This post is a follow up to a post I previously made arguing for a subclass system to replace the veteran system.
Subclasses instead of Veteran Upgrades
The subclass system I am suggesting is better outlined in my previous post. When designing these, I tried to allow subclasses to expand on the current roles of the classes. This means that these subclasses each focus on a particular use for each class, allowing squads of the same soldier class but different subclasses to play differently. I also have not used subclasses to restrict or permit any weaponry for certain classes, while this could be possible it would be very difficult to balance and may make some subclasses that don’t have access to certain weaponry obsolete.
The subclasses are generally better than regular classes in terms of bonuses, some people may disagree with this approach in favor of the subclasses being sidegrades. I think this is a reasonable argument and depending on how subclasses are theoretically implemented, negative balancing effects can be applied to some of the subclasses (less health, movement speed, etc.)
Note: These are not balanced, any comments on how to better balance these subclasses or any suggestions for subclasses not listed would be appreciated.
Universal Subclasses
These subclasses are available to all classes. These universal subclasses allow players who favor mobility or firepower to choose a more generic subclass.-
Heavy [insert class name]
- 1 extra ammo magazine, reduced movement speed.
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Mobile [insert class name]
- Increased movement speed, climbing speed, and jump height. No backpack slot
Class-Specific Subclasses
*Note - click on the little arrow to see the dropdown listAssault
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Raider
- Buffs to shotguns and melee, increased movement speed
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Shock Trooper
- Reduced hipfire sway and reload speed
Engineer
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Assault Engineer
- Construct stationary guns faster, deconstruct enemy fortifications faster.
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Fortification Expert
- More durable sandbags/wire, dig trenches faster.
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Logistician
- Quicker rallies/ammo boxes. More uses for ammo boxes.
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Mechanic
- More uses for tools for fixing allied armor, fixed tanks receive temporary reload speed and machinegun overheating improvements.
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Emplacement Operator
- Slower overheating of stationary weapons, slightly faster reload speed of stationary weapons.
Rifleman
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Mountaineer
- Increased Stamina and health restored by med pack, bonuses to bolt action rifles
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Spearhead Infantry
- Bonuses to charging and melee, increased sprint speed
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Mass Assault
- Slightly increased capture weight/objective arming speed
Medic
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Field Doctor
- Healed soldiers have more health restored, healed soldiers temporarily receive the extra stamina effect currently provided by the flask
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Quartermaster
- Med boxes also restore a small amount of ammo
Radioman
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Smoke dispatcher
- Faster smoke artillery cooldown, longer cooldowns for other forms of artillery
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Signal tapper
- Enemy rally points are marked when the soldier is within a certain range, longer cooldowns for all forms of artillery
Sniper
It would be possible to create a sniper subclass that doesn’t appear on the killcam after a kill, however it seems very overpowered so I haven’t included that in any of these subclasses.
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Recon Specialist
- More descriptive marks? Marked tanks display tank model. Soldiers of this subclass automatically mark tanks and enemy fortifications upon sight.
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Infiltrator
- Increased jump height and climb speed, less visible to bots to get in better positions.
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Marksman
- Faster reload of bolt action rifles, less recoil for bolt actions
Machinegunner
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Light Machinegunner
- Bonuses for light machine guns, increased recoil with heavier machine guns and some stationary weapons.
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Suppression Specialist?
- Requires implementation of a suppression mechanic
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Fortress Machinegunner
- Reduced dispersion/recoil when braced, higher recoil when not braced
Mortarman
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Barrage Mortarman
- If a squad contains two Barrage Mortarmen, they can mortar a selected point at the same time. Mortar ammunition is reduced.
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Smoke Mortarman
- All explosive mortar ammunition replaced with smoke ammunition, increased mortar firing speed.
Tanker
Already has a form of subclasses (driver, loader, etc.)
Flamethrower
This class was especially difficult to create subclasses for as there aren’t many different ways to play a flamethrower. I am not very happy with these subclasses as they alter the weapon and not the soldier, which was not the goal when making these subclasses.
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Bunker Burner
- Increases range of flamethrower, halves flamethrower ammunition
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Area Denial Specialist
- Ground fires created by the flamethrower last longer, flamethrower has reduced damage
AT Gunner
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Siege Attacker
- Additional damage to enemy fortifications by AT projectiles
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Saboteur
- Reduced damage taken from TNT, increased movement speed.
Faction-Specific Subclasses
These subclasses are less developed than the subclasses posted above, they are more of a proof of concept that individual factions could have their own unique subclasses. Differentiating each faction and potentially offering unique playstyles for certain factions.Germany
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Sturmtruppen (assault)
- Bonuses to fighting in or near objective area. Different variation of shocktrooper assault subclass.
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Panzergrenadier (rifle)
- Bonuses to fighting near vehicles/Combined arms pushes. Allows tanks to contribute to capturing
objectives? Different variation of mass assault riflemen subclass.
- Bonuses to fighting near vehicles/Combined arms pushes. Allows tanks to contribute to capturing
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Gebirgsjäger (rifle)
- Bonuses to bolt actions. Different variation of mountaineer subclass.
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Ostruppen (rifle)
- It would be interesting if they automatically scavenged for weapons, less capture weight. Different variation of mass assault riflemen subclass.
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Volksgrenadier (engineer)
- Bonuses to building AT and AA guns. Slightly different version of fortress engineer subclass.
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Sturmpioneer (engineer)
- Bonuses to stationary mg guns and speed. Slightly different version of Assault engineer subclass.
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Jager (sniper)
- Different variation of recon expert sniper subclass.
Soviet Union
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Red Guard (assault)
- Bonuses to fighting in or near objective area. Different variation of shocktrooper assault subclass.
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Conscript (rifle)
- It would be interesting if they automatically scavenged for weapons, less capture weight. Different
variation of mass assault riflemen subclass.
- It would be interesting if they automatically scavenged for weapons, less capture weight. Different
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Penal soldier (rifle)
- Different variation of mobile riflemen subclass.
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NKVD operative (assault)
- Different variation of shocktrooper assault subclass.
USA
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Army Ranger (rifle)
- Different variation of mobile riflemen subclass.
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Marine Raider (assault)
- Bonuses to fighting in or near objective area. Different variation of shocktrooper assault subclass.
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Rear Echelon Infantry (engineer)
- Bonuses to building AT and AA guns. Slightly different version of fortress engineer subclass.
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Pathfinder (sniper)
- Different variation of recon expert sniper subclass.
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SSF Commando (assault)
- Bonuses to silenced weapons. Different variation of mobile assault subclass.
UK
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Commando (assault)
- Bonuses to silenced weapons. Different variation of mobile assault subclass.
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Royal Engineer (engineer)
- Bonuses to building AT and AA guns. Slightly different version of fortress engineer subclass.
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Foot Guard (assault)
- Bonuses to fighting in or near objective area. Different variation of shocktrooper assault subclass.
Italy
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Guastatori (rifle)
- Different variation of mobile riflemen subclass.
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Bersagliere (assault)
- Different variation of shocktrooper assault subclass.
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Alpini (rifle)
- Different variation of mountaineer subclass.
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Arditi (assault)
- Bonuses to fighting in or near objective area. Different variation of raider assault subclass.
Thanks to @Myrm1don @61839981 and @Scav_Sergei for your constructive comments on my previous post. I have added some of what was suggested.