Hell Let Loose

Hell Let Loose

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☭Rosa Nov 29, 2019 @ 5:45am
automatic rifleman and assault are pointless classes and should be merged with useful ones.
make them loadouts.
Last edited by ☭Rosa; Nov 29, 2019 @ 8:24am
Originally posted by snuspak:
Originally posted by FoE Rosa:
i can see your point for assault and yeah... i can agree with that. but i still think that automatic rifleman should be merged with support. it would complement support playstyle without taking anything away from the field. and the support class would be able to, y'know, support infantry pushes with supression.

Thats a good idea, to give support something more. Otherwise, its a waste of a class slot. People only every go to support to drop supplies, but merging the two would give a reason to stick with support and make the class more interactive.
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Showing 1-15 of 44 comments
.TerO! Nov 29, 2019 @ 5:50am 
I would like to see a historical "accurate" weapon squads:

MP for NCO; the rest of the squad rifles
Mortimer Nov 29, 2019 @ 6:07am 
Can't agree, one can provide smokes for cover while being unable to engage enemies at long range - the other one can engage enemies at long range but cannot provide smoke.

They're not a different loadout of one another, they play very differently on the field as well.

I think what you're complaining about is that no one in your team wants to go supplies, but thats a discussion for another thread.
☭Rosa Nov 29, 2019 @ 6:11am 
assault is the exact same loadout as SL but with nothing else of use, automatic rifleman is only neat because of the weapon but since we are supposed to get loadouts in the future both of these could be merged with useful classes. Automatic rifleman should clearly be merged with support yes. so more people pick the class. and assault should be a weapon option for rifleman.
squads only have 6 there's no space for pointless classes.
Mr. Gun Nov 29, 2019 @ 6:21am 
Assault should not be a rifleman option! since when did you see an entire squad rolling with thompsons? Personally, I enjoy not being able to use every weapon on whatever class I choose. It is squad warfare for a reason, and a well rounded squad is more effective than the opposite. Maybe these classes are just pointless for you because personally I enjoy both of them but realize there is a time and place for every class.
☭Rosa Nov 29, 2019 @ 6:24am 
just because it's an option doen't mean people would gravitate towards thompsons. spoiler alert; theyre not very good for long range engagements wich are the majority of engajements. you might enjoy these classes but i bet the commander/SL would rather you pick something more useful than having a cool gun. that way both sides are happy.
Mortimer Nov 29, 2019 @ 6:32am 
The fact that there are more options means there will be squads without a supplies, engineer and many times medic too. Heck, many times without a SL either. It's a design of the game for that to have a possibility of happening.

There are only 3 choices with smokes in a team - without counting resupplies from ammo boxes - and a well coordinated one will be able to capitalize on that strength if they choose so. Alternatively, if the squad prefers to support the team from the background there's a definite strength in a supplies/engineer combination in a team. Nodes, antitank guns, mines - cool stuff there.

Being a commander more and more often - having no nodes built in conjunction with people overusing artillery, as well as fighting on comms constantly against 1 man tank squads - I think the game has bigger things to adress than what you are mentioning.

On a personal note, I feel that a commander should have far more options then he currently does - things like disabling artillery, not allow tank teams to drive unless at least 2 players are in a tank and what not. Topic for another time though.
☭Rosa Nov 29, 2019 @ 6:37am 
i can see your point for assault and yeah... i can agree with that. but i still think that automatic rifleman should be merged with support. it would complement support playstyle without taking anything away from the field. and the support class would be able to, y'know, support infantry pushes with supression.
Malus Nov 29, 2019 @ 6:54am 
Originally posted by FoE Rosa:
i can see your point for assault and yeah... i can agree with that. but i still think that automatic rifleman should be merged with support. it would complement support playstyle without taking anything away from the field. and the support class would be able to, y'know, support infantry pushes with supression.

I agree with this part.

But I think there should be less classes and more options per class
The author of this thread has indicated that this post answers the original topic.
snuspak Nov 29, 2019 @ 7:00am 
Originally posted by FoE Rosa:
i can see your point for assault and yeah... i can agree with that. but i still think that automatic rifleman should be merged with support. it would complement support playstyle without taking anything away from the field. and the support class would be able to, y'know, support infantry pushes with supression.

Thats a good idea, to give support something more. Otherwise, its a waste of a class slot. People only every go to support to drop supplies, but merging the two would give a reason to stick with support and make the class more interactive.
Emme Nov 29, 2019 @ 7:22am 
If you don't like it then play other roles. A and AR class are absolutely fine and do what they're supposed to do. There's def other classes that needs to be reworked. Anyways it's always nice to have some tactical options. And a clear "no thanks" to that PScriptum bs restrictive class design.
Last edited by Emme; Nov 29, 2019 @ 7:26am
Mortimer Nov 29, 2019 @ 7:27am 
Support will be given a flamethrower or an option to have more supplies on him, so he will get some lovin it feels.
☭Rosa Nov 29, 2019 @ 7:45am 
it's not impossible to give it more weapon options. the only thing about the entire automatic rifleman class is it's weapon. it doesn't fulffil any role. while other classes with important roles are stuck with the same weapon or even worse, the garand. it stands to reason to give weapons to theses classes that complement their roles. also 9/10 times the automatic rifleman is running alone in the map trying to capture a locked objective. the only purely weapon class should be the mg. otherwise why even add loadouts if playstyles dont change. the BAR/G43 are gopod weapons but they aren't dominant by any means. you're usually better off with a rifle anyways.
☭Rosa Nov 29, 2019 @ 7:46am 
i don't know if you play SL a lot. but you usually want to kick the assault and AR. because literally any othber class is more useful.
Rat Bastard Nov 29, 2019 @ 7:49am 
Originally posted by FoE Rosa:
assault is the exact same loadout as SL but with nothing else of use, automatic rifleman is only neat because of the weapon but since we are supposed to get loadouts in the future both of these could be merged with useful classes. Automatic rifleman should clearly be merged with support yes. so more people pick the class. and assault should be a weapon option for rifleman.
squads only have 6 there's no space for pointless classes.

Assault isn't the same loadout as SL and certainly has a specific use. Automatic rifleman also has a specific use (not just "neat", but necessary). In fact, I and many others view Assault (flex assault/medic) and Auto rifleman roles as essential. Future improvements to the support class should address some of your concerns, as well.

Effective play involves squad members changing roles as situations arise. Once you have that "ah ha!" moment you'll find that Power Squad play, where two squads work together as one, is the most effective and efficient way to win games. This takes communication and planning, but is the single best way to inflict pain on your enemy and ensure victory.

https://www.youtube.com/watch?v=tNPyGpPVTiI
☭Rosa Nov 29, 2019 @ 8:13am 
the game is in early access and it can be changed fairly easily. that's the whole point of this exercise.
the way most matches go, having an AR guy is a detriment. and i would much rather have a rifleman droping ammo then an assault with 2 smoke nades and a very case specific weapon. of course this can change in particular cases, but these are anecdotal and not very useful when thinking about design.
look is very commopn for people to think design is immutable and blame users for not engaging with design's presumptions. it is also not very helpful to improve design.
and we know for a fact that loadouts are gonna be a thing. so having classes based arround weapons (other than the mg, wich is a very specific weapon for a very specific role) is counter productive to loadout variety and playstyle diversity.
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Date Posted: Nov 29, 2019 @ 5:45am
Posts: 44