Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Stop cheating, ur not allowed to shoot me
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2012-03-14, 03:57 PM | [Ignore Me] #1 | ||
Colonel
|
This sorta popped in my mind from another thread. Although I doubt it will change anymore at this point of development, but discussion never hurts.
So, I was basically thinking, instead of making Heavy Assault it's own class, why not make it a customizable option for all classes except MAXs. As in, you could be for example a Heavy Medic or a Heavy Engineer as well. If you preferred mobility and some other light-only goodies, you could just stick as a light medic or light engineer or light assault. The TR LA and HA look so very different and I'm sure I'm not alone with this that I would certainly like the option to wear the heavy armor on other classes than assault. I think it should be an optional playstyle. Now we come to the balancing side of things. Naturally, the light classes need to be lucrative. The most obvious differences would likely be light classes being more mobile, while the heavy classes could probably have more hitpoints or perhaps be able to carry more supplies with them? Then again, the mobility part is a bit hard, cos I dont think giving jetpacks to all light classes is the way to go and I'm not sure if runspeed alone would justify for the lesser hitpoints. Another good downside for heavy classes would be inability to enter most vehicles except for transports perhaps, while lights would have that option, but would be weaker in an outright gunfight. So yea, I honestly doubt this would change anymore, but I think only making a Heavy Assault is a good waste of amazing armor. I like being in support roles so I may not play Heavy Assault that often, but I think the heavy armors will be one of the best looking things in this game, at least judging from the TR HA.
__________________
|
||
|
2012-03-14, 04:02 PM | [Ignore Me] #4 | ||
Colonel
|
I think it's pretty clear at this point, I'm afraid.
I doubt they wouldn't have mentioned anything about that this far into the development. Any and all references to the heavier armors have always been about Heavy Assaults, which is a class of it's own. That said, if I'm wrong (and even if I was right, getting some dev to comment on how this decision was made etc would be super cool), I'm sure some dev could pop by and correct me?
__________________
Last edited by Coreldan; 2012-03-14 at 04:04 PM. |
||
|
2012-03-14, 04:08 PM | [Ignore Me] #9 | ||
Colonel
|
I had a feeling I forgot something, that was it lol. So yeah, I guess Infiltrator and MAX wouldnt have heavy versions, but I think it would be justified for assault, medic and engi to have heavy versions.
__________________
|
||
|
2012-03-14, 04:32 PM | [Ignore Me] #10 | ||
Second Lieutenant
|
That's kind of the Brink system.
Light classes could only hold small weapons - smgs and pistols, but they could run fast, vault over obstacles, run up walls (kinda) and be super mobile. Mediums could vault and run kinda fast, and they could carry rifles or smaller. Heavies could slowly climb over small obstacles but not very well. They could carry the rocket launchers and MCGs etc I think lights had -30% health and heavies had +30% health as well but I can't remember. |
||
|
2012-03-14, 04:52 PM | [Ignore Me] #14 | |||
I'm actually all for the Light/Heavy choice. Including cloakers. Afterall it can be just made that Heavy Armor takes some equipment slot like grenade slot, or ammo capacity, or... Last edited by NewSith; 2012-03-14 at 04:54 PM. |
||||
|
2012-03-14, 05:05 PM | [Ignore Me] #15 | ||
Doesn't change the fact that increasing a medic's health just increases the likelihood it'll be unbalanced if people start using medic swarms. A hundred medics with high health all able to heal AND res each other? No thanks.
|
|||
|
|
Bookmarks |
|
|