Gear changes

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Electrocuuute

FNG / Fresh Meat
May 17, 2009
206
0
0
I was thinking to make the classes more specialized and to reinforce teamwork, to remove the syringe from all classes but medic, and welder from all classes but support. This would make people rely on a specific person rather than hoping someone will weld the door or heal them.

Another possibility is to add new items to make the classes more specialized (while keeping the removal of syringe/welder as said above).

Here's my ideas to new class gears (all second items would be unlocked at Lv 5):

Medic: Health Syringe and an HP Booster (increases health past 100% for 30 seconds, after time expires hp drops down to what it should be. If you started with 100 hp, got 25 from the boost, then took 100 damage, when time expires you will die).

Support Specialist: Welder and an ammo box (used to hand out ammo to others, doesn't work on self. Animation could be holding a box in one hand and reaching in and giving a clip to your teammate) Would be very useful if you've run out of ammo and you're boxed in and can't run out to look for some.

Commando: ???

Sharpshooter: ???

Beserker: ???

Firebug: (lv 5) Able to bestow fire on teammate's weapons (e.g. incendiary bullets, flaming weapons) that do more damage and have a chance to catch specimens on fire.

Anyone else have any other ideas or reasons as to why this would be great/suck.
 
Last edited:

airsoft343

FNG / Fresh Meat
Jul 21, 2009
81
0
0
well.....

well.....

While it would inforce teamwork, I just think it would make the game a little too hard, IMO
 
Last edited:

Electrocuuute

FNG / Fresh Meat
May 17, 2009
206
0
0
Making it so you can only get healed by one person on your whole team.... that's definitely easier. Especially on Suicidal/Long.
 

213

FNG / Fresh Meat
Jul 22, 2009
917
371
0
agreed. it would make the game excruciatingly hard tbh. which imo, the game is already hard enough as it is.

keep in mind users of engineer and medic perk get bonuses in their respective skills.
 

thrash242

FNG / Fresh Meat
May 18, 2009
437
4
0
Sometimes when I'm playing medic, I really wish no one else had injectors. So many people on pub servers just inject themselves even when I'm nearby and running toward them, then when I inject them, it doesn't take effect because they've already got their lame, weak self-heal in effect.

Heal effects don't stack and their weak one takes precedence over a medic's heal. Then I have to stand there and keep jabbing them until their heal wears off so I can finish healing them with mine.

Non-medics should only heal if a medic needs healing or if someone (including themselves) needs healing, but a medic is not nearby or currently busy. If you need healing and a medic is nearby, call for a medic (push V, 1, 1). If you don't get healed soon, then go ahead and heal yourself. You'll usually get healed to full faster if you call a medic, though.

Of course, the above is assuming that you have medics and that they're decent medics that actually heal.
 

Skunkee

FNG / Fresh Meat
Jun 17, 2009
302
2
0
I was thinking to make the classes more specialized and to reinforce teamwork, to remove the syringe from all classes but medic, and welder from all classes but support. This would make people rely on a specific person rather than hoping someone will weld the door or heal them.

And what about teams that don't have medics or supports?
 

Red Giant

FNG / Fresh Meat
Jul 4, 2009
27
0
0
Too many ideas these days sound like something out of a RPG game, how should you just magically gain more health, or magically make other people's bullets catch stuff on fire?
 

Electrocuuute

FNG / Fresh Meat
May 17, 2009
206
0
0
And what about teams that don't have medics or supports?

And why don't they have one?

Too many ideas these days sound like something out of a RPG game, how should you just magically gain more health, or magically make other people's bullets catch stuff on fire?

Incendiary bullets are real, and it could be like a shot of adrenaline, making the person perform beyond their normal physical boundaries, and then collapsing afterwards.
 

Red Giant

FNG / Fresh Meat
Jul 4, 2009
27
0
0
Incendiary bullets are real, and it could be like a shot of adrenaline, making the person perform beyond their normal physical boundaries, and then collapsing afterwards.

They are only used as armor-piercing rounds for tanks, or as tracer-fire for standard ammunition, they don't catch things on fire (unless there is a flammable substance such as gasoline).

And even then, how would it work? As soon as a rank 5 firebug is present, everyone suddenly gains flaming arrows and incendiary bullets?
 

Kogitsune

FNG / Fresh Meat
Jun 12, 2009
180
1
0
And even then, how would it work? As soon as a rank 5 firebug is present, everyone suddenly gains flaming arrows and incendiary bullets?

How does burning so many things make your flesh and clothes burn less, your grenades suddenly turn into molotovs after burning so much ( without changing appearance, mind you - they still look like frags ), the tank of pressurized whatever suddenly able to hold more, the flamethrower shoot further and burn hotter?
 

Electrocuuute

FNG / Fresh Meat
May 17, 2009
206
0
0
They are only used as armor-piercing rounds for tanks, or as tracer-fire for standard ammunition, they don't catch things on fire (unless there is a flammable substance such as gasoline).

And even then, how would it work? As soon as a rank 5 firebug is present, everyone suddenly gains flaming arrows and incendiary bullets?

Like I said in my original post, they'd be items.
He could walk over and give you clip of incendiary ammo, or dump some of the canister on your melee weapon.
So? Is the Patriarch a tank? No, he's not. So why are we able to use an anti tank weapon on him? Videogames don't NEED to make sense. It's just nice if they do.
 

jesters puppet

FNG / Fresh Meat
May 13, 2009
165
5
0
Engalnd
Im not sure about your ideas here, as if the medic died youd all be royally screwed! but then again ive never really like the whole perk system at all. as they have tried to combine to game aspects here, the freedom of being able to buy any weapon from a store (counter strike), and the perks which give you special advatages (team fortress class system) and I realise they wanted to strike a blance between freedom of choice and customisation as far as guns are concerned, and the rigidity of roles which encourage teamwork by implementing perks. but i feel in doing this they ballsed it all up. either have one or the ither, a class based system where you pick a class and start with certain weapons, and your starting weapons can be upgraded as you level up a-la tf2 and uits loadout system, or remove all the perks and have a counter strike style affair and give greater varience in weqapons meaning persons with certain weapons fill roles within team (crossbow=sniper, bullpup=commando) rather than perks. as i feel at present the perks seems kinda tacked on, like a last minuite thought to try and encourage teamplay, i find i merely pick the perk which gives me the best killing capability at the time ie at start i am sharpshooter so i can own ZEDs with the 9mm, then i become support so i can use shotgun, then firebug so i can use flamethrower for final stages. this is not improving teamwork its merely a way of giving players an edge in certain scenarios. so i think a more class based system would be better if teamwork is to be forced upon the community. then again i hate being restricted i feel picking my own weapons makes me more efficient killer, and coincidently a good teamplayer. if it were left to me you would pick a role at the start of each round, and it cannot be changed, the perks still apply, but you can only purchase certain weapons, ie class specific weaponary, with a tier system so lv5 firebugs will have a superior flame based weapon they can buy ect. but then again theres many things i think need fixing, like the user interface needs an overhaule, as does the HUD, server browser ect. the perks need to either be removed, or turned into a class based system of sorts. and 3rd person animations need to be bought up to scratch. these are the only 3 flaws i see with the present game ...of course if i am to be picky the patriarch needs a reworking so he looks less cartoony and more grungy, there needs to be better AI, new gamemodes, and more weapons maps ect. ^.^ but these last few are just me being picky, i realise TWI are a small company and i am by no means disatisfied with the game, but merely think with a bit of spit and polish it could become a true jewel.
 

Chicken

FNG / Fresh Meat
Mar 20, 2009
144
0
0
England-Cambridge
TL;DR ^

I always liked the idea of having to buy the equipment you start out with (Not the pistol and knife for obvious reasons) but I think that limiting the abilities to classes is just a bad idea. When you are a medic or a support you get bonuses to your ability and that is good enough for now.
 

Soanos

Member
Jul 2, 2009
569
8
18
Finland
I agree on medics being the only ones able to heal.

How about supports only classes able to use shotguns, and sharpshooters to be only classes to be use the 9mm, handcannon, lever action rifle and crossbow?

I mean, I think the idea behind perks is that everyone can do something, but not as well as someone using a specialised perk.
 

Svetloste

FNG / Fresh Meat
Jul 25, 2009
20
0
0
Commando: Emergency reinforcements - the ability to bring one player back from the dead as a emergency reinforcement.

Sniper: receives a higher power weapon - a Barret M82 with low ammo but massive damage.

Berserker: Thunderfist - Drops all weapons and draws a pair of spiked steel knuckles that hit hard, but are slow, body parts can get stuck to the knuckles and weigh them down makeing hits slower.
 

Soanos

Member
Jul 2, 2009
569
8
18
Finland
...and the hilarity ensues.

*thinks to himself*At least I have Mr. Perky.

J/K, I think the classes will be balanced just fine, once the Commando update and the new toys come in. :)