Mods, I just posted this in another thread, but I feel like more people need to see it, and I don’t feel like re-typing it. I would love it if you didn’t ban me, thank you very much.
Now, down to business:
I’m thinking a “Medieval Dominion” class-based gametype would work nicely in action sack. I’ve been testing it for a little while now, and the classes I’ve set up are pretty well balanced (Keep in mind all abilities are unlimited, and there is no radar. Additionally, damage has been altered to the point where swords, hammers, and the railgun are each a 2 hit kill). Currently all the classes share the same name in-game, I’m trying to match them up with names that describe their role:
1. Knight
-Sword
-(no secondary)
-Hardlight Shield
-(no perk)
-Ammo
-(no nades)
2. Archer
-Railgun
-(no secondary)
-Thruster Pack
-(no perk)
-Ammo
-(no nades)
3. Spellcaster
-Plasma Pistol
-(no secondary)
-Auto Sentry
-(no perk)
-Explosives
-Pulse Grenade
4. Berserker
-Grav Hammer
-(no secondary)
-(no AA)
-Mobility
-(no perk)
-(no nades)
I’m trying to make a 5th class to round things out. The Spellcaster is good for holding down areas, though their setup is too weak to challenge other players, the Berserker is good for rushing and breaking positions, but easily taken down from long range, the Knight is good for coordinated pushes, since its shield is a good defense from Spellcasters and Archers, and the Archer is doomed in any sort of close-range battle, but is the only class able to dominate from defensive long range. That’s the thing that needs changing.
I feel like the gametype needs a mid-range class, does anyone have any ideas that would fill a balanced mid-range support role and still fit the theme?
Additionally, would any of you like to see this gametype in the Action Sack playlist (on an appropriately themed map, of course) sometime in the future?