But is there really a point? Why not just save time and leave it split into two distinct classes so people don't have to keep juggling their freaking kit about? It's not like the class selection was so overflowing that it required an in-game scroll bar to go through.Jaekus wrote:
Yeah, but having it more like BC2 where you choose either rockets or mines would work well. I think it's more about streamlining them where practical than the number of classes tbh. Giving medics LMGs is still a little weird.
Even Company of Heroes more or less mimicked the classes without requiring you to micro squad gear all that much.
Field medic (from station)
AT (ranger, airborne equipped with launcher)
Specops (british commandos or any SMG squad with heavy explosives)
Sniper (duh)
Support (mg squad)
Assault (BAR/Brens)
Engineer (DUH)
This kind of simplicity remains viable. And as you said, giving medics an LMG is strange. Stranger still is the fact that with their name, they get them before they even have access to bandages.
Quake came before Battlefield and all it had were different weapons until people modded classes into it. Having fewer classes in BF is more of a regression, than an optimization.FloppY_ wrote:
People didn't complain about the lack of penicillin before it was invented either mateunnamednewbie13 wrote:
That's a lot of gear to juggle around. Launcher =/= grenade + mine + wrench.
I don't really remember anybody complaining in BF2 about there being "OMG, TOO MANY CLASSES."