaking) timer, KABOOM! Whatever it was strapped to is pretty much scrap. Now this would be absurdly useful against Sunderers and MBTs, so I propose a warning being given to the operator of a vehicle that they're being rigged with explosives, but ONLY if the vehicle is manned! The satchel charge is also capable of being defused (Perhaps the same mechanic as stabilizing a generator) which renders it inert, but will not return the resources the light assault spent to get one. This promotes a high risk/VERY high reward for an intrepid LA who finds him/herself in the position to sabotage a critical enemy asset, though the enemy has ample opportunity to protect against it just so long as they pay attention. And of course, the satchel charge is so heavy that you can never carry more than one. 2: Fuel Injectors (Utility slot) We've all had it happen before. We're flying up to a lucrative position, and our jetpack fuel doesn't QUITE make it. OR we had to bail/jump from a huge height, and you don't have enough fuel left to soften your landing enough to avoid the splat. Maybe some Light Assaults on Auraxis are worried about this, and elect to carry a small spare tank of fuel that can be injected into their packs in an emergency to give them JUST a little bit more juice to get the job done. In-game, this could be implemented by adding 15% of the max fuel to the current tank (Upgradable through certs, 20, 25, 30%, and so on) but after doing so you might be subject to a 30 second (Perhaps longer) cooldown before you can use the fuel injector again. Or, as an alternative to getting a little extra time in the air, have it work like a mini afterburner, adding those same values listed above to the maneuverability and ease of use of the jetpack. 3: Inertial Dampeners (Suit Slot) Of all the classes in game, Light Assaults are probably the ones dealing with fall damage the most often, for obvious reasons. This suit slot is relatively straightforward, and works by reducing fall damage by certain values per rank. Now, if you jump from a liberator at 800m and don't use your jetpack, no amount of inertial dampening is going to save you, so perhaps the suit slot can only function for distances of say... 50m (Might need tweaking) 4: "Gecko" Maglock (Suit slot) Of all the ideas I'd had, this one feels the weakest to me if only because it has the most potential for exploitation, but how about an option for Light Assaults to "stick" to walls? Or, if sticking in place is too much, then reduce the speed at which they slide down a wall. I feel like this can add a lot to the class, further rewarding a player for creative use of the environment. If you think outside the box, especially in a heavy combat scenario where creative thinking might be a little difficult, you should be rewarded, am I right? To prevent a Light Assault from just sticking to one place on the wall indefinitely, it might slowly drain the jetpack fuel, or only limit the LA to hipfire (As one hand would have to be occupied stuck to the wall so they can stay up there) But the ability to stick yourself up in a very clandestine place and wait for someone to pass over you so you can drop down opens the door for so many ambush opportunities, and I feel that ambushing and lightning quick guerilla attacks fits the playstyle of the Light Assault Faction Specific ideas: Guns guns guns! Terran Republic: What embodies the mighty Republic more than having a lot of bullets available and being able to dump them in record time? The weapon for the glorious Terrans that I propose is a triple-barreled, almost Metal Storm style weapon. Can switch between full auto/burst fire (3 barrels + burst fire = fun!), would have a big chunky drum magazine behind the grip (Bullpups SOE! They're awesome, give us some!) Absolutely absurd fire rate, but given the need to use a special type of ammo with the different mechanism, bullet damage has to take a hit as well as reload speed, seeing as how a Metal Storm type weapon has an... interesting reload. This is just a proposal, and there are many people who have a better understanding of balanced game mechanics and integer values for weapons, but I was thinking 1000 RPM, 100 damage per round. The TTK is .6 seconds, well within par for most weapons in the game (Heck, even a little slower than some). Now naturally such a bullet hose isn't what you'd want for long range engagements, and even burstfire might be barely effective past 60m, but c'mon. You're playing Light Assault, you wanna get close. New Conglomerate: We all know the proud warriors of the NC love their guns to hit like a freight train full of depleted uranium, and kick like that too. We could simply make a carbine that's got a high bullet damage, low ROF, and all that, but that is just beyond boring and unoriginal. How about a burst-fire carbine with decent damage that is technically only burstfire by definition. Think AN-94. Two bullets fired in sync with each other so as to hit nearly the same spot. And knowing the NC, they're gonna be big bullets. This one would require more deliberate aim than other carbines, but think about 2 167 damage bullets hitting the head at the same time. OUCH. Of course, to bring such raw beastly power in line, the cycling of new rounds to fire would take longer than most burstfire weapons, so while it's technically burstfire, it would probably feel more like a semi-automatic battle rifle than anything. And heck, how cool would it be for the weapon two have two magazines, one for each barrel! This is a weapon with a higher skill cap, but one that would reward skilled players who know how to aim in the heat of battle, which I feel covers the NC combat philosophy very well. Vanu Sovereignty: The enigmatic Vanu have a lot of tricks up their sleeves, there's no doubt about that. When you start working with alien tech, things start to get a little wacky in terms of application of weaponry. We've had a lot of new Vanu weapons added to the game since it launched, and I feel like far too many of them use a charge mechanic. Don't get me wrong, charging up a weapon to unleash one crazy big f***-you blast is fun, but when every new weapon the faction gets uses that same idea, things start to get a little stale. And what better way to break stale then by going over the top and absurd! Let's give the Vanu a carbine that, while it may not be as effective at outright killing an enemy in the normal "shoot at them until they stop moving" fashion, this carbine will sow utter confusion and chaos in the enemy ranks, and when the enemy is in disarray it's that much easier for a shock trooper to kill them. BOUNCING LASERS. Yes, yes. You shoot it at a person, you shoot it at the ground, but the laser keeps going, and in all kind of wacky directions. Now, this might not sound very practical, but bear with me. You know those generator rooms on a lot of amp stations? The super small ones that have only two doors and is about the size of a toddler's closet? The ones that get camped so that you can't get in to stabilize the generator? Fill it with lasers. Literally fill it. And they bounce on the walls. Think that might clear a few people out? Now, of course the lasers shouldn't be allowed to bounce indefinitely, so I think a maximum of 3-4 bounces, and it loses damage per bounce, but even just 2 Light Assaults peppering a small room with this kind of weapon would be both terrifying and amazing to behold. C'mon, the Vanu are the "disco lightshow" faction, bouncing lasers totally fits! Okay that's all I can think of for everything. Now bear in mind, these are just some of my ideas. I'd really appreciate some feedback, but I don't expect any of these to be actually implemented.