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New GRAW2 Classes


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i can't wait :D

maybe a CQB class ? that only is fitted with CQB in mind,

would make for great intense fights...

light weight and fast medium /short range dedicated.

maybe it can only be used on a dedicated map or game mode, but that would be nice,

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i can't wait :D

maybe a CQB class ? that only is fitted with CQB in mind,

would make for great intense fights...

light weight and fast medium /short range dedicated.

maybe it can only be used on a dedicated map or game mode, but that would be nice,

Something along the line of this, but without heartbeat and maybe throw in a frag and a sidearm?

Tracker

- Secondary w/ Silencer, Smoke, Heartbeat

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jep, that is what i am talking about.

maybe put in a side arm then an other with a frag.

no silencers though to make it fun :D

(example)

mp5/smoke/frag

mp5/mk45

mp5/m9/smoke

m8compact/smoke/frag

m8compact/mk45

m8compact/m9/smoke

so it is not over done, nor underpowered

this group would be fast and if in tvt you have 3 of these working together, cqb will have to use the cover of support and snipers on semi open maps to get to the cqb stage, yet there they would be king.

oh my fantasies of well working teams :P

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So that would be...

CQB

- Secondary, Sidearm, Frag, Smoke

Basically a "Rifleman" with an extra frag/smoke to compensate for not having an assault rifle.

Entered.

Now we're up to 12 (not counting the special classes)... there are only 14 different camouflages people! So we're closing in. Even people with widescreen are gonna have to go scrolling a looooong way, depending on which class they want. :P I think you can fit 6-7 on max WS resolution.

Byw, anyone have any more special class requests? Those that will not be balanced in the big group.

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i agree with that wolfie - i like the idea that you have to mkae the hard decisions at kit loadout - take this but sacrifice this as a result.

did u manage to work out how to restrict democharges to certain kits?

i like the balanced kits idea - take this weapon for more power but sacrifice this as a result.

did u manage to restrict democharges to one kit?

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c4 charges - can they be restricted to demo specialists?

Yes. It's no problem. It's in the soldier definition.

<var name="has_explosive" value="1"/>

<var name="bomb_planting_time" value="7"/>

The first is set to "0" is the soldier doesn't have explosives.

If the first is set to "1" so that he has explosives, the second is how many seconds it takes for him to plant. This is what I use for the "Demo Skill +1" and "Demo Skill +2" options.

Demolition will have 7 seconds planting time and Anti-Tank will have 14. None other will have C4.

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Ok. Got the kits done. Gonna have to fix the camo and attachment assignments and write the descriptions and so on.

I've limited the kits some.

Those that have an assault rifle will only have the option of the MP5A4 when they can combine it with a secondary that is not silenced, and the MP5SD when the secondary is silenced. This becasue the other secondaries are very much like the assault rifles and it feel strange to combine those. Why would you have an M8 and an M8 Compact for example. M8 and MP5A4 is a more logical combination is that case.

Same goes for sidearms. Most classes have only the M9. Otherwise there would be too many kits. Also, the Glock 18 is pretty powerful up close so I've limited that to support and CQB classes. The HK45 is a bit more widely used as an option for those that have no primary weapon.

With those restrictions the current list holds:

  • Rifleman: 16 kits
  • Marksman: 11 kits
  • Scout: 12 kits
  • Assault: 6 kits
  • CQB: 7 kits
  • Tracker: 3 kits
  • Scrambler: 3 kits
  • Demolition: 12 kits
  • Anti-Tank: 6 kits
  • Sniper: 9 kits
  • Counter-Sniper: 9 kits
  • Support: 8 kits

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Camouflage coded each class:

  • Rifleman : Standard ACU Camouflage
  • Marksman : Multicam Camouflage
  • Scout : Tropentarn Camouflage
  • Assault : Grey ACU Camouflage
  • CQB : Cityblock Camouflage
  • Tracker : Woodland Camouflage
  • Scrambler : Tigerstripe Camouflage
  • Demolition : Coyote ACU Camouflage
  • Anti-Tank : Flecktarn Camouflage
  • Sniper: Green ACU Camouflage
  • Counter-Sniper : M90 Camouflage
  • Support : Brown ACU Camouflage

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Working on customizing the characters as much as possible. Only kits with sidearm will have holsters and adding different heads to different classes as much as possible (only 6 head options available per character model I'm using) as will as torso and hip gear (which I don't know how they look right now so gonna look at the Max files tomorrow).

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have you considered number of clips/magazines too? if players think they can waste rounds on the primary then defeats the purpose of the secondary weapon.

give them just enough to get them through or force them to switch weapons if they waste rounds.

just a thought.

when u talk about camo - hows that work?

i thought the camo was the same for all?

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have you considered number of clips/magazines too? if players think they can waste rounds on the primary then defeats the purpose of the secondary weapon.

give them just enough to get them through or force them to switch weapons if they waste rounds.

just a thought.

Most classes have 3 clips for their main weapon. It depends on if they have a second weapon at all of course. Rifleman and CQB have 6 for their main weapon as their strength is in ammo due to the lack of attachments on their weapons.

Snipers and Counter-Snipers have 2 so people will think a little before selecting those classes. M99 has 10 rounds.

Would be easy to fix a special version for coop though that uses more ammo. But want to keep the ammo lower in the TvT/PvP modes.

when u talk about camo - hows that work?

i thought the camo was the same for all?

All classes in the standard MP setup also have different camo. They did even in the demo. People just haven't noticed. You set them in the soldier definition where you set all the other stats for each soldier, like their kit and ability to tag or plant explosives.

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