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I thought it would be good for there to a sort of support class for your squad, a ‘specialist’ that could enhance your squad’s ability or hinder the enemy’s.
Like the other classes, You could choose how to use your specialist through different skills and equipment. For example:
Medic equipment would allow them to heal other units, cure them of ailments or give them boosts.
Grenadier equipment would allow them to impair the enemy’s ability with smoke grenades etc
To keep them balanced you could make it so they don’t actually cause any damage to the enemy; this would leave the player with the decision of whether to take a specialist and boost the performance of their other troops, or take another soldier and rely on the often expensive and limited support that items give.
If anyone has any other ideas for this class or changes they’d make please do say so!
Eventually it’d be great for there to be at least 5 classes, then you’d have really unique team line-ups.
Yeah Sniper would be cool; it’d have to be HIGH damage, but it’d have to have low firing rate, low def and health, and be quite slow to balance out the massive range advantage.
Some weapon ideas for Grenadier class:
Laser-targeter – shots against target enemy are more accurate and likely to cause crits
Glue/Freeze Gun – Target enemy’s move and attack speed significantly slowed
Nanobot/Acid cloud grenade – all Enemies in range’s defense is drastically lowered.
Some weapon ideas for Medic:
Syringe gun of Health – target ally heals slowly
Syringe gun of frenzy – target ally’s attack speed increases
Steroid rifle – Target ally’s damage increases
Haste grenade – all allies in range’s move speed increases.
I’ve seen the idea more often but posting it anyway, a officer!
Low health and damage. Only capable of melee weapons and pistols, medium armour.
High move speed moderate attack speed, good accuracy.
Skills, passive slight overall skill increase, active skills increase this with a high skill that prevents KO for x.x seconds
a good idea to me is a motar team. It would have a very long reload time to account for its massive damage, and another would be its speed since they either have to carry a motar tube to increase damage and range a bit or throw by hand increasing speed but lowering damage by a bit more than if you had increased it by carrying the tube like instead of +3 you get a -8 since you have to throw and prime it yourself you have to cut down on the explosive materials inside to make the blast survivable for the thrower. However having twice the health of a fodder man but as much def. since its two men but once its hp is 1/2 way till death,one man goes down and now you lose 1/2 your range and some damage while also making reload even longer