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View Full Version : [Unofficial] Archetypes: Pointman, Tactician & Survivalist



eyanvenom
08-26-2015, 06:19 PM
Although this is prone to change, there has been discussion about 3 main Archetypes that can either be gained naturally through your own player play-style & progression, or gained by maybe points. Which do you see yourself as? What do you think the benefits of each can be?

Since the two are now defaulted, I feel like this can have an affect on our Grenades and Med-Packs. In videos we've witnessed each different character with 3 Nades & 5 Personal Medpacks. Maybe the archetypes would work like this: Pointman-5 Nades 3 Medpacks. Tactician-4 Nades 4 Medpacks. Survivalist-3 Nades 5 Medpacks

What do you guys think; or maybe these archetypes are key towards unlocking/using specific Skills to swap through?

JokerUnique
08-26-2015, 06:28 PM
Those are the 3 roles you can have as a player and the more points you put in one of these archetypes the bigger the cooldown-bonus is.


Pointman (offensive skill cooldown bonus - DPS)
Tactician (defensive skill cooldown bonus - Tank)
Survivalist (support skill cooldown bonus - Healer)


In combination with gear and mods you have your character progression and a way to max out your character.

As of now, and based on other games, more tank than the other two.

CellSplinter555
09-14-2015, 10:37 PM
I dont think we want to get bogged down with typical, Tank-Healer archetypes.

What i'd like to see is something more like specialisms. Like;
Pointman - The tip of the spear - More pwerfull guns & special grenades i.e. flashbangs, mines, gasses etc
Tactician - Tacticool - More electronics such as drones and special weapons attachments.
Survivalist - Just trying to get through alive - More low tech weapons such as grenades & medpacks. Low tech and brutal. Can take sniper.

These are what i belive the true archetypes would be in a WROL (without rule of law). In other words, they all have specialisms which can increase DPS, but for different weapon types, such as grenades, machineguns or upgraded guns, which should vary their approaches to combat.

strigoi1958
09-23-2015, 11:14 PM
I dont think we want to get bogged down with typical, Tank-Healer archetypes.

What i'd like to see is something more like specialisms. Like;
Pointman - The tip of the spear - More pwerfull guns & special grenades i.e. flashbangs, mines, gasses etc
Tactician - Tacticool - More electronics such as drones and special weapons attachments.
Survivalist - Just trying to get through alive - More low tech weapons such as grenades & medpacks. Low tech and brutal. Can take sniper.

These are what i belive the true archetypes would be in a WROL (without rule of law). In other words, they all have specialisms which can increase DPS, but for different weapon types, such as grenades, machineguns or upgraded guns, which should vary their approaches to combat.

Sounds perfect to me... survivalist should have slow loading weapons and a handgun, maybe more armour and move slower.

CellSplinter555
10-09-2015, 11:37 PM
To ALL;

I looks like from here: http://forums.ubi.com/showthread.php/775767-INFO-What-we-know-about-the-division-currently
That the skills system will be dynamic, mix and match and wont require any special Archetypes. Sure some people will focus on tank and healer but those will be mostly newbs that havent worked out an in depth mix of skills based on in game strategies they've developed.

Philozopher
10-28-2015, 11:48 PM
I will shoot for a good mix of Survivalist and Defensive type style. Hopefully a team will see the potential in me. I would also like to see people create and master their own play style. Keeping my fingers crossed.

JokerUnique
10-29-2015, 05:00 PM
To ALL;
I looks like from here: http://forums.ubi.com/showthread.php/775767-INFO-What-we-know-about-the-division-currently
That the skills system will be dynamic, mix and match and wont require any special Archetypes. Sure some people will focus on tank and healer but those will be mostly newbs that havent worked out an in depth mix of skills based on in game strategies they've developed.
The archetypes were confirmed from multiple sources and the holy-trinity (tank,dps,healer) have been confirmed from the start. So yes they are in the game and they are an important part of the character progression).

clxzen
11-03-2015, 10:00 AM
The archetypes were confirmed from multiple sources and the holy-trinity (tank,dps,healer) have been confirmed from the start. So yes they are in the game and they are an important part of the character progression).

Ill probably lean more towards DPS and Healer, I usually play medic classes in FPS games and Melee DPS in MMO. I would be interested in seeing which party compositions end up being the most effective and used throughout this games community.

JokerUnique
11-03-2015, 12:22 PM
I would be interested in seeing which party compositions end up being the most effective and used throughout this games community.
4 combos are usually 1 tank, 2 DPS and 1 healer.

SoaringJaguar13
12-07-2015, 12:03 AM
Unless you can fenagle a HealTank character. Lol. Then that +3 DPS.

SoaringJaguar13
12-07-2015, 12:04 AM
Or Healtank+2DPS+1CC

Kiaeneto
12-10-2015, 09:29 AM
I'll be mixing and matching from different skill trees.

Sirfin
12-14-2015, 08:59 PM
GRO Phantoms utilizes:

1), Recon - Sniper rifles, body imaging sonar, cloaking device, sub guns, light armored but mobile.
2), Assault - Assault rifles, heat ray immobilizing weapon ( think active denial system), heavy armor, medium speed.
3). Support - Heavy machine guns, EMP pulse, negates all other classes abilities, bullet proof shield, medium armor, slower speeds.

Wonder how or if any of this will affect The Division. Would imagine the maps and engine would be similar at a minimum wondering if there will be any class or skill overlaps?

Looking forward to seeing you all in the beta!

Teh Baby J
12-17-2015, 07:56 AM
Sounds perfect to me... survivalist should have slow loading weapons and a handgun, maybe more armour and move slower.

I think you have the slower reloading guns Idea reversed with tactician, Tactician running drones and other gadgets, he should be playing more of a support role with his weapons, long range damage and support so a LMG and a sniper perhaps or CBQ and support LMG and a shotgun. If you wanna survive you gotta be able to shoot and boot, drop a target fast and get the hell out of there and reload. For example CQB with a SMG and Range with a DMR or CQB with a SMG and Mid range with an AR

CellSplinter555
12-29-2015, 11:45 PM
I wonder if using a LMG causes you to move slower or at the same speed.

Jflow_79
01-03-2016, 09:02 PM
Being a Veteran, I call them by different names.

Pointman: Fire Team Leader, he gives direction and would be the one carrying a rifle*, or the like. He/she would give the primary tactical orders to his team.

Tactical: SAW (Squad Automatic Weapon), he/she would provide suppressive fire, most likely using LMG (Light Machine Gun). He/she would draw the fire and become the primary target for most enemies.

Survivalist: Combat Medic, he/she would carry SMG (Sub-Machine Gun). He/She would be the primary healer, he she would rarely leave cover but would also provide assistance to the SAW member.

This setup also allows for the SAW member to become a sniper rather than the healer as the healer has to be around to heal those in immediate need, which would make him/her being a sniper almost stupid. Why the SAW member you ask, Great question. The Fire Team Leader should have enough armor and health to sit in the front lines. The medic would be less armored and probably the fastest movement speed of them all allowing him/her to get around the battlefield to aid those in need quickly. The Saw member would be the highest armored with the most health as his primary job would be to draw fire. The Fire Team Leader should be in the middle with medium armor and medium health.

Why not make the Fire Team Leader a sniper, because he is the TEAM LEADER, you can not lead from the rear! you could though make CQB sniper weapons available to him/her, like the M4 or VSS; both can be used in tight confines and be used as basic rifles*.

The fear I have is not limiting weapons to specific class and having set classes comes from the PVP aspect of the game in the Dark Zone, this would mean 3 or 4 friends or even more just in different groups all working together using the best weapon class and best armor effectively making them almost immune to death from other players. I have a fix for that though. If you choose to become a rogue agent that is your free will, but if you get to a certain point you become infamous. Infamous Rogue Agents if killed revert to Dark Zone Level 1. any and all equipment you have ever gotten from the Dark Zone, whether it is in storage back at your OP (Operations Post) is dropped on the ground. This would prevent the noob and lower level players from being camped. Because all it would take was a good marksman to kill you and we all know "the sun shines on a dog's *** sometimes." This would be your risk, should you decide to become a Dark Zone Killer. This might also prevent the camping of known Extraction Points.

The infamous would be permanent until killed though, if you lost rogue status the infamous would be hidden until you became a rogue agent again at which time you would also become infamous immediately, with all the trimmings. This would eliminate the camping of Infamous Rogue Agents.

* I said Rifles because there is no such thing as an Assault Rifle, never has and never will be. This is a label people put on these weapons to make them seem far more dangerous than they are. All guns are safe as can be, it is the operator that is the dangerous individual not the weapon, it is but a tool.

CellSplinter555
01-04-2016, 02:00 AM
Being a Veteran, I call them by different names.

Pointman: Fire Team Leader, he gives direction and would be the one carrying a rifle*, or the like. He/she would give the primary tactical orders to his team.

Tactical: SAW (Squad Automatic Weapon), he/she would provide suppressive fire, most likely using LMG (Light Machine Gun). He/she would draw the fire and become the primary target for most enemies.

Survivalist: Combat Medic, he/she would carry SMG (Sub-Machine Gun). He/She would be the primary healer, he she would rarely leave cover but would also provide assistance to the SAW member.

That's great. I really wanted to know what any veterans thought of this setup, and weather they would go for the Tank, 2 DPS and a Medic rout.
Though I do question the wisdom of having a class that exposes themselves to incoming fire and only has the ability to do suppressing fire on one enemy at a time (the SAW). Especially since suppression seems to be handled by various special abilities, like the drone.

But it seems that Ubisoft have probably changed these names.

Pointman to Firearms
Tactician to Stamina
Survivalist to Electronics

These are more personal names which encourage you to mix and match to whatever suits you best.

https://www.youtube.com/watch?v=iiaFd2YGeD0

Gluetaster
01-04-2016, 10:06 PM
GRO Phantoms utilizes:

1), Recon - Sniper rifles, body imaging sonar, cloaking device, sub guns, light armored but mobile.
2), Assault - Assault rifles, heat ray immobilizing weapon ( think active denial system), heavy armor, medium speed.
3). Support - Heavy machine guns, EMP pulse, negates all other classes abilities, bullet proof shield, medium armor, slower speeds.

Wonder how or if any of this will affect The Division. Would imagine the maps and engine would be similar at a minimum wondering if there will be any class or skill overlaps?

Looking forward to seeing you all in the beta!


I was thinking the same thing. I would think that thee would be quite a few similarities.

ReconPyro YP043
01-05-2016, 05:55 PM
GRO Phantoms utilizes:

1), Recon - Sniper rifles, body imaging sonar, cloaking device, sub guns, light armored but mobile.
2), Assault - Assault rifles, heat ray immobilizing weapon ( think active denial system), heavy armor, medium speed.
3). Support - Heavy machine guns, EMP pulse, negates all other classes abilities, bullet proof shield, medium armor, slower speeds.

Wonder how or if any of this will affect The Division. Would imagine the maps and engine would be similar at a minimum wondering if there will be any class or skill overlaps?

Looking forward to seeing you all in the beta!

Yeah, comparing The Division To GR Phantoms is like comparing destiny to WoW, There's practically to many skill combinations to pidgeonhole yourself into basically 3 classes. Yes, the Basic 3 (Holy Trinity) will make themselves clearly evident early on, but you will quickly see thousands of sub class and specialist builds emerging as Theorycraft and the Number Crunchers get their hands on it.

Jflow_79
01-05-2016, 06:35 PM
Though I do question the wisdom of having a class that exposes themselves to incoming fire and only has the ability to do suppressing fire on one enemy at a time (the SAW). Especially since suppression seems to be handled by various special abilities, like the drone.

The SAW operator would not stand in the open, only morons make that mistake ad in real life you only get one mistake. This being a game I would assume you could suppress with any Full Auto or Burst Fire weapon. To clear up any misconceptions the M4 is not automatic, it comes with 2 fire modes, single fire and 3 round burst. The M4 and M-16A2 and A4 are also the same. This is a specific setup so as to conserve ammunition and make the weapon more controllable for the less experienced weapon users. Full auto is probably the dumbest mode put on rifles...ever. With 3 round burst the average weapon user aiming from center mass would put the first round at the desired spot the second may or may not even hit the target and the third will most likely miss all together.

That said a sniper rifle even semi auto would not be a suppressible weapon, a pistol may as long as it's recoil wasn't insane, anything with a recoil worse than a 1911 would not be able to suppress. Many games get this wrong like BF4 made it so you could be suppressed by any weapon which is a bunch of sh*t. Suppression is used to limit movement and return fire so other members of the squad move into flanking positions. Think of Normandy when the marines stormed the beach, they were suppressed by mounted MG's. This made it easier for riflemen and snipers to do their job as their enemy could not move much and the return fire was almost completely removed. a single SAW operator be they using the M249 or the M240b or the M60E4 or any other machine gun. These weapons have but 1 fire mode, full automatic. They have a large magazine capacity, and can be accurate. Many think these weapons are just mashing the trigger, instead operators usually fire in 5-7 rounds bursts manually regulated. This way of firing allows the gunner to stay more accurate and effectively suppress enemies.

blackout_2022
01-06-2016, 12:22 AM
I guess it is good as they said in video prior that all all rouge players will be marked and visible through cover as a deterrent to people trying to camp ... at least that is how i understood it (edit) also that was in rearguards to Jflow_79
The fear I have is not limiting weapons to specific class and having set classes comes from the PVP aspect of the game in the Dark Zone, this would mean 3 or 4 friends or even more just in different groups all working together using the best weapon class and best armor effectively making them almost immune to death from other players. I have a fix for that though. If you choose to become a rogue agent that is your free will, but if you get to a certain point you become infamous. Infamous Rogue Agents if killed revert to Dark Zone Level 1. any and all equipment you have ever gotten from the Dark Zone, whether it is in storage back at your OP (Operations Post) is dropped on the ground. This would prevent the noob and lower level players from being camped. Because all it would take was a good marksman to kill you and we all know "the sun shines on a dog's *** sometimes." This would be your risk, should you decide to become a Dark Zone Killer. This might also prevent the camping of known Extraction Points

I guess we will Have to see what they do upon release

Jflow_79
01-09-2016, 09:05 PM
I guess it is good as they said in video prior that all all rouge players will be marked and visible through cover as a deterrent to people trying to camp ... at least that is how i understood it (edit) also that was in rearguards to Jflow_79

They can wait until the rogue status goes away if that is the case, which means they can just be total trolls...

WOR-Hunter
01-12-2016, 02:22 PM
The way Ubisoft is doing this kind of depresses me. Rogue status should be kept throughout your time in the Division and can only be removed by going a few hours or a day without PKing. Currently, the game works in a way that only punishes PK'ers for a few minutes, and it completely restarts as they exit the Dark Zone. This doesn't make any sense. How will we know if someone is a PK'er if they continue to exit the DZ? Lazy move on Ubisoft's part.

TallMeatBag
01-14-2016, 08:41 PM
They can wait until the rogue status goes away if that is the case, which means they can just be total trolls...


How will we know if someone is a PK'er if they continue to exit the DZ? Lazy move on Ubisoft's part.

I bet there will be bounty lists of players who always Kill on Sight posted here on the forums, probably one on the subreddit, plus whoever each clan/group of players learns to recognize as a constant threat. If some people are particularly bad about killing everyone they see I have faith the community will regulate them.

WOR-Hunter
01-14-2016, 10:30 PM
I bet there will be bounty lists of players who always Kill on Sight posted here on the forums, probably one on the subreddit, plus whoever each clan/group of players learns to recognize as a constant threat. If some people are particularly bad about killing everyone they see I have faith the community will regulate them.

You have way to much faith in humanity. I assure you that 99% of this board are savages.

TallMeatBag
01-14-2016, 10:58 PM
You have way to much faith in humanity. I assure you that 99% of this board are savages.

Savages they might be. But if they piss off enough people those players go to forums, like this one, to complain. And then some enterprising players can swoop in and begin gathering a list of the "Most wanted players."
Proactively killing those players would be an easy way to get some popularity within the community.

I think the rewards, socially or whatever in-game items people might trade or pay for that kind of thing, will be sufficient to motivate people.

LifeRUiner778
01-28-2016, 01:41 PM
Does anyone know if there is any offline gameplay when the final product is released? I keep hearing different things.