And that's not happening characters and classes in ove are the same in pvp. They said that at revealOriginally Posted by wildbill3369 Go to original post
Would much rather have specialist to have access to an unique skill, without any weapon restriction at all. I mean if you think about it, Nomad is like the top tier of the most skilled soldiers on the planet. He should not have any weapon restriction at all. Panther may have something that will disrupt drone to prevent detection, assault, i dont know, incendiary ammo , and sniper - high velocity ammo. The point is all specialists should be able to use all weapon.
I wonder if this is a mistake on the writers part or another change based on feedback. Hopefully it’s the latter. Either way, we could do with some clarification.
Honestly, what concerns me more are the special abilities linked to the classes.
[QUOTE] Each class also has a unique skill powered by a meter, and different actions will fill that meter faster depending on your class. As a Panther, for example, the key to more quickly unleashing your Cloak & Run technique – which creates a smoke cloud that makes you invisible to all enemies for a few seconds – is to kill enemies as close-up as possible, like with CQC. Meanwhile, if you're playing as Assault, killing enemies with explosives will get you closer to activating your True Grit ability, letting you fight with reduced weapon sway and regenerating health. Sharpshooters who kill enemies from afar can let fly with an Armor Buster, which can take down heavier enemies and even vehicles with one shot. [QUOTE]
Rechargeable abilities make no sense to me. I’d rather each class be based on the fact that you are equipping a special item. So Assault has an extra layer of armour allowing them to take more damage from the outset, but once it’s degraded it’s gone, (or it could be that you are able to take a special injection that allows you to ignore injuries longer before healing yourself). Panther carries a single use fast spreading smoke bomb. Sharpshooters carry a limited number of special rounds.
No charging up, but once they’re gone they’re gone, so it’s down to the player to make the best use of them. (After all, how would killing enemies up close charge an ability to create a smoke screen. Is it some form of enhanced flatulence caused by the fear of tackling enemies so close?)
Also, I still absolutely think the rocket launcher should fill a weapon slot rather than be an equipment item.
I can see where you are coming from, but please allow me to explain why these restricions might not be that bad.
Example 1: Panthers cant use LMGs. Question: Is it bad that a class focused on stealth and infiltration can not use a weapon class that cant use a silencer ?( Assuming that LMGs are similar to ghost recon wildlands and future soldier) Are LMGs not a natural fit for the assault class ? Assault has more health and more weapon handling bonuses.
Example 2: Panthers cant use Sniper Rifles. Question: Would you say that for longer sightlines the DMR is a better fit for the panther since they have higher fire rates that are more vialbe at different ranges? Would a Sharpshooter not outperform a Panther with a Sniper Rifle ? Would this not make Panther+Sniper Rifle not vialbe at all ?
Conclusion: The perks inherent to the classes make some class and weapon combination not viable since the natural combination of classes and weapon types outperfroms them in every way possible. Speaking with game mechanics in mind the weapon selection is still net neutral since you can still use any weapon. It might make more sense to look at classes as a part of your loadout and not as something that dictates your loadout.
The weapon restrictions for classes are mearly a way to make the different classes viable so that no single class is stronger than the rest. The balancing at launch will probably not be perfect but classes create incentive to customize your playstyle further. I personally look forward to classes as a feature because it changes wildlands meta which i wasnt really fond of to be honest since there was no incentive whatsoever to use something other than a AR with underslung grenade Launcher and a sniper rifle. Shotguns and LMGs were basically obsolete. Ghost mode made that meta even worse since there now was no possible reason not to use a AR and grenade launcher as a panic button for Unidad rolling up on you.
the problem with this is if you look at any Teir 1 operation, every member can do every roll. If a medic or a sharpshooter goes down, or a team leader- someone can step into that roll. There will be times that they do pick up weapons found to use on extended missions and such - they are profecient on any and all weapons they may encounter. Yes they have their "kit" but they also personalize them fully- they don't have differenrent levels kits they can get for more power or anything, and they're not limited to what their "role" isOriginally Posted by SeanyyBoy_ Go to original post
why are Perks a thing?Originally Posted by premiumart Go to original post
I'm actually conflicted on this class system now slightly after hearing people's replies.. I do inherintly want a class system. I don't want perks or abilities. No holding breath longer, no running faster. I think if it was limited to certain equipment (sharpshooters can load in fmj, have bipods for prone steady aim, variable zoom scopes. Medics have more healing capabilities and greater capacity for holding meds, to name a few, it would set out differences between classes without providing special abilities. It would obviously need more depth than my examples to be considered or if the case is there can't be a system to broaden their differences, then the classes become obsolete and need scrapping...
NOT just a thing, but a BAD thing that would be/is out of place in a series like GR!Originally Posted by Ghost Sniper33 Go to original post![]()