About Sqaud Classes XP
6 years ago
http://www.furaffinity.net/view/34523223/ <- Picture of Classes
I originally did these Classes as a way to better organize on how some armors work for each faction and if any extra stuff where to be added they would fall under one of these classes as well to show (for the human factions) They made a better way of setting up their gear with the new advanced gear and weapons
I'm not saying I'm going to be doing these classes for each Faction/races I made but this gives an overall idea, and finally plus for the fun of its I'll explain what each Classes and Sub-classes are like in better detail and if somehow made into game classes or something XP
Also You the sub-classes mean there skills and not full on alternative classes so they can be called something like "Assault Rangers" or plain "Assault" but never really called fully "Ranger" as there a sub-classes and not full Class, just a little detail
Assault- Assaults are the most straight forward Classes being balanced in Offensive and Defense with well around weapons, primary rifles and carbines. There downside is that they don't have much in supporting, stealth, nor utility to work with, however thanks to being simple to understand and balances makes them a common pick.
=Sub-Classes
Ranger- Specialize in more open areas, faster movement and improve Utility
Marine- Specialize in more close areas, survivable and improve support
Heavy- Having some of the best armor and using a micro size EXO suit, Heavies were made to bring heavier weapons into the field as well to take damage for their squad mates. Having Great Defense, Attack and Support makes that tough but they lack utility, movement and mainly stealth on there placement.
=Sub-Classes
Juggernaut- Made to maximums there Defense and Attack to be seen as "Living Tanks"
Support- Improves there Utility and Support skills with the added bonus of being a bit more mobile
CQC- Specialize in movement and effect in Close Range to Melee Combat, CQC where made for that duty. Even though having hardened armor great for small arms and small rounds, it doesn't work well against more Rifle like to high caliber rounds as well very lack support skills there not to be mess with plus there knives are Swords never knives.
=Sub-Classes
Gunslinger- Improving there weapon skills as well gaining Melee Skills and Dual-wielding skills
Pyro- Gaining more specialized armor and skills to more unique weapons like Flamethrowers, Revolvers to Crossbows
Marksman- Long Range Fighters and stealth specialist, Marksman bring Fire support with deadly accuracy. Marksman lack both defense and movement but make up for the stealth and weapons made for almost any type of foe ranging from Infantry to Armor.
=Sub-Classes
Sniper- Better suit to waiting from afar and using the more sniper like weapons in fights
Skirmisher- Making them more stealthy and better us of DMR like weapons for several targets
Recon- Fast movement classes specialist in spotting, hit n run and relating info to there other forces to improve battlefield awareness and tactics. Having some of the lightest armor and belt plus backpack of gear to help them in long run fights and quick spotting points
=Sub-Classes
Scout- Improves Speed and Combat skills in close quarters to long range fights
Operator- Improves Stealth and Utility in long draw missions and completing missions
.
Field Medic- Men and Women who save lives on the battlefield for injury but also ready to stand on guard to defend. As Medics they have high Utility and Support skills to aid those around but have limited fight ability and sometimes may only uses sidearms, but never defenseless.
=Sub-Classes
Tech- Using Advanced Nanomachines, Medics increase their range and multi points of Support
Sentry- Using Medical Made Exo Suits, Medics improve there combat and survival in the field
Specialist- Sometimes also now as Engineers they use radio commands to robotics to aid those on the field with a great hand in support. Having good Defense and Utility but limit attack skills and stealth, there less combat ready to the Assaults as there skills are more made for support and smarts then anything
=Sub-Classes
Combat- Combat Specialist/Engineers make use of Turrets, Vehicle Control/Command and ShockTrooper Drones in a field and for well, Combat
Tactical- Tactical Specialist use more of there commands of air support to artillery support and make use of smaller drones ranging from Small Support Proxy to High Mobile and High Stealthy Cyber Wolfs
Demolition- Always has handle and use explosives in battle, ranging from mortars to grenades and even to heavy artillery placements Demolition always bring the pain. Their armor was special-made to deal with explosives and even heat but have limited protection as most firearms even small arms, that's fit the Demolition is un-armed which that's a never happens
=Sub-Classes
Grenadier- Improving their Mobile and improving their skills with charges, grenades and mortars for battle
Rocketeer- Improving Defense and skills with Rockets to Missiles to the use of high powered AP rounds
Commando- Commandos are some of the most skilled troops, not really Elites, Commandos specialist in battlefield understand being spear head to their squads. Being made for Frontline or BackLine duties, Commando skills can be very handy to have in a Squad even though lack both High Defense and Offensive for improved Stealth and Utility
=Sub-Classes
Infiltrator/Hunter- Improving there Stealth and Defense to strike in most close range and precision against key targets
Marauder/Enforcer- Improving their Utility and Offensive to Strike enemies from afar and in massive numbers
Rouge- Also now as Spy classes are suit for maximum stealth and elimination key targets to gain victory for there squad. Do to there role and need to sneak there have little armor and some cases only have sidearms to makes sure they have the highest stealth possible
=Sub-Classes
Strider- Improves Close Range fights, Increases being hidden behind or even in enemy lines, and great for taking out single important targets
Wetwork- Improves Long Range fights, having a better chance on bring in bigger firepower, and can cause panic/support within the battlefield
I originally did these Classes as a way to better organize on how some armors work for each faction and if any extra stuff where to be added they would fall under one of these classes as well to show (for the human factions) They made a better way of setting up their gear with the new advanced gear and weapons
I'm not saying I'm going to be doing these classes for each Faction/races I made but this gives an overall idea, and finally plus for the fun of its I'll explain what each Classes and Sub-classes are like in better detail and if somehow made into game classes or something XP
Also You the sub-classes mean there skills and not full on alternative classes so they can be called something like "Assault Rangers" or plain "Assault" but never really called fully "Ranger" as there a sub-classes and not full Class, just a little detail
Assault- Assaults are the most straight forward Classes being balanced in Offensive and Defense with well around weapons, primary rifles and carbines. There downside is that they don't have much in supporting, stealth, nor utility to work with, however thanks to being simple to understand and balances makes them a common pick.
=Sub-Classes
Ranger- Specialize in more open areas, faster movement and improve Utility
Marine- Specialize in more close areas, survivable and improve support
Heavy- Having some of the best armor and using a micro size EXO suit, Heavies were made to bring heavier weapons into the field as well to take damage for their squad mates. Having Great Defense, Attack and Support makes that tough but they lack utility, movement and mainly stealth on there placement.
=Sub-Classes
Juggernaut- Made to maximums there Defense and Attack to be seen as "Living Tanks"
Support- Improves there Utility and Support skills with the added bonus of being a bit more mobile
CQC- Specialize in movement and effect in Close Range to Melee Combat, CQC where made for that duty. Even though having hardened armor great for small arms and small rounds, it doesn't work well against more Rifle like to high caliber rounds as well very lack support skills there not to be mess with plus there knives are Swords never knives.
=Sub-Classes
Gunslinger- Improving there weapon skills as well gaining Melee Skills and Dual-wielding skills
Pyro- Gaining more specialized armor and skills to more unique weapons like Flamethrowers, Revolvers to Crossbows
Marksman- Long Range Fighters and stealth specialist, Marksman bring Fire support with deadly accuracy. Marksman lack both defense and movement but make up for the stealth and weapons made for almost any type of foe ranging from Infantry to Armor.
=Sub-Classes
Sniper- Better suit to waiting from afar and using the more sniper like weapons in fights
Skirmisher- Making them more stealthy and better us of DMR like weapons for several targets
Recon- Fast movement classes specialist in spotting, hit n run and relating info to there other forces to improve battlefield awareness and tactics. Having some of the lightest armor and belt plus backpack of gear to help them in long run fights and quick spotting points
=Sub-Classes
Scout- Improves Speed and Combat skills in close quarters to long range fights
Operator- Improves Stealth and Utility in long draw missions and completing missions
.
Field Medic- Men and Women who save lives on the battlefield for injury but also ready to stand on guard to defend. As Medics they have high Utility and Support skills to aid those around but have limited fight ability and sometimes may only uses sidearms, but never defenseless.
=Sub-Classes
Tech- Using Advanced Nanomachines, Medics increase their range and multi points of Support
Sentry- Using Medical Made Exo Suits, Medics improve there combat and survival in the field
Specialist- Sometimes also now as Engineers they use radio commands to robotics to aid those on the field with a great hand in support. Having good Defense and Utility but limit attack skills and stealth, there less combat ready to the Assaults as there skills are more made for support and smarts then anything
=Sub-Classes
Combat- Combat Specialist/Engineers make use of Turrets, Vehicle Control/Command and ShockTrooper Drones in a field and for well, Combat
Tactical- Tactical Specialist use more of there commands of air support to artillery support and make use of smaller drones ranging from Small Support Proxy to High Mobile and High Stealthy Cyber Wolfs
Demolition- Always has handle and use explosives in battle, ranging from mortars to grenades and even to heavy artillery placements Demolition always bring the pain. Their armor was special-made to deal with explosives and even heat but have limited protection as most firearms even small arms, that's fit the Demolition is un-armed which that's a never happens
=Sub-Classes
Grenadier- Improving their Mobile and improving their skills with charges, grenades and mortars for battle
Rocketeer- Improving Defense and skills with Rockets to Missiles to the use of high powered AP rounds
Commando- Commandos are some of the most skilled troops, not really Elites, Commandos specialist in battlefield understand being spear head to their squads. Being made for Frontline or BackLine duties, Commando skills can be very handy to have in a Squad even though lack both High Defense and Offensive for improved Stealth and Utility
=Sub-Classes
Infiltrator/Hunter- Improving there Stealth and Defense to strike in most close range and precision against key targets
Marauder/Enforcer- Improving their Utility and Offensive to Strike enemies from afar and in massive numbers
Rouge- Also now as Spy classes are suit for maximum stealth and elimination key targets to gain victory for there squad. Do to there role and need to sneak there have little armor and some cases only have sidearms to makes sure they have the highest stealth possible
=Sub-Classes
Strider- Improves Close Range fights, Increases being hidden behind or even in enemy lines, and great for taking out single important targets
Wetwork- Improves Long Range fights, having a better chance on bring in bigger firepower, and can cause panic/support within the battlefield
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