Sub-classes

Assaulter
-Recon = carries silenced weapons smg/pistol
-Vanguard = uses a small shield holding it can be angled to deflect pistol rounds/ planted in the ground it can deflect rifle rounds

Engineer
-Pioneer can build a long infantry trench/round equipment-vehicle trench
-Saper demolition of structures and detection diffusion of mines

Rifleman
-Grenadier only class that can use rifle grenades, can be angled like mortars (with arching range line)
-sharpshooter - falls between sniper and rifleman using non magnifying optics to improve accuracy at range

Sniper
jager/hunter = loose one sniper gains 2 unarmed spotters that can mark targets - spotter is camouflaged but not sniper
pathfinder = gains ability to climb buildings/rocks/trees and form a hunters perch

4 Likes

AT
(xxxxxx) - gains ability to disable modules (turret/tracks/gun/engine) is weaker at killing crew destroying tank
(yyyyyy) - is better at long range (optics) but is slower to fire and worse the closer to target
Gunner
(Defender) - gains ability to deploy bipod but looses ability to fire and move must crouch or go prone without moving, takes time to deploy and remove bipod/tripod
(striker) - has the ability to blind fire suppressing enemies and quickly fire while moving making them good at close to medium range
Mortar
Divided into (anti tank) and (anti infantry), at gets armor piercing round and ai gets incendiary
Radio
(gas round) - large area of effect slowly kills soldiers that stay in area
(rocket radio) - already in game

1 Like

I think we can make a two dimension graph. On one axis you got heavy-light the other axis you got offensive and defensive. With rifle man in middle as the root of all theory on solider class.

For the first ring, assault is on the light-offensive side, sniper is light-defensive, engineer is on heavy-defensive and AT is on heavy-offensive.

And all other classes are developed based on the four classes on the first ring. For example, paratrooper, guerrilla are the extension of assaulter. Mg is the extension of AT. Medic, mortar are the extension of engineer and radio is the extension of sniper.

Biker don’t even deserve to stay in this game, tanks , apc and pilots are not within the graph

nope

Sub classes that can be chosen as a part of the perk system is a great idea, however the suggested ones might be better left behind here.

Instead for assaulters you might have the option to sacrifice a vitality perk to pick up the grenadier perk instead, this giving you a free grenade slot/slots.

Riflemen could maybe go for a stout or robust perks that grants extra resistance to damage while charging.

Point being here you shouldnt be taking away features everyone else has here already. Just to give an example, the AT suggested perk, are you suggesting no one else gets to deal damage to subsystems in tanks unless they are that class? Or are you suggesting some sort of magic spell for the AT gunner where he can just will tanks engines to die?

2 Likes

I like the idea of pioneer and sharpshooter. Id called them marksmen. In fact at Gallipoli in WW1 they didnt have ‘snipers’ they just found who were the best shots, gave them the best Lee Enfield rifles and let em do their thing. The Turks had sniper scopes, we didnt.

We have been asking for more engineer buildables like Bailey bridges, ladders and small pillboxes. Also the ability for groups of engineers to dig trenches together, like real life.

However Im concerned your system is too confusing and complicated. Enlisted is confusing as it is with all the perk nonsense and upgrades and such.

For recon I think a recon squad would be better. An M3 Scout Car, Daimler Dingo and similar vehicles for other factions. Longer range so sniper, machine gun, maybe radioman, smaller squad like guerillas maybe 4, 5 soldiers?

5 Likes