New class suggestions here

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Force Ghost Class. Replaces spectator. You can run around after death as a semi-visible ghost, you can not interact with anything ( except other ghosts ) but you can fly around whenever you want. You can also taunt/gloat/flourish as much as you like and try to distract other players. Other players can simply move through you. Hitting a class special ( slap button ) would toggle between ghost mode and normal spectator mode, allowing you to essentially teleport to someone.

Would be interesting... could relieve some stress even. Might cause some easily distracted players to die sooner though. Not a totally serious class at all, but I think something similar was suggested before, a long time ago...
Problem with that is that everyone would go around taunt spamming and annoy all the living players.
 
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Force Ghost Class. Replaces spectator. You can run around after death as a semi-visible ghost, you can not interact with anything ( except other ghosts ) but you can fly around whenever you want. You can also taunt/gloat/flourish as much as you like and try to distract other players. Other players can simply move through you. Hitting a class special ( slap button ) would toggle between ghost mode and normal spectator mode, allowing you to essentially teleport to someone.

Would be interesting... could relieve some stress even. Might cause some easily distracted players to die sooner though. Not a totally serious class at all, but I think something similar was suggested before, a long time ago...

This is actually a great idea that came out years ago. Someone suggested implementing the "ghost duel" mode of ja+ for dead spectators.
 
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Code a Russian roulette chat game for spec mode.
I spent many hours being dead when I played mafia on starcraft 2's arcade.
 
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I don't think gamorrean would fit on that class though if that's the case.
Implying you wouldn't love seeing a fat gammorrean jump around with a vibroaxe/vibrosword.

The melee class I think would be best as a combination of melee and ranged. BX Droids had blasters and vibroswords, the same goes for oldschool mandalorians and Royal Guards. I would avoid acrobatics, but give some other tools to cover the distance, perhaps something dash/shoulderbarge type. However, overall the idea would be to encourage combining guns and melee to great results. Perhaps the possibility to perform quick slashes/blocks with a gun equipped and the ability to do quick potshots with the sword equipped. Alternatively simply allow for really fast weapon switching. This would exist to allow for mixed combat.

The idea would be to make the class weak when using pure guns or pure melee. The strength would come from players being good at mixing both weapons into combat situations.
  • Gunner gets too close during gunfight -> Quick slash to deal significant damage
  • Saberist opens his defenses during sword fight -> Quick evasion and shot through the defenses
  • Saberist retreats after strong attack that destroys BP -> Swap to gun to begin draining FP too
Vibroblades would not be 1HK vs armour, but would be very strong vs pure HP.


As for the astromech, I'd lean towards a lot of utility abilities like smokescreen, flamethrower, lightning gun (deals ministuns on impact), jumpjet upgradeable into jetpack and so on. Less thought of what would go into a class like that, but if done right it could work I suppose.

Seriously though I like this. I like everything of this.

Rebs get a propper support class (which fits their playstyle, in most missions they're the attacking team that could use a support around, whilst on the missions where they are the defending team they are basically expected to hold the line, having a class able to heal shields is quite useful there), whilst imps get a more offensive approach of a Battlefield Control class (which gives for some gameplay opportunities in a team that is most centered on Defending/Battlefield Control when attacking).

I can already see it, a cyan/blue style, Saber Defense 1, able to use E-11 class armed with melee weapons that deal sick damage on health but suck against armor, effectively forcing you to shoot gunners beforehand.
 
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Add Fa ability to spectator called possession where a spectator can take control over another player for 5 seconds.
:)
lol, that would scare people to avoid edges. Imagine a guy who just barely jumps up to an edge, then the spectator nudges them off. That would be hillarious XD
 

Spaghetti

Floating in the void
R2D2
Movie Battles II Team Retired
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lol, that would scare people to avoid edges. Imagine a guy who just barely jumps up to an edge, then the spectator nudges them off. That would be hillarious XD
You can actually do this on certain maps in just the right situation due to a bug. At least, I've been lucky enough to do it once.
 
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Community 'it's a feature' Selection Committee requests reproduction rights with Spaghetti.
You bring the meatballs, I got the sauce.

Now if only you weren't a bowl full of food. Wait, channeling American Pie, is it really a cake or an opportunity?

:D
 
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Logic chip online--
Mandolorians already have jet packs, we should not aim to rip off a singular class.

Add a grapple hook. That the user may swing on and let go of at any time (likeness of a jungle vine) for soldiers, clones, and basic droids. To balance this feature and stay true to logic, they must hold the hook with one hand, allowing the only weapons to be held while grappling to be one handed (grenades and pistols). This would allow a reason to upgrade the pistol. Clones and basic droids would be much more adaptable with a method of y axis elevation, and it would promote strategic planning. Point cost of such a perk is open to debate.
Have the device drain in battery/energy, so the target can not just stay in the air out of Jedi or Sith reach for indefinite amounts of time. When not in use, it recharges its battery.
 
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Necroing this thread because I had some ideas and thought this would be better than making a new one

Also this involves melee and I'm not super experienced with dueling so forgive me if the exact details are too unbalanced

Sith side - Specialist (Stormtrooper/Phasma/Magnaguard/whatever)
  • Primary weapon: A basic blaster pistol, paired with a shield
-Shield only active when a "guard mode" is activated, removing the ability to jump and greatly slowing down the player, but also nullifying knockdowns
-Shield has an energy/armor pool drained by hits that must be recharged, and cannot be charged while guarding
-As levels increase, alongside the normal pistol upgrades, the shield goes from just blocking shots to also blocking explosions, gains a larger resource meter, and can stretch out width-wise when activated to cover a wider area
-To prevent abuse, switching from this weapon throws it to the ground, where it must be retrieved(or like, just a short wait time when switching back to it or something, but that's less cool)
  • Secondary weapon: Stun baton
-Can choose between Yellow, Blue, or Staff styles
-Has one-third the damage and BP of a lightsaber, but guaranteed stagger on successful unblocked hits, upgraded to full knockdown at max level
-BP regen draws from blaster ammo?

The rest of the kit would be regular stuff, ammo, armor, maybe some kind of grenade or a renamed advanced logic
This class would have plenty of defense capability, so it shouldn't have much more health than a soldier or commander


Jedi side -
Training/Holodroid
  • Primary weapon: Training Lightsaber
-Like the stun baton, but perhaps with even less damage and/or BP depending on level
-At max level, can switch between all single bladed lightsaber styles on the fly
  • Special ability: Holographic disguise
-Makes the player appear to be of the opposing team
-At low level, will assume a random class/model but still display you as an enemy if targeted, at high level, will assume the exact likeness and name of an enemy player
-Runs on energy that slowly recharges when not disguised
-Attacking or being attacked/taking damage will cancel the disguise
-Can be seen through by high level sense and advanced logic

That's the main stuff, other abilities could include better jumps, cortosis plating, or lightning resistance
It's a class that would fit in alongside the the jedi's infiltration-focused force abilities, though it could very easily become annoying if handled improperly
Aside from that, with some ability and stat tweaking, I think being able to switch between all styles at any time and having a lowered lethality could particularly make it a neat teaching tool to have in duel mode



And of course, if other melee weapons are ever a thing, other classes should get in on it too, so give basic non-staff stun batons to arcs and mandos, then for commanders and clones remove the stuns, greatly lower or remove the BP, and reskin them as vibroblades
 
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New class for both sides:

Technician

Basic melee that can't be upgraded
Pulse Baton - stuns the people it hits, like lightning
E-11/Pistol
That big laser Shield that can be placed on the ground
That weapon from base JKA which shoots lightning blobs
Trip Mines, those with lasers
Reinforcements (1)
Armor
Ammo

Models: Some of the Soldier models can be used for Technician, like Imperial Worker, and maybe some new.

Would be cool to see this class work out with some never before seen concepts. This class would be good for crowd control with Shield/Trip Mines.
 
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I would absolutely love a non-lightsaber mixed melee-gunner class like Ben suggested. It sounds so fun.
 
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