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- Weps:
- BE/NF SMG1
- Similar to present
- BE/NF SMG2
- Similar to present
- NF SMG3
- Considering bringing this back since it's a waste to throw away assets. I can't think of a niche it can fill, but probably really high damage and low rate of fire. A good close range weapon. Asymmetry is good so I don't see why not.
- BE/NF Shotguns
- Lower pellets from 30 to 7
- Add recoil
- Lower spread, high falloff (not sure about current falloff values)
- Prone will lower spread (I know it's silly but I think the gameplay gain is worth the effort)
- BEHR
- Similar to present, lower RoF, higher damage
- NFAR
- Similar to present
- 50cal
- Single shot, high damage, good rate of fire. Ironsight will not provide any accuracy bonus.
- BEAR
- Functional copy of 50cal
- NF/BE Pistol1
- Similar to present, good while moving but not a sniper rifle. I like this as a mid range weapon because it means you can balance a loadout with a shotgun and a pistol to stay relevant on bigger maps
- NF Shot pistol
- Similar to present
- BEP2
- Similar to now, high power. Good moving accuracy and high falloff. Excellent at headshots up close, not so good for shooting scouts off hills.
- BEMP
- We have a second BEHP model so might as well bring back the machine pistol as an alternative that matches up with the nf shot pistol. I might do burst fire with this one.
- Scout Rifles
- Similar stats to the 50cals with a scope, slightly lower damage to compensate for the scope. Won't one shot to the head.
- MGs
- Close range weapons, comparable to shotguns. Lower clip size, lower recoil and usable at close range. Similar to SMGs but with slightly higher damage and larger clips.
- Grenades will stay as is.
- Classes
- Scout - Renamed support
- Pistols:
- BE/NFP1
- Shot Pistol
- Primaries:
- SMGs
- Shotguns
- MGs (This is subject to testing, if hide + MG is broken I'll rethink)
- Specials:
- Concussion, Stickystun, considering smokes as well.
- Other:
- High infantry damage resist.
- Low/normal vehicle damage resist.
- No resistance to explosives (this gives other classes a weakness to exploit, and allows grenadiers to beat them.)
- Overview:
- Scout is a close range tank and bruiser. At range he's not amazing but he takes shots for the team. His job is to clear out barracks and trenches. He is not good against vehicles.
- Gren
- Pistols:
- BE/NFP1
- BE Machine pistol
- Shot Pistol
- BE Deagle
- Primaries:
- RPG + Mortar
- Specials:
- Mine, sticky grenade
- Other:
- Medium infantry damage resist. (similar to engineer)
- Medium resistance to vehicle damage.
- Small explosive resist (won't tank mortars and HE nades all day, but he'll do better than scout and rifle.)
- Overview:
- Gren destroys tanks and still fights infantry with his mortar and pistol. Mines and stickies may be in the same slot or may be carried together, I'm not sure yet.
- Rifleman
- Pistols:
- All pistols
- Primaries:
- All rifles including scout rifle
- Specials:
- HE nade, sticky nade
- Other:
- No infantry resist (very frail compared to other infantry)
- No tank resist (very frail to tanks, can still sticky though)
- Medium explosive resist (good at tanking HE grenade spam and mortars)
- Dig-in might go to scout if I can get it to work.
- Overview:
- Rifles will be glass cannons, they gain very powerful long range rifles which shred infantry, but they are also very easy to kill. This promotes skillful use of riflemen, holding down positions and engaging first with good accuracy will be incredibly effective, rushing in will not work out as well as if you were a scout. Rifle vs rifle will be brutal. Rifles are offensive anti infantry, on the defense you'd rather have a scout.
- Engy
- Pistols:
- BE/NFP1
- BE Machine pistol
- Primaries:
- SMGs
- Shotguns
- Specials:
- Concussion, Seismic
- Other:
- Medium infantry damage resist. (not as tanky as scout but still tanky)
- Small resistance to vehicle damage.
- Medium explosive resist (good at tanking HE grenade spam and mortars)
- Overview:
- Engineer is fairly tough but lacks super high DPS weapons, his role is his usual team support and building destruction. Concussion gives him a small edge against infantry and turrets.
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