OK I don’t like the new update purely based on the the agnostic objectives. Every other idea the focus on charterers unique ability’s & alternate weapons I can agree with. Personally I just believe that from a base gameplay perspective, it’s taking away complexity for the sake of a easy fix for the flaws in the map design. I am adamant that you can cater to playstyles, have unique ability’s & alternate weapons without having agnostic objectives. Thus retaining the tactical play that can only manifest when you have fixed roles for objectives, eg: focus down certain classes & stack classes to counter the other teams composition.
Hear is a few class variants off the top of my head with my rational behind the loadout.
Ranged Engineer
DRM rifle, fires is tri-burst from the hip and semi-auto in ADS with a 4X optical scope.
Sawned off shotgun (over under) only useful at extreme close range.
Smoke Grenade.
EOD BOT to repair/disarm from cover.
Blowtorch.
So this set up allows for you to smoke the objective, and send in the bot to do the dirty work. When/if that fails you can pick off the targets at a distance. The close in to repair/defuse hands on, the shotgun giving you a fighting chance when you have to get your hand dirty. However due to it being a one shot and reload deal, not OP IMO.
Ranged Medic
FOPS AR equivalent.
Glock burst pistol.
No nades.
Defib.
Adrenal shot. Brings back teamates from a gibed state to DBNO for defib.
This class has no self heal, but better combat utility (something argued about before and apparently no one would play due to no self heal). This playstyle is a mid to long range medic, who sits back & can risk himself to completely turn the tide of a match.
Close quarter Spec ops.
Silenced P90.
Crossbow.
Deployable TOW Launcher.
Rocket guidance phone (see below).
So you have close range firepower, and some medium range effectiveness with the crossbow, the TOW launcher acts like a deployable turret. Well as a turret in the sense that you can’t jump in it and use it, how it work is as thus. Once placed it has an 180 degree range of movement controlled by the Spec ops phone. The spec ops can then fire and guide the rocket, when used there is a cool down equivalent to the field ops drone strike. After and before the TOW is fired you can use it also to spot targets, & and it will auto spot targets that come into it’s field of view when not under direct control.
Now I admit not a tremendous amount of thought has go into this, however the first two at least I believe would still fit in with the pre-patch fixed classes/roles.