We see this already with the mortarman and flamer having increased ammo for their special weapons as a perk, and with the build speed and resource perks for engies, not to mention vehicle perks for tanker and pilot. So here are some more class specific perks.
MACHINE GUNNER:
+100% amount of ammo received from requesting ammo from squadmates.(10 Vitality)
-20% overheating speed of stationary machine guns(9 Weapon Handling)
AT GUNNER:
+20% anti tank weapon ammo(10 Weapons Handling)
+30% duration of vehicle marks(7 Vitality)
Ability to range-find on vehicle marks(15 Weapons Handling)
MEDIC:
+20% number of medical syringes(10 Weapons Handling)
+50% medical syringe healing(8 Weapons Handling)
+75% distance of seeing teammates in need of assistance(6 Vitality)
+40% speed of healing allies(12 Agility)
MORTARMAN:
-40% mortar shot deviation(15 Weapons Handling)
ENGINEER:
+20% durability of constructed objects(8 Vitality)
+50% ammo in the ammo box(12 Weapons Handling)
+100% dismantling speed(10 Agility)
SNIPER:
-80% shot deviation while holding breath(14 Weapons Handling)
PARATROOPER, PILOT:
+50% speed of descent with parachute(10 Agility)
Let me know if these are good and if you have any ideas of your own.
6 Likes
Where is he supposed to keep this ammo and would it increase the risk of ammo explosion by 20%?
The large ammo bag gives you more ammo.
And the second perk only for engineer teams.
Medics have their perks and they are much better than your suggestions.
It just looks sensible.
Airborne should be nerfed, not buffed.
I’m saying that it’s completely without thinking so rushed just like half of the ideas that developers accept because they think people want another C0D or BF, but people want something closer to HLL and WT.
2 Likes
It’s for anti-tank handheld guns(e.g. ptrs, bazooka). Maybe an extra pouch. It’s like the perks for extra mortar and flamer ammo.
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This is for requesting ammo from squadmates, something you can only do when all out of ammo. Usually they give you one magazine when ordered to give you ammo. This perk would make them give you two magazines. Different from large ammo bags.
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Overall I like the idea.
Though I dislike things like “+20% more ammo” as imo it should be tied to equipment, not to skills. Simply because of common sense (though ppl here tend to not like it).
2 Likes
When you have about 20% of your last magazine you can ask your AI for additional magazine.
Alt + 2 if I remember correctly.
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Oh I didn’t know. Or maybe because when I don’t have ammunition, I carry the enemy’s weapon.
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Well yeah, i would like a “special ammo pouch” for mortars and at weapons and flamers but these are already perks, so it makes sense that at gunners would get something similar.
2 Likes
i think that a better idea would be for each class to have an unique ability;
machine gunner: ability to swap barrels out on MG42, unique & fast tactical MG reload compared to a non-machinegunner
rifleman: improved weapon handling (faster reload speed on a rifle than non rifleman, faster bolt cycling than non rifleman)
assaulter: better recoil control on a submachine gun/assault rifle
AT gunner: faster handling of explosion packs, TNT packs, anti tank mines (this means that they will throw and deploy anti tank stuff way faster than a non-AT gunner)
explaination;
these abilities will ensure that classes that are designated to their speciality are the best at it, meaning that class such as AT gunner will be the best at being a AT gunner, assaulter will be the best at being a assaulter, or a rifleman being the best at being a rifleman, so when for example a non assaulter takes assaulter’s gun, he wont be as good as any ordinary assaulter, AKA he wont immediatly turn into a rambo terminator cause he picked up a weapon that doesnt suit his class.
and no this does not automatically mean that all other classes will be unplayably bad at doing something because they dont suit the role of the weapons and whatnot, they still will be good, but not AS good.
more options and ideas are to be added, this isnt a final conclusion of the idea
1 Like
Some good suggestions in there. I ike these the most:
I’ll add my own:
TANK CREW:
- slower overheating of coaxial MG (gunner perk)
- faster reload of coaxial MG (loader perk)
- finer adjustment of vertical gun elevation (gunner perk)
- faster turret traverse speed (gunner perk)
- greater field of view, when looking through vision ports
RIFLEMAN:
- can tell apart friendly and enemy artillery/airstrikes
- counts as 2 soldiers, when capturing/defending objectives
ENGINEER:
- faster speed of setting/defusing explosives on objectives
This was one I thought about but may be a bit too OP especially with how goofed cap times already are, imagine a 9 man usa normandy squad with this perk speedrunning d day.
Boy I sure do love being a Czech soldier forced to fight for the Germans stationed at the Dog Green Sector of Omaha Beach on June 6, 1944.
1 Like
Yeah, nothing ever happens here.
Its so peaceful and there is a great view of the beach from here.