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<title>Ace of Spades Game Forums &#187; Tag: they - Recent Topics</title>
<link>http://forumarchive.spadille.net/</link>
<description>Ace of Spades Game Forums &#187; Tag: they - Recent Topics</description>
<language>en</language>
<pubDate>Sun, 03 May 2026 12:51:21 +0000</pubDate>

<item>
<title>Beret on "How&#039;s this for a class suggestion:"</title>
<link>http://forumarchive.spadille.net/topic.php?id=3430#post-45359</link>
<pubDate>Wed, 13 Jul 2011 03:57:36 +0000</pubDate>
<dc:creator>Beret</dc:creator>
<guid isPermaLink="false">45359@http://forumarchive.spadille.net/</guid>
<description><p>Wait for it... NO classes.<strong> Bam.</p>
<p>Consider it for a moment-</strong> you spawn with an SMG and then get sniped from afar. You spawn with the rifle, and someone pops up in front of you and SMGs your face off. By forcing a weapon decision before spawn, not only are you limiting the play options that a player can take, but you're rendering them impotent in half the battle situations they're likely to encounter.</p>
<p>I'm all for versatility. Variety. <strong>Choice.</strong> So when I get sniped by a rifleman my SMG hasn't a hope of hitting, who's fault is it? Am I supposed to concede that I should have seen him coming before I even spawned, and chosen otherwise? Supposing I <em>had</em> a rifle and killed him, and then the next minute found myself in a situation perfect for the SMG? What then? </p>
<p><em> bad form, Beret, didn't you realise you're supposed to kill yourself in between every task you set yourself?</em></p>
<p>Well I've seen the extent to which this class system limits player options and I don't think it's helping anyone.</p>
<p>--------------------------------------------------SO-----------------------------------------------------</p>
<p><em>Let's imagine for a moment that both the SMG and the rifle are in everybody's kit.</em> Level playing field. Equal opportunity fighting, victory through strategy and skill and all that nonsense.</p>
<p>Anyway, it's the same scenario: you come up against the rifleman first. You have your rifle ready. Why? because it's a wide open space, and you know what tool you need for the job. Bang, down he goes. But then your intel is taken, and you're on the surface between where it was and the enemy base, so you know the enemy tunneled in to get your intel. A quick switch to the SMG later and you're drilling a hole downwards into the enemy tunnel. There's the intel runner, sprinting off down the passage. Switch to rifle, blam. Down he goes.</p>
<p><em>This sort of versatility and <strong>ability to adapt to a changing situation</strong> is only a pipe-dream for the current game, and will ALWAYS be nothing but that as long as there are classes. </em> Without classes, however, any death you have is not because of luck or some arbirtary roll of the dice, but YOUR fault, and yours alone. Your skill and situational awareness now means everything, and you are effectively the master of your own fate. You see a rifleman, and you can cover his back with an SMG <em>because you know you've got one.</em> Trying to sneak into the enemy base for some close quarters fighting, but spotted by a sniper? You can dive into cover and return rifle fire <em>because you know you've got one.</em> When future weapons are introduced, you can try them out all you want while still having your favourite weapon handy just in case, <strong><em>because-you-know-you've-got-one.</em></strong></p>
<p>You see what I'm getting at here?
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