Post by David Briggs on Feb 10, 2012 0:26:49 GMT -5
The ACA Class System adds a unique feel to airsoft. It allows teams to choose individual "team loadouts" and truly customize their team to match their style of play. Teams may mix and match different classes as they see fit. When a player registers for the ACA season they have the option of choosing their class. Once a class is chosen, the player cannot change their class until the following day of play.
The maximum amount of players your team may have out on the field is 5. Read through each class and decide which 5 classes you want to take into the game. If your team has more than 5 players registered for an ACA season, you may switch those players in and out between games to best suit the style of game you are playing!
Here's our list of the current classes:
The Captain Class
[respawn time] 20 seconds
[abilities] May plant/disarm bombs
[primary weapon slot] Tier 1 or Tier 2 [magazines allowed] 5
[secondary weapon slot] Tier 1 [magazines allowed] 3
[class allowed per team] 1
Every team must have a captain. The Captain will generally be the spokesperson of the team. During "The Bomb", only the captain or engineer may carry, plant or disarm the bomb. The captain offers teams a very diverse player who has a good amount of ammo, a moderate respawn time and some objective completion abilities.
The Medic Class
[respawn time] Instant respawn
[abilities] May cut in front of the respawn line
[primary weapon slot] Tier 1 or Tier 2 [magazines allowed] 3
[secondary weapon slot] Tier 1 [magazines allowed] 2[max allowed per team] 1
Medics are a great advantage to any team because of their ability to get back into the game so quickly. The limited number of magazines makes for a challenging class to play.
The Assault Class
[respawn time] 30 seconds
[abilities] Additional weapon slot
[primary weapon slot] Tier 1 or Tier 2 or Tier 3 [magazines allowed] 8
[secondary weapon slot] Tier 1 [magazines allowed] 4
[tertiary weapon slot] Tier 5 [grenades allowed] 2
[max allowed per team] 2
The Assault class is one of the more deadly classes in the ACA. The amount of magazines they are allowed to carry make them a great asset for some of the lower carrying classes and a great source of suppression fire. The grenades are invaluable for clearing rooms or defending objectives.
The Scout Class
[respawn time] 10 seconds
[abilities] Starts the game 30 seconds before everyone else
[primary weapon slot] Tier 1 or Tier 2 [magazines allowed] 2
[secondary weapon slot] Tier 1 [magazines allowed] 2
[max allowed per team] 1
The scout utilizes speed to gain the edge on the other team. With the advantage of being the first one on the field, they are able to set up an early defense on an objective, secure an objective, or set up for an ambush. The limited amount of ammunition suggests that semi-auto would be preferred for this class.
The Sniper Class
[respawn time] 15 seconds
[abilities] May use sniper rifles
[primary weapon slot] Tier 4 [magazines allowed] 2
[secondary weapon slot] Tier 1 [magazines allowed] 4
[max allowed per team] 1
The sniper class can become a deciding factor for your teams victory or defeat. With the limited amount of magazines for their primary, the sniper has to be a solid shot.
The Engineer Class
[respawn time] 15 seconds
[abilities] Enahnced objective capabilities
[primary weapon slot] Tier 1 or Tier 2 [magazines allowed] 4
[secondary weapon slot] Tier 1 [magazines allowed] 2
[max allowed per team] 2
With the ability to plant and disarm bombs, the engineer is invaluable for objective completion. It's always wise to have more than 1 person on your team that can do what is needed to finish the job
The maximum amount of players your team may have out on the field is 5. Read through each class and decide which 5 classes you want to take into the game. If your team has more than 5 players registered for an ACA season, you may switch those players in and out between games to best suit the style of game you are playing!
Here's our list of the current classes:
The Captain Class
[respawn time] 20 seconds
[abilities] May plant/disarm bombs
[primary weapon slot] Tier 1 or Tier 2 [magazines allowed] 5
[secondary weapon slot] Tier 1 [magazines allowed] 3
[class allowed per team] 1
Every team must have a captain. The Captain will generally be the spokesperson of the team. During "The Bomb", only the captain or engineer may carry, plant or disarm the bomb. The captain offers teams a very diverse player who has a good amount of ammo, a moderate respawn time and some objective completion abilities.
The Medic Class
[respawn time] Instant respawn
[abilities] May cut in front of the respawn line
[primary weapon slot] Tier 1 or Tier 2 [magazines allowed] 3
[secondary weapon slot] Tier 1 [magazines allowed] 2[max allowed per team] 1
Medics are a great advantage to any team because of their ability to get back into the game so quickly. The limited number of magazines makes for a challenging class to play.
The Assault Class
[respawn time] 30 seconds
[abilities] Additional weapon slot
[primary weapon slot] Tier 1 or Tier 2 or Tier 3 [magazines allowed] 8
[secondary weapon slot] Tier 1 [magazines allowed] 4
[tertiary weapon slot] Tier 5 [grenades allowed] 2
[max allowed per team] 2
The Assault class is one of the more deadly classes in the ACA. The amount of magazines they are allowed to carry make them a great asset for some of the lower carrying classes and a great source of suppression fire. The grenades are invaluable for clearing rooms or defending objectives.
The Scout Class
[respawn time] 10 seconds
[abilities] Starts the game 30 seconds before everyone else
[primary weapon slot] Tier 1 or Tier 2 [magazines allowed] 2
[secondary weapon slot] Tier 1 [magazines allowed] 2
[max allowed per team] 1
The scout utilizes speed to gain the edge on the other team. With the advantage of being the first one on the field, they are able to set up an early defense on an objective, secure an objective, or set up for an ambush. The limited amount of ammunition suggests that semi-auto would be preferred for this class.
The Sniper Class
[respawn time] 15 seconds
[abilities] May use sniper rifles
[primary weapon slot] Tier 4 [magazines allowed] 2
[secondary weapon slot] Tier 1 [magazines allowed] 4
[max allowed per team] 1
The sniper class can become a deciding factor for your teams victory or defeat. With the limited amount of magazines for their primary, the sniper has to be a solid shot.
The Engineer Class
[respawn time] 15 seconds
[abilities] Enahnced objective capabilities
[primary weapon slot] Tier 1 or Tier 2 [magazines allowed] 4
[secondary weapon slot] Tier 1 [magazines allowed] 2
[max allowed per team] 2
With the ability to plant and disarm bombs, the engineer is invaluable for objective completion. It's always wise to have more than 1 person on your team that can do what is needed to finish the job