Sub-Class Ideas

What Ideas do you Like?


  • Total voters
    7

Dice

Member
Joined
Oct 4, 2019
Messages
81
Points
8
Age
21
Hey it's me Chatterbox. So I really like sub-classes. the pretty much allow you to play classes differently yet still keeping their main job roughly the same. I'm gonna go ahead and say some changes first to already exsisting sub-classes and then I will talk about new sub-class ideas

Changes

* For the demo sub-class, keep the rocket launcher but replace the gun with a worse gun or don't have one at all. This will trade your kinda good explosives for really good explosives but removes your close range and blaster combat capabilities. Even though you can't really take out smaller units very well anymore, is a pretty nice trade as you can now have an easier time taking out the big units but with help you should be kinda fine. Like I said, sub-classes are supposed to change the way you play and this fits that criteria.
* I kinda like where the medic sub-class is going but its still sorta needs some changes. I want the sub-class to take the medics mid range and all purpose capabilities and trading them with good close and far range capabilities. So make the pistol a bit better, but only really at close range (probably increase the fire rate and inaccuracy) and make the DMR a bit better at longer ranges (decrease the rate of fire a bit and it may not be needed but increase the damage or range a bit too). From what I think, its a pretty good trade.

Additions
* Add a recon sub-class that would trade his really good rifle for a somewhat worse rife in trade of an ok close range weapon. How good the secondary weapon will be will depend on if the new rifle has the ability to slow down B2s. They are scouts after all so a close ranged weapon would be good on sneaky scouting runs and stealth missions. This ideas isn't super unique but it might work.
* Add a heavy sub-class that trades his weapon for a good close, medium, and far ranged one. The guns will only be useful at their specific range as in any other range they would be useless. Give the new weapons a slow reload speed, somewhat low magazine, and sorta slow pull out speed. This should make you good in pretty much every scenario but still have some skill in it as you will need to switch and fire your weapons wisely. I think this is a bit more interesting than the recon one but I do feel like this once could still use some tweaking.
* Add a jetpack sub-class that gives you a rocket launcher and a pistol as your weapons. Yes this will be kinda like how it is in BF2. Now the rocket launcher should probably be a reskin of the HL2 one. I know that sound OP but stay with me. If you had a jetpack and a simple rocket launcher you would jetpack out of cover, fire a quick rocket, and then get back into cover. If you have a targeting rocket launcher with a slow rocket then you would have to get out of cover, fire the rocket and then stay in the air, pointing at your target. Now this is dangerous as when you are in the open sky with no cover pointing your laser, droids are probably going to have an easy time killing you. Now it does have some nice bonuses like you can target enemies in the sky but they can still shoot you and duck behind cover. This could maybe be a cert that jetpack bois could get but idk. I feel like this would need testing and more ideas like maybe you can only shoot a rocket when you are flying to see if there are any cheap tricks but I think it would be kinda nice.
 

Dusk/Dorothy

Project Senior Staff Gamemaster
Joined
Oct 26, 2018
Messages
274
Points
28
Age
22
I do love this post, it does give some good recommendations. Even if people would disagree it might give ideas for Riddick to work on in the future. Very nice!
 

Nightingale (Faith)

Active Member
Battalion Officer
Joined
Sep 1, 2019
Messages
178
Points
28
Location
The Hill Tribes
They're cool looking ideas and all Chief but frankly I don't think they'll work out the way you think they will in practice with the way server tends to play out.

Sorry to throw the book at you with this sort of thing but it had to be said.

Take care <3
 
Last edited:

Unlucky

Active Member
Republic High Command
Battalion Officer
Joined
Nov 19, 2017
Messages
264
Points
43
Location
The Rice fields
Demo sub class - No, this is not TF2. We need gun.
Medic sub class - you just explained the dc-15x, we already have the ee-4 one of the most god tier pvp weapons in close range. The pistol is a pistol, it's fine.
Recon sub class - you just explained the DMR from the medic class.
Heavy sub class - The heavy class isn't supposed to be long range, it's supposed to get as much heat down range as possible, there is no gun in star wars that is gonna meet that criteria, that we do not already have on the server. However, I think bringing back the old dc-15a stats is good.
Jetpack sub class - I like the idea, but just imagine how many jetpack rockets there would be in a event, and tell me if that is a good idea.

I get that these are sub classes, but I do not think that these are balanced enough, nor make sense for the class themselves.
 

Sharp

Active Member
Joined
Aug 31, 2017
Messages
897
Points
43
Age
22
Location
Columbus, OH
I feel like a similar post has been made and the same points have been brought up

I agree with unlucky
 

Nuke

Member
Battalion Officer
Joined
Sep 14, 2019
Messages
156
Points
18
Age
21
Imma be honest, the Demo already has a high enough chance of dying.
 

Archangel

Project Senior Staff Gamemaster
Battalion Officer
Joined
Feb 3, 2019
Messages
386
Points
43
Age
27
Location
The Rice Fields
Demo anti tank sub class has a rocket launcher that does more damage to vehicles than the regular launcher does. the medic subclass also has more range and double the bacta equipment along with a really nice automatic pistol. And heavy has the z-7. Theres a bunch of specs within some of the weapons themselves that make them valuable
 

Fretwell

Active Member
Joined
Nov 22, 2017
Messages
311
Points
43
Age
22
Location
United States of America
So I mentioned this in our staff development channel earlier today.


Squad leader loadouts :
Radioman
Artillery (VIP)

Jet Trooper loadouts :
Low damage high fire rate SMG class
Jump Trooper with a grenade launcher

Engineer class loadouts :
Reinforcement (VIP) - Tougher barricades and maybe some more buildings
Gunsmith (VIP) - Could deploy dispensers with weapons on the field but only in limited numbers

Radioman would have the LAAT support beacon yoinked from the old crewman class.
Artillery could have the ARC-170 CAS beacon

The jet trooper could get the SMG as the only weapon for that class, the only downside being low damage but you still have high mobility and high fire rate, great against lower-tier enemies.
To give them some beefier firepower, a jump trooper with a grenade launcher would be a cool way to utilize the demo and jet certs.

The reinforcement class could give the combat engie some tougher barricades and maybe some new buildings to use.
The gunsmith class would be able to drop limited amounts of certain special weapons, such as the DLT-23V.
Both of these should be under a VIP barrier as we already have a regiment dedicated to more comprehensive engineering, if anything I believe the Naval Engineers should get these classes for free rather than having to pay for VIP to get them.

Feel free to give any criticism to what I've laid out, I just believe this would be a good addition to those classes.
 

Dice

Member
Joined
Oct 4, 2019
Messages
81
Points
8
Age
21
Demo anti tank sub class has a rocket launcher that does more damage to vehicles than the regular launcher does. the medic subclass also has more range and double the bacta equipment along with a really nice automatic pistol. And heavy has the z-7. Theres a bunch of specs within some of the weapons themselves that make them valuable
I'm talking about non vip stuff
 

Thatcher

Active Member
Battalion Officer
Joined
Jun 14, 2019
Messages
302
Points
43
Location
Funkytown
So I mentioned this in our staff development channel earlier today.


Squad leader loadouts :
Radioman
Artillery (VIP)

Jet Trooper loadouts :
Low damage high fire rate SMG class
Jump Trooper with a grenade launcher

Engineer class loadouts :
Reinforcement (VIP) - Tougher barricades and maybe some more buildings
Gunsmith (VIP) - Could deploy dispensers with weapons on the field but only in limited numbers

Radioman would have the LAAT support beacon yoinked from the old crewman class.
Artillery could have the ARC-170 CAS beacon

The jet trooper could get the SMG as the only weapon for that class, the only downside being low damage but you still have high mobility and high fire rate, great against lower-tier enemies.
To give them some beefier firepower, a jump trooper with a grenade launcher would be a cool way to utilize the demo and jet certs.

The reinforcement class could give the combat engie some tougher barricades and maybe some new buildings to use.
The gunsmith class would be able to drop limited amounts of certain special weapons, such as the DLT-23V.
Both of these should be under a VIP barrier as we already have a regiment dedicated to more comprehensive engineering, if anything I believe the Naval Engineers should get these classes for free rather than having to pay for VIP to get them.

Feel free to give any criticism to what I've laid out, I just believe this would be a good addition to those classes.
Based
 

Rice with Extra Eggs

Active Member
Battalion Officer
Joined
Mar 4, 2019
Messages
130
Points
28
Age
23
So I mentioned this in our staff development channel earlier today.


Squad leader loadouts :
Radioman
Artillery (VIP)

Jet Trooper loadouts :
Low damage high fire rate SMG class
Jump Trooper with a grenade launcher

Engineer class loadouts :
Reinforcement (VIP) - Tougher barricades and maybe some more buildings
Gunsmith (VIP) - Could deploy dispensers with weapons on the field but only in limited numbers

Radioman would have the LAAT support beacon yoinked from the old crewman class.
Artillery could have the ARC-170 CAS beacon

The jet trooper could get the SMG as the only weapon for that class, the only downside being low damage but you still have high mobility and high fire rate, great against lower-tier enemies.
To give them some beefier firepower, a jump trooper with a grenade launcher would be a cool way to utilize the demo and jet certs.

The reinforcement class could give the combat engie some tougher barricades and maybe some new buildings to use.
The gunsmith class would be able to drop limited amounts of certain special weapons, such as the DLT-23V.
Both of these should be under a VIP barrier as we already have a regiment dedicated to more comprehensive engineering, if anything I believe the Naval Engineers should get these classes for free rather than having to pay for VIP to get them.

Feel free to give any criticism to what I've laid out, I just believe this would be a good addition to those classes.
Incredibly based
 
Top