This is a long shot, but it would be nice to see each class have special attachments/ammunition for most weapons. It might just be another thing to think about in the sliver of time you have to shop, but it would be indicated before you make any purchases.
Commando: FMJ rounds (better penetration)
Support: on-weapon bandolier: (more max ammo)
Berserker: Bayonet/Battle stock (I'm hoping there will be some sort of stamina cooldown for shoving)
Field Medic: Prototype Medic Dart launcher (has ammo)
Sharpshooter: Kobra sight (if there's no existing scope)
Demolitions: 209 nade launcher (must fit, no starter ammo)
Firebug: Light incendiary rounds (may take a few shots to ignite larger enemies)
Gunslinger: Magnum rounds (high knockback by default)
Juggernaut(?): HP rounds (increases impact by .5)
Shinobi(?): Ballistic Bayonet (purchase, one maximum, life-saving. Does not fit most weapons)
It might take some work if something like this is implemented, and doesn't weigh too heavy of a toll since release will have less available classes, but it would really cut down on perk specific weapon variations (eg M4/M4209)
If you have your own suggestions for what each class might have on some of the weapons, list them below. Keep in mind that it should not alter the base price of the weapon and should be balanced so that a server full of the same class could not exploit its modular power.
Isn't it cool how your dosh isn't subtracted until you complete a transaction? From the not-so-clever our thanks to you, TWI.
Commando: FMJ rounds (better penetration)
Support: on-weapon bandolier: (more max ammo)
Berserker: Bayonet/Battle stock (I'm hoping there will be some sort of stamina cooldown for shoving)
Field Medic: Prototype Medic Dart launcher (has ammo)
Sharpshooter: Kobra sight (if there's no existing scope)
Demolitions: 209 nade launcher (must fit, no starter ammo)
Firebug: Light incendiary rounds (may take a few shots to ignite larger enemies)
Gunslinger: Magnum rounds (high knockback by default)
Juggernaut(?): HP rounds (increases impact by .5)
Shinobi(?): Ballistic Bayonet (purchase, one maximum, life-saving. Does not fit most weapons)
It might take some work if something like this is implemented, and doesn't weigh too heavy of a toll since release will have less available classes, but it would really cut down on perk specific weapon variations (eg M4/M4209)
If you have your own suggestions for what each class might have on some of the weapons, list them below. Keep in mind that it should not alter the base price of the weapon and should be balanced so that a server full of the same class could not exploit its modular power.
Isn't it cool how your dosh isn't subtracted until you complete a transaction? From the not-so-clever our thanks to you, TWI.
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