@aslan14 said in future ideas for class specific loadouts:
Community,
A recent thread on additional sniper weapons sparked an idea for future class specific loadouts. NWI has been great about updating and improving their game and I'm sure they would be game to try some of these if us players really wanted it. The idea is that these would cost extra supply points or be built in features for the class. I would love it if there was a mechanism like in Day of Infamy to earn more points per round by taking or holding objectives, or getting points for kills. Some ideas of how it can work:
Commander class
- Ability to make calls or coordinate squad movement by marking the map or marking movement locations with the binos (no supply point cost)
- For security, call laser guided munitions, with observer pointing laser
- For insurgent, call bomber drone that can be guided by observer and explodes upon signal or after 45 seconds
Observer
- Radio acts as default body armor, can stop .762
- Use laser to guide munitions/drone
- Tripwire claymore or IR explosive
Rifleman
- Different ammo type options
- Impact grenade
Breacher
- 1x use of room breaching robot with mini explosive
- Cheaper body armor
- Free gas mask for security
Gunner
- Add a long barrel for increased bullet speed, extra penetration
Specialist
- long barrel option
- claymore/tripwire option
Marksman
- Variable zoom scope option
- Cheaper scopes
- Claymore/IR explosive option
- Pistol 1x scope option
Commander:
Map Marking doesn't sound so bad. Having a bit of marking tools might be useful, but considering the smaller scale, I don't know how useful it would be. The fights usually aren't so long-distance, and the locales are unique enough where callouts exist, whereas a game like Squad or Arma really doesn't have that benefit.
In regards to observers having the control and designation tools, I don't think that quite fits the bill. With the exception of the Insurgent's explosive drone, there isn't really a true fire support option based around being 100% precise.
Observer:
Ehhhhh, I'm not sure how good I feel about someone getting heavy armor protection on their back, especially if it's an essential piece of their kit that they can't drop. If it's offer HA protection, then it's probably got some heft to it. If it's got too much heft, then it'll make what's supposed to be a mobile class hanging on to the commander's ass that much harder to play and won't offer as much synergy with other loadouts.
I already said my piece on controllers and designators. If anything, it'd still probably be best used as a commander tool since they know where they want the fire support.
Any sort of AP landmine I'm going to want tied to a detonator rather than tripwire. It still places importance on observation, patience, and attentiveness, while also making it much less likely to wipe your team like C4. Compare that against 3 observers and 2 marksmen taking anywhere from 1-3 claymores that don't require monitoring, then RIP literally any aggressive push onto an objective.
RIfleman:
NO. This specific area always goes towards HP/AP suggestions. AP and HP rounds were specifically removed since AP was ridiculously OP in INS 2014. Imagine turning a Makarov in a FAL, and you have the power of AP
Breacher:
Pass on the bomber drone. Carrying a rogue suicidal WALL-E (Or worse, and RC-XD copycat) is something that'd rather not be dealt with, especially when trying to hold a position or defend a cache.
Cheaper armor; eh, okay. I mean, most people use breacher for the light weapons and high mobility, but you do you.
Free gas mask? Sure, absolutely. Breachers are the ones pushing through smoke the most anyways. In fact, to replace the Jihadist WALL-E, why not add CS gas grenades? Smaller cloud than smoke that's opaque. Causes coughing, blurs vision, and causes a lot of sway, similar to being suppressed. Get your mask on, or clear out to counteract the effect. Someone affected can still return fire accurately unlike a flashbang's effects, it's just harder to do so.
Gunner:
The PKM and SAW already have the highest penetration in game, only behind the M24 and Mosin, and them only behind the DShK. They pen roughly the same as the SVD.
That being said, Insurgents are getting an MG3 and I believe RPK at some point. Security is getting a M240. Most of your issues are stemming from a lack of variety in the Gunner's arsenal for right now, but that'll be rectified.
What I REALLY want for the gunner is completed partial reloads. Currently if you quit a reload midway with an LMG, when you start back up, you start by grabbing the nonexistent box. It'd be nice if they benefited from staged reloading too considering how long a reload is overall for them.
Advisor
Again, similar to the issue regarding Gunner, Advisors have more weapons inbound. That being said, long barrels were present at one point, but similar to AP rounds, were removed for being a go-to mod that increased velocity and pen, which by how damage is calculated, flat out increased damage on most weapons.
I've also stated my piece on automatic landmines.
Marksman
Technically speaking, the Tan Elcan is supposed to be variable zoom, but it doesn't reflect in game because the devs intended the high price and lack of flexibility to be a balance point in exchange for a drastically longer engagement distance.
Personally, I think the 4x and 7x scopes are already priced reasonably..
In regards to pistol sights, I think having the option to mount an RDS or Tritium sights would be perfectly fine.