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All just standard assault rifle because that is the standard option? Interesting strategy I guess.
I actually missed rifle-focused classes.
And Yes, i agree with Chris... Shinobi=SMG and Assault=Shotgun
It also provides options - while most of the time you won't equip your assaults and shinobis with ARs, I have done so when mission calls for it. Likewise, I have wielded gunners with shotguns. More options is a good thing, but ARs are hardly omnipresent - most of the time most of your troops are wielding something else.
It is also convinient - you can just give your troops next-tier ARs until you research the more advanced weapons.
I really don't see whats the problem here - if you want less ARs, just equip your troops with specialist weapons.
If you want a cannon you must use a gunner, there are no alternatives.
If you want a sniper you must bring a sharpshooter, no exceptions.
If you want a Gremlin you need a specialist, no other options.
If you want a Grenade Launcher there is only the grenadier, nothing else.
If you want to use a shotgun or assault rifle (or smg) then you have: Assault, Ranger, Shinobi, Grenadier, Specialist.
My point was more that it would be cool if specialist weapons had choices as well. If there were two classes that could use a cannon or gremlin that would be fun. Or if you had someone else who could use a grenade launcher.
You'd bring grenadiers for the abilities they bring, while a Ranger's grenade launcher is just a basic grenade launcher with no extra abilities. Maybe, the grenadier gets more grenades to use, while the ranger just gets the normal two grenades (one grenade slot and one equipment slot).
Not sure if I've spoken my idea clearly... Hopefully I did.
Ditto for the Anti-Armor Specialist, he gets a cannon, but not as many cannon abilities as the Gunner, and a Gremlin, but not as many Gremlin abilities as the Specialist.
Lots of options are good (imo).
Specialists can also get a perk that can give 2 grenades to someone.
What do grenadiers get, 1 more damage on grenades?
Free flashbang or smoke that specialists can get too?
1 grenade slot that becomes kind of irrelevant if you can just restock on grenades if you bring specialists who can also to a ton of other stuff?
Please.
Being able to launch grenades over long distances at large areas is the 1 thing they need to justify their existance.
Give that to someone else who is also much better at pretty much everything else making them the jack of all trades, master of all makes grenadiers irrelevant.
We can already kind of see that happening with assaults completely outclassing shinobis whose only saving grace is their inherent phantom.
If assaults could learn phantom, there would be no reason at all to pick a shinobi instead.
A Grenadier gets bonus damage on grenades, extra grenades, bonus range to grenades, less AP to use grenades. He is meant to be throwing grenades all the time, it is what he excels at. Rangers excel at rifles, if they got a grenade launcher with no extra abilities to have additional grenades, no bonus damage, no bonus radii, then they would only use it when they really need it. Just having a grenade launcher doesn't replace a Grenadier, it just makes them slightly better than average at using grenades.
This is not like giving the pistol to gunners where it remains pretty much useless without any perks to buff it, this is giving out 2 very class-defining perks that are not situational at all for free; large grenade range and blast radius.
The vanilla grenadier has already been split into "gunner" and "grenadier".
Homogenizing things even further with redundant, barely distinct classes is a bad idea.
Which is ironic since you literally complain how there are so many "assault rifle classes" in the first place.
There are plenty of ways to add GLs to Rangers without making them straight up better than Grenadiers.
I'm afraid I don't see the irony at all. Boosting Grenade Launchers from 1 class to 2 out of 7 is hardly homogenizing. It also isn't adding ARs anywhere they aren't already.
I guess you get the point,give it a try