I swear, I SWEAR, for C4's sake, that this will be the last one, the final one I do.
Now, a few months ago, almost right when I joined this forum, I underwent a sort of commitment to myself, that I'd come up with three semi-decent class ideas, one for the three categories valve has put them under: offense, defense, support. I got support down easily enough, and offense soon followed, but I was forever stuck on the final and most difficult class. I had promised myself to follow at least semi-modern military archetypes and all the ones I thought up were all either ill-fitting, not fun, or heaven forbid cliched. Finally I decided to bite the bullet and go for the animal trainer, but midway through I realized it was grossly complicated and had turned... unenjoyable, so I scratched that. Now, I've bitten the bullet again, went with the most cliched one I know, and hopefully you'll find it has turned out decently enough.
In this topic, you'll find three new classes. Two, you'll likely have seen before, though somewhat changed from their previous incarnations. So have fun criticizing, praising, or simply ignoring this topic. I'll get started.
Oh, ps: I wrote the majority of these paragraphs as if it were the soldier on a megadose of ritolin and anti-psychotics. Just a note.
Oh, pps: Because of this "in character" writing, their are a lot of things I left out. The core stuff is there and everything else can be inferred, but somethings simply aren't explicitly stated.
The Conscript:
General Info:
The conscript is, you might say, the everyman. He’s the
member who you can most relate to. He isn’t very superior, his gear is
mediocre, and quite frankly he doesn’t quite know how he got here and where
he’s going afterwards. But, like you and I, the conscript has one thing going
for him, numbers. Replaceable and expendable, the conscript goes down easy, but
gets up just as quickly, bringing out some major hurt onto the enemies. Armed
with a fairly decent assault rifle and shotgun, the Conscript cannot, however,
rely on his average health and running speed or weaponry to keep him in the
fight, and instead relies on numbers and persistence.
Used more as an offensive class, the Conscript is meant to
either overwhelm, or at least confuse the enemy, as the class provides a nice
cushion and fodder for an attacking force. While the assault rifle has a good
constant stream and a fair bit of accuracy, the conscript is not the most
effective spearhead, and should rather draw fire from other classes who can
potentially deal out more damage. Of course this doesn’t mean conscripts are
completely useless on their own, but more often than not it could be better.
The way a conscript plays is more like your traditional FPS,
in that the conscript is like where you spawn with nothing but a SMG, pistol,
and melee. Where, in this case, even though you still have a definite chance
against other players, it’s still hard and you need to rely on your ability to
out-maneuver and out-aim your opponent. The skills needed to survive such
deathmatch games will likely come in handy, as the conscript’s starting weapons
are very similar to the usual run-of-the mill-shooter. The only difference is
the fact that there are TWO conscripts per player. When spawning, you will have
control of two conscripts, one under your complete control and another with a
basic AI, which tries to assist you. Pressing right-click will switch your
control from one to the other.
The Stats:
|
Primary:
|
Assault Rifle
|
50/150
|
10~15 dmg a bullet
|
|
Secondary:
|
Shotgun
|
6/24
|
74~90 dmg per shot
|
|
Melee:
|
Crowbar
|
|
20~40 dmg
|
|
Stats:
|
150 hp
|
100% run speed
|
Offensive
|
Detailed Description:
Your role as a conscript is simple. To get out there and
prove what you are made of. Now we’re not saying that you should get killed,
but only the best and brightest of you will move on in ranks in this group.
Because of this we are issuing you with only standard weaponry, an assault
rifle and a shotgun. Do not see this as a handicap but as an opportunity, to
allow you to hone your skills without the crutch of larger, more powerful
weapons to aid you and to show that you are worthy of promotion.
However, to ensure your safety and aid you in the field, you
will be paired with a partner! This partner will eat with you, sleep with you,
fight with you, and support you in anyway possible. When you are in transit to
the frontlines, he will be following you. When you are firing your gun, he will
be there to aid you in any way shape or form. When you are capping a point, he
will be capping it right along side you. To switch command between you and your
partner, simply press your alt-fire and your partner will become the leader and
you the follower.
Should either you or your partner die, the living shall
continue the fight and we shall send reinforcements on route. Live long enough
and you will again be partnered with another conscript. However do not think
that your partner is unimportant as if you die without a partner, we shall call
off the reinforcements and will be forced to have them arrive in the usual
spawn.
Also your partner is important to keep the fight fair
and even. Together, you and your partner’s firepower are equal and even surpass
the majority of the enemy’s soldiers. Together, you two have double the health
than just one alone. Learn to work together, learn to both concentrate fire on
a single target, and learn to look out for one another. Remember you are weak,
you are pitiful, but you have one crucial advantage and that is you’re never
alone.
The Remote Operator:
General Info:
In a strange way, the remote operator is a reverse of the
engi, remaining stationary as your weaponry runs about. Similar to the engi,
the remote operator relies very little on his own armaments but rather his
technical skills, in order to primarily defend or secondarily infiltrate. The
only firearms a remote operator carries is the standard pistol, with his trusty
remote-control as a backup melee weapon. The real firepower lies in what this
remote controls, the robotic mounted gun.
His UGV(Unmanned Ground Vehicle) is akin to a level two
sentry, albeit more compact and incapable of targeting enemies on its own.
Nonetheless it packs a mean wallop and is fairly resilient to damage, more so
than the operator himself. It is also fairly speedy and maneuverable, making it
perfect for patrolling a base. Best of all it’s completely replaceable.
The Weapons:
|
Primary:
|
Pistol
|
12/120 ammo
|
14~20 dmg per shot
|
|
Secondary:
|
Robot Kit
|
Builds robots, adds ammo, repairs
|
|
Melee:
|
Remote Control
|
|
43~87 dmg per hit
|
|
Stats:
|
125 hp
|
100% run speed
|
Defensive
|
Detailed Description:
The pistol is obviously fairly standard and not an ideal
tool. However, you make due with what you have.
The bulk of the interest is in the robots. Like the
engineer, the remote operator utilizes metal. To build your robot you need a
full 100 out of 100 total. Building a robot couldn’t be simpler. A quick click
of the robotics kit you spawn with will instantly create a robot should you
have enough metal and no robot in current operation. Even with a robot out, you
are capable of using the kit to both mend damages and add ammo to the robot.
Operating a robot is a fair bit more complex. A right click
toggles you into robot view and normal view. In robot view, you see from the
camera of your robot, as well as control its actions. In normal you control
yourself. You cannot control both at the same time. While operating a robot,
you must remain stationary. You also cannot operate from within a spawn
location, nor can your robot enter a spawn location. Any loss of communication
between robot and operator without a proper turn-off sequence will result in
the robots immediate deactivation of safety measures.
Your robot’s status will be displayed to you on the top left
of your HUD. Our customer’s health is primary and thus we take no actions to
override the main HUD components when operating the robot. The top left
monitors
a.)
whether you have a robot deployed or not
b.)
the mechanical condition of the robot
c.)
the ammo condition of the robot
The robot is a standard machinegun mounted on a durable
steel frame, along with a large tank of ammunition, which also houses the
onboard computer, camera, and radio transmitter. Despite this weight, the robot
is exceedingly swift and capable of catching up to all but the fastest classes,
all the while maintaining a constant stream of lead.
The bullets it fires are the same kind fired from the engi’s
sentry guns, and thus contain a fair amount of stopping power. Lighter classes
will go down in a flurry of bullets, while the speed, size, and durability of
the robot allows it to easily avoid damage from the larger classes. It’s
compact size, no taller than your knee, should be an advantage exploited and it
is encouraged to use this to get past enemies undetected or hide in places no
person could ever fit in.
Be warned, as there are some large drawbacks to this weapon
as well. Most of all is the range of the transmitter. Both you and the robot
can only send and receive orders over a certain distance. All though this
distance is still quite large, you should be aware of the dangers of sending a
robot out of range, mainly causing its deactivation. The approximate border at
which transmissions will cease will be displayed to you on your view goggles.
Should the robot be pushed out of this border by an outside force, it will
cease to function. Other hazards that will cease a robot’s function include
submersion in water (partial will do no harm to the robot), entrance into a
spawn point, attempted activation within a spawn point, or in the tragic event
of the user’s death.
Another key thing to note is the robot’s less than stellar
ability to fire at an angle. Though we have tried to make the robot as
versatile and user-friendly as possible, a fair amount of firing range was
sacrificed in order to give the robot the durability it needs in a fight.
Because of this, a robot can only fire approximately –30~45 degrees. This
delegates the robot to a more mid-range fighter, but don’t allow this to deter
you, as the gun’s accuracy will still keep your robot a capable damage dealer.
While your robot can negotiate steps and ramps, it cannot jump. Thus certain
platforms you may find inaccessible. In this case we suggest redeploying your
robot in the its desired location.
Finally, in order to keep our users safe, we have NOT
equipped the robot with a microphone. Though this leaves the robot terribly
vulnerable to attacks from the rear or other surprise locations, we feel it is
in the user’s interest to remove this, as our virtual reality technology can be
terribly engrossing. We do not wish our users harm and thus have given them the
ability to remain alert of outside dangers, even when operating our machinery.
We suggest that all users to remain alert and be constantly listening for
approaching threats while using the robot.
Do not be discouraged if your robot is deactivated or
destroyed, as one can be easily replaced or even salvaged should it be in any
whole condition. Feel free to experiment with our product and voice any complaints
below!
The Artilleryman:
General Description:
Admittedly, the demoman is fairly similar to artillery,
packing the explosive potential as well as the ability to lob his or her
charges a fair distance using a charge, and because of this, this class idea
may be fundamentally flawed, but I’ll give it a go anyways.
The Artilleryman is basically a support class, which serves
a fairly similar role to the sniper, long-range damage from behind the front
lines. It differs from the sniper, however, because the artilleryman is meant
more for weakening a large number of players in a single shot, rather than
taking out key targets. In this way, he can make an entire attacking force much
easier to take down, and also overwhelms enemy medics who suddenly find six or
seven heal targets in front of him. The artilleryman operates by firing
canisters of bomblets into an area, which explode, disperse, and explode again
on contact with anything. The bomblets get fairly concentrated in the center,
and a single strike is easily capable of putting most classes in the red or
killing it, but the damage quickly tapers off at the end. What distinguishes
this from other explosive devices is that the area of effect is fairly large.
The Stats:
|
Primary:
|
Mortar Launcher
|
1/20
|
20~40 dmg initial
20~30 dmg/bomblet
|
|
Secondary:
|
Shotgun
|
6/24
|
74~90 dmg per shot
|
|
Melee:
|
Binoculars
|
AltFire mortar view
|
48~87 dmg per hit
|
|
Stats:
|
175 HP
|
80% run speed
|
Support
|
Detailed Description:
I will not lie to you. Being an artilleryman is hard. It
takes patience, intuition, and a whole lot of luck to make your shots count,
but each one that does will reward your team, will reward you, with a splatter
of human remains and a dent the size of a river basin in your enemies forces.
As an artilleryman you must rely on the safety and calm of the rear to line up
your shots, in order to inflict massive damage on the enemy over a large area
of effect. By doing this you will create a situation that overwhelms enemy
medics and turn entire groups of soldiers into mincemeat for our frontline
troops.
Your primary armament is the mortar launcher. High powered,
it can deliver charges across entire fields, digging out entrenched troops or
making the trek of an advancing army daunting before they may even fire off a
shot. Though the mortar can travel far, do not expect it to travel straight.
All artillerymen must anticipate the arc their mortar will travel as well as
the large amount of kick back.
Firing a mortar is a delicate process. It is very much
possible to fire a mortar effectively “from the hip”, and often their is little
to no chance to lining up your shot in the heat of battle. Be advised that the
firing of the mortar has significant knock back and will push you backwards a
few feet if fired parallel to the ground. A mid air shot may send you flying. Crouching
lessens the impact as well as aiming higher, while aiming parallel or down can
give you the boost you need to escape an untidy situation.
But to be a truly effective artilleryman, you must know how
to quickly and effectively estimate and judge your shots. To aid you with this
we have provided you with technologically advanced binoculars. By pressing
altFire with the binoculars out will afford you a view of the approximate area
where a mortar will land, assuming same position and firing angle. Though we
have tried, it is impossible at the moment for the binoculars to calculate and
monitor in real-time, and therefore a reset is required when making
adjustments. Once having found your shot, you must simply take out your mortar
launcher and fire and the mortar will follow the predestined path. Your
binoculars also make an effective flail should the situation require it.
Be warned that, though the mortar is a powerful weapon, it
can only hold one canister at a time and must be reloaded each shot. Reloading
is not very hard and will only require a little more time than a soldier is
required to reload a rocket, but do not expect to be able to “spam” chokepoints
or other high-traffic areas effectively. Such waste of ammunition will simply
put you at a disadvantage while having little effect on the enemy team.
Now that basic usage of the mortar has been detailed, we can
move on to how the ammunition works and how you can take advantage of it. The
canister holds a few dozen of what we call “bomblets”, low-grade explosives
that do mild damage. The canister, upon contact with any object, will explode
and release the bomblets, whereupon the bomblets explode on contact with
anything as well. The bomblets cover a wide range of several meters across,
distributing damage throughout.
The canister itself does a fair amount of damage, but its
splash is very limited. A direct hit will do more damage than an individual
bomblet, but canisters are too inaccurate for this to be reliable. It is a much
better idea to try and get the bomblets to work together and condense their
damage. Because bomblets explode on contact with anything, we suggest
attempting to fire the mortar into the center of large groups or into tight
corridors or trenches. In this way targets will take the damage of likely
several bomblets and even stronger classes can be dropped down into the red.
However, the canister has several weaknesses. Most
importantly indoors it is incredibly mitigated. The force of the mortar cannot
be set and thus will have trouble firing down long hallways. But this is not
the biggest problem. Rather the mortars performance in CQC is abysmal. The
canister is designed, for the safety of our own troops, to not detonate after a
certain time limit and thus should an artilleryman find himself fighting with
another enemy close-by, we advise to engage with the provided shotgun or to use
the mortar’s kick back to hurtle yourself away, as your running speed will
likely do little to help you in this situation.
Even in open settings, defense against mortars can simply be
the action of staying under an overhang; as such a position makes targeting far
less easier for any artilleryman. Also lining up shots can be an engrossing
affair, so be sure to constantly ch