What does this suggestion change/add/remove:
This is a suggestion for the content team to re-consider the current job distribution of E-11 to allow for better job diversity with the active E-11 playing, allowing a better sense of progression in the regiment, and giving E-11 a much-needed refresh to their gameplay loop without majorly altering how they're played. I will explain in further detail what the change is below.
Has something similar been suggested before? If so, why is your suggestion different?
I am not sure, but this suggestion is different enough from most others that it shouldn't matter.
Possible Positives of the suggestion (At least 2):
- Allows for a better sense of progression in the regiment without the need of introducing more jobs, thus avoiding job bloat.
- This will increase the amount of people playing the other jobs in E-11, such as Biohazard Specialist, which is not often played due to other options being available that players tend to find to be "better" jobs.
- Provides something for players to work towards instead of petering off. (This is a bit of subjective point. I've been in E-11 for 5 months at this point and just recently attained the role of Major. In my time spent, I have seen a lot of players reach LCPL and peter off due to the next job only being available at Command Sergeant)
Possible Negatives of the suggestion:
- I personally cannot think of any however I leave the floor open for members of the community and ESPECIALLY the content team to leave their feedback in the comments below.
Alright, I am going to try and make this as succinct as I can be because I could genuinely ramble on and on about this. I'll keep it brief for the consideration of the lovely content team and members of this community who do not like reading as much.
Over my time spent in E-11, I have always found the job gap from LCPL -> CSG to be a bit odd, after all, why isn't there a job in between? Now, there has been several suggestions since for different E-11 jobs, whether they be for Grenadiers (huh?) or Scouts (Cool in concept but would not make much sense in execution). I have been one of the people propagating this line of thought, however, after the recent changes to the GSD Jobs and Job Structure and after talking with a member of the Content Team to understand their perspective on the hesitance of wanting to add jobs and their desire to reduce job bloat, I have since come to reconsider my stance on the matter.
The current change is this: Move E-11 Containment Specialist to SGT and give it a slightly better gun than the ERAD.

Now before we immediately deny this suggestion and move on with my life, oh wise and (hopefully) benevolent content team member, let me at least explain my rationale to you before you settle on a decision.
Here is the current E-11 progression system (at the very least on UK):
PVT - Access to the Job
SPC - Nothing, but that's fine, as it is your first promotion and allows you to better settle into the role.
LCPL - Access to Biohazard Specialist and Containment Specialist jobs.
CPL - NCO duties, use of AA allowed when authed.
SGT - ...Nothing, which is a little odd.
CSG - Access to the Breacher job, essentially a CO-lite position.
LT+ - Access to Officer job and CO duties.
This system is not inherently bad or flawed but the issue ultimately lies to the job gap between LCPL - SGT. I understand that content team might not want to introduce a job because they do not think every role needs a new job, and I agree! However, let us consider the following:
PVT - Access to the Job
SPC - Nothing, but that's fine, as it is your first promotion and allows you to better settle into the role.
LCPL - Access to Biohazard Specialist job. (This will now be the only job unlock, focusing people to ACTUALLY playing this job as it is often neglected.)
CPL - NCO duties, use of AA allowed when authed.
SGT - Access to Containment Specialist job. (This will now allow for Containment Specialist, and in turn SGT, to be a more sought-after position).
CSG - Access to the Breacher job, essentially a CO-lite position.
LT+ - Access to Officer job and CO duties.
Personally, I think this is a much healthier distribution for the jobs in E-11 according to regimental rankings. This would encourage people to shoot for a SGT position to attain access to the powerful Containment Specialist job, have more people play the Biohazard Specialist job, and avoids adding a new job like many people have suggested in the past.
Here comes the part about the gun.
Frankly, the ERAD isn't bad, and it's not a terrible gun at all. When I played the Operative job a ton when starting out, I slowly fell in love with its efficacy. In fact, I do not think any single E-11 position has a bad gun at this point (barring possibly the Karma-90 but I digress). If Containment Specialist would be moved to SGT, it would no longer be "Operative with more equipment".
Now what gun would this be? That's really up to content for decide as they have to consider balancing and such, but I will leave some suggestions below along with rationale:
Apex Guns: Nemesis Burst AR/Hemlock Burst AR
This would iterate on the new burst weapon system added by Auburn (or the devs, I'm not sure who did it). The Nemesis Burst AR would fire Energy shots in a 4 round burst and the Hemlock would fire bullets in a 3-round burst.
COD: IW Guns: G-Rail/R3K/FHR-40/HVR
The G-Rail would be a powerful semi-automatic weapon designed to engage SCPs from longer range, however it can function as a slightly weaker burst/automatic gun. The R3K is an energy-based burst rifle, much like the Nemesis AR. The FHR-40 used to be standard-issue for E-11 and could be returned to them (although I am not TOO keen on having a perma-weapon be in a default loadout). Finally, the HVR, which is a UMP style gun which a slow rate of fire gun that compensates with great damage and accuracy.
This is a suggestion for the content team to re-consider the current job distribution of E-11 to allow for better job diversity with the active E-11 playing, allowing a better sense of progression in the regiment, and giving E-11 a much-needed refresh to their gameplay loop without majorly altering how they're played. I will explain in further detail what the change is below.
Has something similar been suggested before? If so, why is your suggestion different?
I am not sure, but this suggestion is different enough from most others that it shouldn't matter.
Possible Positives of the suggestion (At least 2):
- Allows for a better sense of progression in the regiment without the need of introducing more jobs, thus avoiding job bloat.
- This will increase the amount of people playing the other jobs in E-11, such as Biohazard Specialist, which is not often played due to other options being available that players tend to find to be "better" jobs.
- Provides something for players to work towards instead of petering off. (This is a bit of subjective point. I've been in E-11 for 5 months at this point and just recently attained the role of Major. In my time spent, I have seen a lot of players reach LCPL and peter off due to the next job only being available at Command Sergeant)
Possible Negatives of the suggestion:
- I personally cannot think of any however I leave the floor open for members of the community and ESPECIALLY the content team to leave their feedback in the comments below.
Based on the Positives & Negatives, why should this suggestion be accepted:
Alright, I am going to try and make this as succinct as I can be because I could genuinely ramble on and on about this. I'll keep it brief for the consideration of the lovely content team and members of this community who do not like reading as much.
Over my time spent in E-11, I have always found the job gap from LCPL -> CSG to be a bit odd, after all, why isn't there a job in between? Now, there has been several suggestions since for different E-11 jobs, whether they be for Grenadiers (huh?) or Scouts (Cool in concept but would not make much sense in execution). I have been one of the people propagating this line of thought, however, after the recent changes to the GSD Jobs and Job Structure and after talking with a member of the Content Team to understand their perspective on the hesitance of wanting to add jobs and their desire to reduce job bloat, I have since come to reconsider my stance on the matter.
The current change is this: Move E-11 Containment Specialist to SGT and give it a slightly better gun than the ERAD.

Now before we immediately deny this suggestion and move on with my life, oh wise and (hopefully) benevolent content team member, let me at least explain my rationale to you before you settle on a decision.
Here is the current E-11 progression system (at the very least on UK):
PVT - Access to the Job
SPC - Nothing, but that's fine, as it is your first promotion and allows you to better settle into the role.
LCPL - Access to Biohazard Specialist and Containment Specialist jobs.
CPL - NCO duties, use of AA allowed when authed.
SGT - ...Nothing, which is a little odd.
CSG - Access to the Breacher job, essentially a CO-lite position.
LT+ - Access to Officer job and CO duties.
This system is not inherently bad or flawed but the issue ultimately lies to the job gap between LCPL - SGT. I understand that content team might not want to introduce a job because they do not think every role needs a new job, and I agree! However, let us consider the following:
PVT - Access to the Job
SPC - Nothing, but that's fine, as it is your first promotion and allows you to better settle into the role.
LCPL - Access to Biohazard Specialist job. (This will now be the only job unlock, focusing people to ACTUALLY playing this job as it is often neglected.)
CPL - NCO duties, use of AA allowed when authed.
SGT - Access to Containment Specialist job. (This will now allow for Containment Specialist, and in turn SGT, to be a more sought-after position).
CSG - Access to the Breacher job, essentially a CO-lite position.
LT+ - Access to Officer job and CO duties.
Personally, I think this is a much healthier distribution for the jobs in E-11 according to regimental rankings. This would encourage people to shoot for a SGT position to attain access to the powerful Containment Specialist job, have more people play the Biohazard Specialist job, and avoids adding a new job like many people have suggested in the past.
Here comes the part about the gun.
Frankly, the ERAD isn't bad, and it's not a terrible gun at all. When I played the Operative job a ton when starting out, I slowly fell in love with its efficacy. In fact, I do not think any single E-11 position has a bad gun at this point (barring possibly the Karma-90 but I digress). If Containment Specialist would be moved to SGT, it would no longer be "Operative with more equipment".
Now what gun would this be? That's really up to content for decide as they have to consider balancing and such, but I will leave some suggestions below along with rationale:
Apex Guns: Nemesis Burst AR/Hemlock Burst AR
This would iterate on the new burst weapon system added by Auburn (or the devs, I'm not sure who did it). The Nemesis Burst AR would fire Energy shots in a 4 round burst and the Hemlock would fire bullets in a 3-round burst.
COD: IW Guns: G-Rail/R3K/FHR-40/HVR
The G-Rail would be a powerful semi-automatic weapon designed to engage SCPs from longer range, however it can function as a slightly weaker burst/automatic gun. The R3K is an energy-based burst rifle, much like the Nemesis AR. The FHR-40 used to be standard-issue for E-11 and could be returned to them (although I am not TOO keen on having a perma-weapon be in a default loadout). Finally, the HVR, which is a UMP style gun which a slow rate of fire gun that compensates with great damage and accuracy.
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