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Dec 1st, 2014
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  1. Weps:
  2. BE/NF SMG1
  3. Similar to present
  4.  
  5. BE/NF SMG2
  6. Similar to present
  7.  
  8. NF SMG3
  9. 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.
  10.  
  11. BE/NF Shotguns
  12. Lower pellets from 30 to 7
  13. Add recoil
  14. Lower spread, high falloff (not sure about current falloff values)
  15. Prone will lower spread (I know it's silly but I think the gameplay gain is worth the effort)
  16.  
  17. BEHR
  18. Similar to present, lower RoF, higher damage
  19.  
  20. NFAR
  21. Similar to present
  22.  
  23. 50cal
  24. Single shot, high damage, good rate of fire. Ironsight will not provide any accuracy bonus.
  25.  
  26. BEAR
  27. Functional copy of 50cal
  28.  
  29. NF/BE Pistol1
  30. 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
  31.  
  32. NF Shot pistol
  33. Similar to present
  34.  
  35. BEP2
  36. Similar to now, high power. Good moving accuracy and high falloff. Excellent at headshots up close, not so good for shooting scouts off hills.
  37.  
  38. BEMP
  39. 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.
  40.  
  41. Scout Rifles
  42. Similar stats to the 50cals with a scope, slightly lower damage to compensate for the scope. Won't one shot to the head.
  43.  
  44. MGs
  45. 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.
  46.  
  47. Grenades will stay as is.
  48.  
  49. Classes
  50.  
  51. Scout - Renamed support
  52. Pistols:
  53. BE/NFP1
  54. Shot Pistol
  55.  
  56. Primaries:
  57. SMGs
  58. Shotguns
  59. MGs (This is subject to testing, if hide + MG is broken I'll rethink)
  60.  
  61. Specials:
  62. Concussion, Stickystun, considering smokes as well.
  63.  
  64. Other:
  65. High infantry damage resist.
  66. Low/normal vehicle damage resist.
  67. No resistance to explosives (this gives other classes a weakness to exploit, and allows grenadiers to beat them.)
  68.  
  69. Overview:
  70. 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.
  71.  
  72. Gren
  73. Pistols:
  74. BE/NFP1
  75. BE Machine pistol
  76. Shot Pistol
  77. BE Deagle
  78.  
  79. Primaries:
  80. RPG + Mortar
  81.  
  82. Specials:
  83. Mine, sticky grenade
  84.  
  85. Other:
  86. Medium infantry damage resist. (similar to engineer)
  87. Medium resistance to vehicle damage.
  88. Small explosive resist (won't tank mortars and HE nades all day, but he'll do better than scout and rifle.)
  89.  
  90. Overview:
  91. 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.
  92.  
  93. Rifleman
  94. Pistols:
  95. All pistols
  96.  
  97. Primaries:
  98. All rifles including scout rifle
  99.  
  100. Specials:
  101. HE nade, sticky nade
  102.  
  103. Other:
  104. No infantry resist (very frail compared to other infantry)
  105. No tank resist (very frail to tanks, can still sticky though)
  106. Medium explosive resist (good at tanking HE grenade spam and mortars)
  107. Dig-in might go to scout if I can get it to work.
  108.  
  109. Overview:
  110. 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.
  111.  
  112. Engy
  113. Pistols:
  114. BE/NFP1
  115. BE Machine pistol
  116.  
  117. Primaries:
  118. SMGs
  119. Shotguns
  120.  
  121. Specials:
  122. Concussion, Seismic
  123.  
  124. Other:
  125. Medium infantry damage resist. (not as tanky as scout but still tanky)
  126. Small resistance to vehicle damage.
  127. Medium explosive resist (good at tanking HE grenade spam and mortars)
  128.  
  129. Overview:
  130. 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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