I'm just throwing this out there, and just saying what might work, but whatever. Anyhow a few new classes I thought up that might work if balance correctly: 1. Trebuchet: Basically a long range heavy hitting class. Slow to reload, slow to move, slow to fire, but very effective when they hit. You would have to chose if you want a armor piercing round or a blast area round. I would assume this class would need some armor to eat a few bullets to give time to let off a round. 2. Knight: a heavier armorer melee specialist. Probably move about the same speed as the assault, but with enough armor to get close and personal. Also short range "sawed off" shot gun for a range attack. 3. Haxor: Pretty much like a support only on the opposite end of things. Should be able to disable turrets, set proximity mines. Armed with pistols or something. Discuss.
it would be cool to see a fast mid-close range shooting class. with support's health and double pistols as a weapon
viewtopic.php?f=19&t=2527 Flesh your ideas out some more, and throw them up in this thread-type-thingy here, it's good to see people wanting more for Positions in future releases.
"Knight" is the same as the melee class I suggested with essentially a shotgun secondary where none was mentioned. Trebuchet is essentially the artillary deal I mentioned. Not that I really care, since they were ***-pull ideas I'd never develop anyway, but it's fun to call you a thief.
Probably like Assassin. So basically, it would have a "steal" ability that wouldn't work, and people would whine at you for thinking a thief should be able to steal in the first place.
Id like to say that theres any decent ideas for other classes but there simply isnt. The classes ingame have it down. Other than healing needs to be the support primary job and the tank needs to be more tanky.
This is not a dig at OP or anyone, but this thread fails massivly in comparison to this thread :http://www.uberent.com/forums/viewtopic.php?f=19&t=2527
Thieves would be good. Stealing money would frustrate juice rushers. You could have a money gun that costs money to reload, and leaves cash pickups around anything it hits. Attacking would have to be either costly or rubbish because the class would earn so much that it would be a juice rush threat itself. But denying the opposing side money would be invaluable. Maybe some debuffing skills to give the player strategic options. Would probably be better to have a money draining turret.