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| View Poll Results: Do you want to see an improved Assault Class ? | |||
| YES |
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96 | 53.63% |
| NO |
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83 | 46.37% |
| Voters: 179. You may not vote on this poll | |||
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#1 (permalink) |
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Forum Guru
Join Date: Nov 2009
Posts: 1,233
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Ideally each of the 4 in game classes has something unique to offer to the team and more importantly each class fits a niche and appeals to players.
Medic : Carries a defibrillator to revive players and save tickets, Heals other units, Wields a 200 round light machinegun. Engineer: Has a Silenced Carbine or Smg, one of three neat rocket launchers, great anti tank mines to lay down defensive perimeters on bases and a hand held repair tool to support tanks and jeeps. Recon: Long range sniper rifle to spot and pluck enemies from a distance, recon motion sensing balls that can automatically detect movement, mortar strikes with infinite ammo, and c4 explosives. Each of these classes sounds good right. Then comes the assault class, a very mundane class that has nothing special or cool to attract players to it. He is equipped with a standard assault rifle and a 40mm grenade launcher for short and medium range shots, long range shots with it are almost impossible to aim on the fly. So here is the question, how would you reinvent the Assault class to make it an attractive option as a player and to more importantly help the team. My suggestion is to instead of completely throwing out what we are given currently to instead built upon what we have now, to use what we contain now as a foundation. Suggestion #1: Enable Long Range 40mm Grenade Bombarding. The Recon class and Engineer classes have been given tools to enable them to bombard buildings from long ranges with precision explosives. The Recon class has a mortar strike that can devastate a building in seconds. The engineer has access to a very accurate Rocket launcher. The previous two objects can be considered great gadgets to kill an entrenched defender, the assault class posses no such ability. My proposal for the Assault Class is to enable optics or new gameplay mechanics to facilitate long range shots from the 40mm grenade launcher. To turn the grenade launcher from a dumb area effect weapon to a precision scalpel that can be used to accurately hit long range defensive positions if given enough time and practice. This can be done by giving the Assault class any of the new range of Fire Control units that are now often used in militaries throughout the world. These laser range finders/ Fire control units allow soldiers to land 40mm grenades exactly where they want to at ranges up to 800 meters. Here is how it would work. ![]() One example of such a device is the new FN fire control unit pictured here. ![]() ![]() This device works on any rifle with a rail so it would probably be the best solution. Another solution that could perhaps be easier to implement into a video game is H&ks solution used on the m320 grenade launchers. ![]() This system consist of a simple laser designating device, then a green arrow will tell you how high to arc your gun, when both arrows turn green you are in the proper elevation. Here is the ISraeli MPRS fire control system mounted on a tavor. ![]() Finally here is how the Fn2000 Fire Control unit works Step 1. Laze the target. When lazed a single red line appears on the scope. ![]() Step 2. Raise the guns elevation until you see 2 green lights indicating the proper elevation to hit the target. ![]() Here is a video of this. http://www.youtube.com/watch?v=nd-dFpgxE4M Here is Another Grenade launcher Fire control unit. This is what will be used by the US military next year. EOtech- SU-2XX http://i49.tinypic.com/2mi3zfa.jpg http://i45.tinypic.com/qzk5l4.jpg http://i47.tinypic.com/11gn445.jpg http://i49.tinypic.com/2exbr0m.jpg http://i46.tinypic.com/29p7ytl.jpg http://i46.tinypic.com/imjlnr.jpg Here is how it looks aimed. ![]() The DNS m203 sight This gun sight is currently in use today by US troops in Iraq. It is very similar to the fire control unit on the FCU of the m320. Each one of these sights costs 1300 dollars. ![]() http://i62.photobucket.com/albums/h9...PSQ-18A_03.jpg http://i62.photobucket.com/albums/h9...PSQ-18A_02.jpg Italian Special Forces Equiped with the DNS. http://img118.imageshack.us/img118/161/cervino5qe1.jpg Suggestion #2. Increase the Number of 40mm Grenade Varieties. The inclusion of 40mm shotgun rounds, and 40mm smoke rounds was a step in the right direction. My suggestion would be to take this even further, by adding a wide assortment of 40mm grenades you can enrich the gameplay, and allow players to discover new tactics and new gameplay oppourtunities. Here are a few suggestions that I have come across in the community, I will add more as the community comes up with them. 40mm Grenade #1 Tear Gas This would have a similiar effect to smoke grenades but would cause very small amounts of damage over a small amount of time, if a player remains in the building getting gassed he would eventually die. They would be useful for making a camper exit a building. 40mm Grenade #2 Delayed /timed fuzed grenade Instead of exploding uppon impact, these grenades would fall off the wall and a timer would then commence, a few seconds later they would detonate. They would be useful for clearing out a room by shooting it inside a window. 40mm Grenade #3 Sticky Proximity When fired these grenades would stick to the wall, flash a green light to notify the user that they are armed. When an enemy enters in close proximity to them they would detonate hurting the attacker. They would be useful for setting up ambushes and protecting a crate or asset. 40mm Grenade #4 Anti Armor/ Anti Structure When fired at vehicles they cause more damage due to the copper shape charge , they cause 50 percent more damage to armor than the regular 40mm grenades do. A well placed round at the windshield can kill the driver. They would be used against vehicles or structures. 40mm Grenade #5 Camera parachute Would deploy a camera over the direction that you fire it. Would let you see an overhead view of the action similar to that of what the UAV sees. The parachute lasts approximately 2 minutes in air. ![]() 40mm Grenade #6 Airburst/bouncing grenade This Grenade type would be medium velocity meaning it travels faster and has a much flatter trajectory. They would bounce off a surface than half a second later explode. Would be used to fire at an area where soldiers are and then it bounces to their chest level where it then explodes causing good splash damage against personnel. * COMMUNITY SUGGESTED 40mm GRENADES* ExMaloBonum - 40mm Flashbang Grenades *Community Suggestions * *numb3rS1x - C4 option regardless of main weapon *yustax - More Effective smoke grenades, and hand tossed smoke grenade. So what do you think ? does the Assault class need to be improved or reinvented ? Also if you have any more ideas for 40mm grenade types feel free to drop them in I will add them to the opening post. Last edited by gibonez; 04-12-2009 at 01:41 AM.. |
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#3 (permalink) |
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Rookie
Join Date: Nov 2009
Posts: 175
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Well written ideas, I wholeheartedly agree. When I saw the "Assault" class and it's merits (or lack thereof) I saw it as the worse class, and I still do.
It reminds me exactly of the "Soldier" class in Killzone 2. It's a basic class upon which others are built upon. I really hope DICE will take some of this into consideration (specifically the 40mm variants and targeting system, good suggestions). However, I think that it's too late into the development cycle fro DICE to start making changes such as these. Hopefully they'll consider it though. |
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#4 (permalink) | |
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Forum Guru
Join Date: Nov 2009
Posts: 1,233
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Quote:
Snipers get sniper rifles, and mortar strikes, c4, and recon sensors. medics get heavy mgs and defibrillators health packs engineers get cool silenced smgs and rpgs and anti tank mines Right now the only thing that sets the Assault class apart is a 40mm grenade launcher that they cannot really aim well at medium to long range. All im suggesting is building on that 40mm grenade launcher and making it versatile to fit the needs of the player, with different and new rounds it can be used for defense, to clear out rooms and drive the enemy out of buildings with the tear gas, to kill light armor and deal some damage to tanks. Essentially I think if we look at the unique feature the assault class and improve upon it you can end up with a really good class and not the underdeveloped assault class of the beta. |
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#5 (permalink) |
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Rookie
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Although, I mostly play as Medic/Recon, the Assault class is fascinating to me, especially the M16. In BFBC1, after about 200 hours of gameplay, did I pay proper attention to Assault and used the M16 for the first time, and the gun felt so very satisfying in terms of sound and damage and almost everything. The grenades from the launcher were very weak against personnel and that kinda was a bad thing in BFBC1. This time around, DICE has added more variations for grenades, but it would be quite incredible to have all the other varieties mentioned by the OP.
Having played the last game mostly as Support and Recon, sometimes as Demolition and Assault as well, I had planned to play BFBC2 as Assault, Medic and Recon equally depending on the map. However, after having tried the beta and finding out the severe lack of gadgets for Assault(esp. anti-armour and also no health injector), I kinda decided to stick with medic and recon. Although, I will stil use the beloved M16 sometimes, there just isn't enough to do with the assault class, in my opinion. Being a teamplayer, medic is great for me as I love healing and reviving everyone, and also get great satisfaction from being a constantly moving and firefight-involved sniper. So, after that not-so-crappy essay of mine..I would like to say that the OP has done a great job and either of the two things he suggested would be great and will redevelop my great interest in playing as Assault more frequently. Another suggestion I have is to bring back the "health-injector"..I know there is regen health, but having the injector as Assault would give the assault guys the extra edge that is very much needed. That would make them the only self-healing class, which as I said..would be a great advantage considering their already existing disadvantages. It's annoying to be playing Assault, facing an enemy..killing him, but having your health down to 30% due to the damage done by the fallen foe. Assault is meant to be responsible for the main assault, and after getting hit..they don't really have the time to go behind and find a medic, so yes..bring back the injector. Also, medics unable to heal themselves is good making Assault the only self-healing class. |
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#6 (permalink) | |
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Rookie
Join Date: Nov 2009
Posts: 142
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sorry but your post is way too biased. you intentionally paint every other class in very delightful colors while assault comes off like something you'd find in a sewer.
my point of view after playing engineer mostly: engineer's guns are like peashooters compared to assault's weapons; they're a breath of fresh air that retain a relatively high rate of fire but keep all the damage and are significantly better at engaging at longer distances. with assault you don't even need to pick the specialization that gives you more ammo because you just give yourself ammo very quickly at any time, and to your squad as well. engineers depend so much on assault, because RPGs hardly hit for anything and 3 rockets are spent very quickly. as engineer i find myself trying to find spare kits on the ground because i run out of ammo on everything. Quote:
what are you talking about? opening holes in walls with my RPG is the same thing as opening holes in walls with my grenade launcher. just don't expect to compete with a mortar strike or coordinated c4's. are you trying to say that it's too hard to hit the desired wall from far away with the grenade launcher? that's a lack of skill, not an inherent flaw of the class. however, grenades and grenade launcher are a little on the weak side. i shouldn't be able to survive a grenade exploding 3 feet away from me. Last edited by snuggans; 26-11-2009 at 05:18 AM.. |
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#7 (permalink) |
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Rookie
Join Date: Nov 2009
Posts: 21
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You're really pushing this aren't you? The only change I want for the assault is C4 because they have no defense against tanklalalala the back of a tank with a launcher grenade. It does more damage than you think. I've destroyed more tanks that way than with the RPG.
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#8 (permalink) | |
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Rookie
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Quote:
Compare it to the Medic class. Medics get health packs, and Assault gets ammo crates...that's equal. Medics get defrib, what does Assault get ?? Grenade launchers don't really count since they are a part of the primary weapon, and also that medics get primary weapons that don't need frequent reloading. In short, one more gadget and the Assault should be fine. I wouldn't mind the Auto-injector, and the best thing would be to take the C4 away from the snipers, give it to Assault, and give snipers something else(maybe the laser designator) OR give the mortar to Assault and laser designator to Recon. To summarize, yes..assault needs one more gadget and the game needs the laser designator. |
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#12 (permalink) | |
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Forum Guru
Join Date: Nov 2009
Posts: 1,233
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Quote:
The damage of the grenades are a bit better with the explosive radius perk. Accuracy would go a long way. Also all that I suggested is real world tech that could improve the Assault Class and add more complexity to the game, im not trying to make anything easier for anyone but instead create new opportunities during gameplay. For example. There is 2 medics in a building overlooking the Crate laying down fire onto your squad. With the way the game is now if you are assault you could either try to fire off your 2 40mm grenades and probably just hurt them a little or more likely try to enter the building and kill them. If the game had say both the Fire control unit and Tear gas grenades both real life things. You have another option in the situation, you can laze the building next to the window to get the right elevation, then with the proper elevation aim the grenade into the building, flushing the medics out of the building where you can then dispatch them. |
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#13 (permalink) |
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Forum Regular
Join Date: Jun 2009
Location: Switzerland
Age: 28
Gender: Male
Posts: 775
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You really underestimate the assault kit. Assault rifles excell at all ranges. Having infinite ammo is a big plus. The only kit, which can hold ground indefinitly, because it never runs out of ammo. Perfect to secure forward vantage points and taking down large numbers of enemy forces quickly.
I play mainly assault and usually have a K/D of 3+. Unless there are top players on my team, I'm the top earner points-wise and assume (since I can't see my teams K/D), that I was the deadliest soldier on the field. I don't believe that the assault kit should get more love. If you want to counter vehicles, play engineer or recon. If you are forced to counter a vehicle, spawn as engineer or recon. Don't stick to a single kit, because then you're missing out on most of the fun. Personally, I am for adding all unlock gadgets permanently to the kits and balance them accordingly. But the balance is spot on as it is and I enjoy the heck out of it. So I'd rather leave it to the pros. Still - having HE, smoke and shotgun grenades available at all times just sounds right to me. Same goes for rocketlauncher and mines. C4 and mortarstrike not so much. Wouldn't want mortars banging the crates all the time. Assault is a great kit.
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![]() Value your avatars life Last edited by ExMaloBonum; 26-11-2009 at 06:11 AM.. |
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#14 (permalink) |
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Forum Regular
Join Date: Oct 2009
Location: British Columbia
Gender: Male
Posts: 924
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something to set assault more apart from the other classes would be nice, but i also find the ability to kick lalala with such a bare-bones setup appealing
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aek 4 lyfe
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#16 (permalink) |
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Rookie
Join Date: Nov 2009
Posts: 80
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Assault class is too good.
they need to nerf it so that it doesn't have C4 when you equip the Thompson or a Shotgun. i mean cmon, infinite ammo, infinite grenads, and then they can take out a crate solo because of infinite C4? BRO-KEN!!! nerf that la la la DICE!!! |
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#18 (permalink) |
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Forum Guru
Join Date: Nov 2009
Posts: 1,233
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Thread is not about how Assault is balanced or not, DICE always manages to balance this through play testing.
Thread is about how we can improve the Assault class by modifying, tweaking, or adding to what the Assault Already has. |
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#19 (permalink) |
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Forum Regular
Join Date: Jun 2009
Location: Switzerland
Age: 28
Gender: Male
Posts: 775
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Also - adding too much stuff does hurt a games simplicity. A balance between simplicity and complexity must be found. The perfect blend between predictability and dynamic gameplay.
I find BF:BC 2 to strike a perfect balance for my taste. There's a lot to the kits and the customization system, but not too much. The loadout decisions are though and the specializations balance each other out very well. Like trading a scope for more explosives. Some of you might not like that, because it hurts. But that's why the balance works. It works, when it hurts. I'm a much better shot with a scope, but I chose to go for extra rockets instead, because my engineer is primerally meant to get rid of tanks. So I had to trade in anti-infantry power for more vehicle stopping power.
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![]() Value your avatars life |
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#20 (permalink) | |
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Forum Guru
Join Date: Nov 2009
Posts: 1,233
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Quote:
While I can truly understand your view I have to respectfully disagree. My theory is that you make a game complex and at the same time balanced so that alot more players can find their specific playstyle and contribute that much more to the games. For example if the recon class could trade in their recon balls for claymores you would create 2 sub classes. Recon with claymores = Camping sniper Recon with recon balls = Assault sniper Camping sniper could use the claymores to fortify a sniping position where he can safely spot targets and provide support for the team. The Assault sniper could use the recon balls to move forward towards a crate safely. The same thing could happen with Assault, but since the Assault class has a 40mm grenade launcher with a wide assortment of real life munitions i believe this would be even more flexible. Assault with fire control unit = Defensive position killer - be used to kill turret locations from a safe distance. Assault with Tear gas = Room Clearer - Used to smoke out campers in buildings by driving them out with the gas. Assault with 40mm camera rounds = Forward observer - could use the camera to scout the area ahead for the squad and alert them of their positions. I could go on, but what I was trying to say is through complexity these more specialized classes are possible and a persons role in a squad can be enhanced. These could all be balanced out though, with each one of the specializations requiring a sacrifice to the player. All of this is easily done with a little play testing though. |
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#21 (permalink) |
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Forum Regular
Join Date: Jun 2009
Location: Switzerland
Age: 28
Gender: Male
Posts: 775
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Yeah - we got 3 kinds of grenades, of which we can chose one kind into our loadout. I agree that I'd like to take grenades of each kind into battle instead of just one. But that's just the frustration over the excellent specialization balancing speaking. Because the choice is though and it hurts and that's a good thing.
But then again, we get 3 types of grenades of which one type is of no value as of now. Smoke grenades are useless in the beta build.. My guess is, it's because DICE didn't get around to it yet and give it all the attention and work that's necessary.. I don't believe adding more types of grenades is realistic in terms of developement time and economically speaking. Nor do I believe in computer assisted longrange grenade launching. Just use your gut-feeling. Got me quite a few kill over half the maptier with the GL, taking out emplacements. It's skill at close to medium range and educated guess at long range, just as it should be.
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![]() Value your avatars life Last edited by ExMaloBonum; 26-11-2009 at 06:46 AM.. |
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#23 (permalink) |
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Forum Regular
Join Date: Jun 2009
Location: Switzerland
Age: 28
Gender: Male
Posts: 775
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Adding stuff is cool, as long as it works and remains balanced. I'd love to see more gadgets or a different approach to gadgets. I'm just saying you ask for a lot.
But as I said - after 50+ hours I must say that the balance strikes me as excellent and I'd rather not mess with excellence by adding a lot more to it. Rather make the stuff we have work better. Like the smoke grenade. Polish. Polish. Polish.
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![]() Value your avatars life Last edited by ExMaloBonum; 26-11-2009 at 06:51 AM.. |
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#24 (permalink) | |
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Forum Guru
Join Date: Nov 2009
Posts: 1,233
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Quote:
Im not asking for anything just adding some info on things DICE could do if they choose to. Im also very curious as to what kind of 40mm grenades the community comes up with. |
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