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  1. #1

    NO to CLASSES in PVE

    You're not letting me play the way I want to play if I'm required to pick a class in PVE.
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  2. #2
    PVE people need to stop acting like PVP players want classes. Classes are meant to sale you something, it has nothing to do with PVP.
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  3. #3
    I don’t want classes period. I want freedom of choice, not the illusion of it.
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  4. #4
    The classes are probably to restrict the player's loadout so that one can't switch between a sniper rifle and an anti-tank missile launcher at a moment's notice.

    Even in MGS:V, a change of equipment needs to be air dropped and one could not equip both weapons.

    Soldier fatigue is also being modeled for the first time so it doesn't make sense to have a weapon locker strapped to the back. It would be like Gordon Freeman from Half-Life minus the crowbar.
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  5. #5
    Originally Posted by Copperhead_SG Go to original post
    The classes are probably to restrict the player's loadout so that one can't switch between a sniper rifle and an anti-tank missile launcher at a moment's notice.

    Even in MGS:V, a change of equipment needs to be air dropped and one could not equip both weapons.

    Soldier fatigue is also being modeled for the first time so it doesn't make sense to have a weapon locker strapped to the back. It would be like Gordon Freeman from Half-Life minus the crowbar.
    I was actually thinking it's probably because of the whole "shared progression" between pvp and pve. Same classes in both, same progression, just easier. Still don't like it and think it should be scrapped, though.
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  6. #6
    Originally Posted by Copperhead_SG Go to original post
    The classes are probably to restrict the player's loadout so that one can't switch between a sniper rifle and an anti-tank missile launcher at a moment's notice.

    Even in MGS:V, a change of equipment needs to be air dropped and one could not equip both weapons.

    Soldier fatigue is also being modeled for the first time so it doesn't make sense to have a weapon locker strapped to the back. It would be like Gordon Freeman from Half-Life minus the crowbar.
    I agree with loadout restrictions as you described. It does add realism if done right. MGS is a great example.

    The one that concerned me was the panther class. I’ve wanted a smoke grenade in the game since launch; best we got was the guerrilla class in pvp. It maybe to early to tell, but if the only smoke ability/grenade is stuck behind that class....it’s a bitter pill to swallow. “Panther” doesn’t fit with my role in my group of friends and smoke is a useful piece of gear.

    If there was a way to do restrictions without the cookie cutter nature of classes, would be better in my opinion. It was a point of frustration too in PVP. While they did their best to balance classes, there are ones that are significantly better than others which would result in repetitive team compositions. Side note: I really hope in PVP we can pick the weapon we want. I love playing Tech but disliked using the 9x19. So I was stuck with only the SCAR-H.
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  7. #7
    Originally Posted by Copperhead_SG Go to original post
    The classes are probably to restrict the player's loadout so that one can't switch between a sniper rifle and an anti-tank missile launcher at a moment's notice.

    Even in MGS:V, a change of equipment needs to be air dropped and one could not equip both weapons.

    Soldier fatigue is also being modeled for the first time so it doesn't make sense to have a weapon locker strapped to the back. It would be like Gordon Freeman from Half-Life minus the crowbar.
    If that is true, I find it at least very strange to see AT class with ... machinegun.
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  8. #8
    Virtual-Chris's Avatar Senior Member
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    I think classes make sense. As long as you can switch between them.

    It will enhance roll playing and add immersion and realism.

    I expect you can either invest in developing one class to become a hard core specialist or invest in a few to be more of a well-rounded generalist. And I expect there’s nothing stopping one from fully investing in all classes if given enough time.
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  9. #9
    Originally Posted by VirtualRain. Go to original post
    I think classes make sense. As long as you can switch between them.

    It will enhance roll playing and add immersion and realism.

    I expect you can either invest in developing one class to become a hard core specialist or invest in a few to be more of a well-rounded generalist. And I expect there’s nothing stopping one from fully investing in all classes if given enough time.
    Classes don’t make sense. Imagine being apart of an elite spec-ops unit but only one dude has smoke grenades or an AR (Basic infantry level stuff)
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  10. #10
    Hugo-FOU's Avatar Senior Member
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    Mar 2016
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    Originally Posted by Echo-Foxtrot- Go to original post
    I don’t want classes period. I want freedom of choice, not the illusion of it.
    Agree completely.
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