Beta please come back, read all of the comments and add them to the origional post.
The only new comments I see here are about quite specific things about the RECON class in general ...
A few modifications i have noticed might be better; Sharpshooter in the Rifleman class could be different, sharpshooters are snipers, mabey Grenadier takes his place and in turn his free slot in specialist class could be a medium anti-tank class (MAW) were as the light AT gets a LAW and heavy AT gets a deployable MILAN?
Eather way sharpshooter in the rifleman class sounds a bit snipey.
The Sharpshooter class is meant to be used as a designated marksman, so if there was a target out of the effective range of the rifleman and LMGs, the Sharpshooter would engage them.
The Medium anti-tank class sounds good, but you don't want to give the infantry TOO much vehicle killing power because vehicles will be quite empty if they are too easily destroyed.
I was thinking about adding a deployable AT weapon, I was just unsure of who would get it, it could take the place of the mortar, but personally I would rather have a mortar and use other vehicles to eliminate heavier vehicles.
Oh kwl, but im fearing gameplay. (64 Scouts hideing around the map)
I tried to make the classes as interdependant on eachother as possible without making it ridiculous, so no one class will be used more often than other, save except the rifleman (as it should be, you would see more rifleman in an army than LMG Gunners for example).
For the scout/recon class, maybe they should be given a parachute as well. That way they could be paradropped into enemy lines from a littlebird or transport chopper.
This seems to be more of an operation that an actual airborne unit would do, and in that case EVERYONE should have parachutes ... its along the same lines as the "Special Forces" classes in Vanilla BF2.
Consider the following:
When standing, the scope will either move alot, or the deviation will be horrible
When crouching, the scope won't move as much, or the deviation will be somewhat bad
Prone, the scope won't move much, or the deviation won't affect the shot too much
Sniper rifle would be extremely impractical in these modes.
Prone with bi-pod set up: Scope won't move at all, almost no deviation (unless it's bullet drop)
It would take 6-10 seconds to set up the bipod and get in the position to fire, so the sniper would only be able to take a few shots before being found, and they would only be able to afford to take out valuable targets, such as a mortar operator, heavy machine gunner, M2 gunner, RPG-7 gunner, etc
Sniper needs to be used for taking out key targets and reconaissance, IMO
Sounds like a good idea for a Sniper system, this could also transfer to the LMGs, since most LMGs have bipods.
Mind if I add this in?
Snipers are inarguably useful to their teams in two huge ways:
1) Effect on enemy moral.
2) Intel gathering.
I agree.
The mod is focusing on a full assault force
And depending on what kind of assualt force this is, snipers would be included.
The key is to balance the kits so that everyone can enjoy the game.
People who want to play solo and snipe? They have their sniper class, and if they try to do anything BUT snipe, they are going to have some serious problems. It's a fact that not EVERYONE wants to play in a squad at ALL times, but the mod should still be able to incorporate these people in the TEAM by making their solo actions help everyone else.
I like the idea of adding inscentives to do specific things, since most people seem to like the stats, have points awarding for the classes doing their jobs. A sniper would get points for spotting, medic for healing, Mortar for firing accurate rounds at a specified target, etc. The better you convince people to play their roles, the better the experience will be.