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Core Feedback - Specialists - Next Steps

Straatford87's avatar
Straatford87
Icon for DICE Team rankDICE Team
3 years ago

Hey folks -

We recently published our Core Feedback for Specialists in which we outlined our design plans for improving your experience with Specialists in Battlefield™ 2042.

You have since shared thousands of comments with us across a variety of Social channels such as Reddit, Twitter, Forums and Discord. So first and foremost, thank you -- for taking the time to share your thoughts with us and maintaining a constructive discussion. This is something we value deeply.

Alongside our Core Feedback blog we reached out to some of you to join us for several Playtests to experience the return to Class gameplay in a live game environment. Today, we’ll outline your feedback, and what we learned from those of you who joined us for gameplay. Alongside that, we’ll talk through further changes as we progress on our design reworks within Battlefield 2042.

Class Identity

Previously, we shared how we envision each Specialist to fit within each Class category for the upcoming return to Class gameplay. We have since made further changes through your feedback, and learnings from our Playtesting. Today, we’ll outline our latest design intent about how each Specialist is categorized per Class, and how we expect those roles to perform on the Battlefield.

ENGINEER: Vehicle Disabler & Support - the Engineer Class is centered around aiding and fighting vehicles.

  • Boris, Crawford, Lis

RECON: Spotting & Targeting - Recons provide themselves and teammates with intel on enemy positions, and designate targets.

  • Casper, Paik, Rao

SUPPORT: Healer/Reviver/Ammo supplier - Support provides health, revives and ammo to ensure teammates can stay active in the fight.

  • Angel, Irish, Falck

ASSAULT: Anti-Infantry Frontline Fighter - Assault are specialized at fighting infantry and shine on the frontlines of combat.

  • Dozer, Mackay, Sundance

What you told us based on our initial designs is that the Class categorization of Specialists still has room for improvement. Through that feedback and further Playtests with some of you, we’ve made several key changes to Crawford and Irish.

Crawford

For Crawford we noticed conflicting gameplay behavior between offensively using his Mounted Vulcan, alongside being tasked to revive other players. Right now, this means Crawford is unable to fully commit to his role as Support. Similar to Boris who also takes an offensive approach with this SG-36 Sentry Gun, we are changing Crawford’s Class to give him a clearer purpose on the Battlefield.

 

We’ve heard you share similar feedback that this would be a better fit, and through further Playtesting we’re seeing that placing Crawford in the role of Engineer provides a smoother gameplay flow by allowing him to help purely focus on offensive support.

 

Irish

For Irish, we recognize that the design of his APS-36 Shootdown Sentinel and DCS Deployable Cover provide more benefits towards helping infantry, instead of aiding or combating vehicles. We are therefore moving Irish to the role of Support where he can focus on helping and protecting teammates, instead of taking out enemy vehicles. 

 

With this change in place, we’ve seen great new gameplay moments where Irish protects his team with his Shootdown Sentinel, while dropping Cover and reviving fallen friendlies.

 

As a summary for Crawford and Irish, these changes mean:

 

  • We’re switching their respective Classes; Crawford becomes an Engineer, and Irish becomes Support
  • Crawford gains the Repair Tool, while Irish gets the Defibrillator as Class Equipment 
  • Irish receives Crawford’s “Cache Point” Trait, as Crawford can no longer revive players
  • Crawford will receive a new Trait which is still being designed. We are currently exploring making him more effective at repairing vehicles under certain conditions

Rao

We have also received feedback about Rao’s potential fit as an Engineer, as within current gameplay he is mainly used to take down vehicles.

 

Our design intent for Rao as a Recon is to be a disruptor and target designator so his team can follow-up to take down targets. Currently it isn’t always clear to the team who Rao is targeting so we are exploring ways to improve his teamplay opportunities.

 

We are maintaining Rao as a Recon. And while he can still be effective against vehicles through having access to C5, we’ll make further changes to enforce his Spotting & Targeting capabilities. These changes won’t impact Rao’s abilities directly, but rather how they are communicated to his team when he uses them. For example, when Rao Hacks a target, team mates will see a large UI indicator signaling a designated target is Hacked, and ready to be taken down.

Class Loadouts

Based on your feedback and further Playtesting, we’re happy with the structure of Class Gadgets and Equipment with small room for improvements. The main changes we’re making are to balance the available Gadgets. For example, with the new Class structure in place we know there will be a reduction in available Rocket Launchers on the Battlefield because not everyone might want to play an Engineer. To ensure vehicles don’t become dominant, we’ll maintain a balanced gameplay flow by adjusting the available Gadgets in advance to ensure effective counters remain in place. 

 

Here is a new overview of the Class Loadout structure:

 

Class Equipment (Always available)

Assault - Med Pen
Engineer - Repair Tool

Support - Defibrillator

Recon - Insertion Beacon

 

Class Gadgets (You can choose 1)

Assault - Smoke Launcher, IBA Armor Plate, C5 Explosive, M18 Claymore
Engineer - Anti-Tank Mine, Recoilless M5, FXM-33 AA Missile, GM-148 Javelin, EOD Bot

Support - Ammo Crate, Medical Crate, Smoke Launcher, M18 Claymore

Recon - T-UGS, Tracer Dart Gun, M18 Claymore, C5 Explosive, Prox Sensor, SOFLAM Designator 

 

Throwables (You can choose 1)

Assault - Frag Grenade, Smoke Grenade, Concussion Grenade, Incendiary Grenade
Engineer - Frag Grenade, Smoke Grenade, EMP Grenade, Incendiary Grenade

Support - Frag Grenade, Smoke Grenade, EMP Grenade, Incendiary Grenade

Recon - Frag Grenade, Smoke Grenade, EMP Grenade, Incendiary Grenade

Weapon Restrictions

A separate contentious point of feedback we heard from you was about freedom of choice for weapons. Presently, Specialists have access to all weapons and there are no restrictions to choice of weaponry within your Loadout. We have heard from some of you that you enjoy having access to all weapons, while others noted that you would instead enjoy having weapons locked to the Class that you’re playing to help enforce Class Identity.

 

While we will bring more structure to gameplay via the Class rework, we feel that adding weapon restrictions would not be the right change for how you are currently used to playing Battlefield 2042, alongside Specialist gameplay. However, we do agree that using a weapon that fits your Class should feel meaningful. To achieve that feeling we’re adding a new system that we currently call Weapon Class Proficiencies. Below is an example of this system and the options we’re currently exploring. 

 

Recons are known for using Sniper Rifles on the Battlefield, and their proficiency when wielding this weapon type outperforms for example an Assault, who are skilled at using Assault Rifles. While Recons will still have access to all weapons in this new system, they’ll now benefit from wielding Sniper Rifles by automatically holding breath for much longer while ADS.

 

Our design intent for this new system is to help enforce your role on the Battlefield while simultaneously making you more readable to other players. That leads to better balance and more teamplay, alongside maintaining current freedom of choice that many of you are used to, and enjoy. We feel it’s the right approach to make using Class-specific weapons meaningful.

 

UI

Alongside the gameplay changes we’ll also make improvements to the UI to help enforce Class gameplay. Further feedback you’ve given us through the Playtests has been incredibly helpful to ensure a smooth gameplay flow. Here is an overview of current changes:

Loadouts

Loadouts will now be specific to the Class, instead of Specialist. This means you’ll be able to get to play faster, and will experience less clicking around through the available options per Class.

 

Character selection

In the character selection screen you’ll now see all Specialists grouped by their Class. You’ll still have the same streamlined overview as you enjoy in the game today. 

 

Class Icons

We have updated Class Icons to make it easier to understand the Role of each Class. For example, all Support players are able to revive, so you can now recognize that Class by a Health, instead of an Ammo Icon.

 

Class indicators

Friendly soldiers will now have an in-world UI indicator above their head to help you identify their Class. You’ll also find the Class indicators listed on the Scoreboard.

 

Class Weapon Proficiencies

New UI indicators for the Class Weapon Proficiency help you identify which weapons your Class will benefit from using.

 

What’s Next?

The Class rework changes are currently still scheduled to become playable in the later half of Season 3, and we’ll keep you updated on our progress. We’ll end today with another big thank you. All of you are a part of this journey towards bringing back Class gameplay to Battlefield 2042. You’ve continued to show your dedication to us by leaving thousands of comments of feedback. It truly means the world to the team, and we’re looking forward to continuing this journey together. 

 

We also want to say thank you to those who have been invited to join us in our Playtests, which helps us test further opportunities to stay involved and give feedback.

 

As we move towards the new Season, we’ll keep reading your feedback and continue our Playtests with you. We’ll keep you updated about further changes we’re making and you’ll hear from us again with the progress we’re making as we move closer towards the launch of Season 3. 

 

See you on the Battlefield,

 

The Battlefield Community Team


This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.

Published 3 years ago
Version 1.0

28 Comments

  • Suggested balance changes: 

    • Assault: Replace med pen with smoke launcher or remove armor plates as assault class may become to powerful with both med pen and armor plates
    • Support: Give med pen to support and defib as the perk with Falck reviving to full health, Irish reviving with throwable replenished, and Angel reviving with full ammo. 
    • Engineer: Give engineers repair tool and +1 extra throwable as repair tool is underutilized
    • Recon: Needs a close combat use like spotting deployable gadgets for teammates or squad mates. 

    Guns should be limited to each class with a perk to improve balance and have a secondary class of guns with no perks and utility class available except for recon:

    • Assault: ARs w/ perk | DMRs | Util
    • Support: LMGs w/ perk | SMGs | Util
    • Engineer: SMGs w/ perk | Snipers | Util
    • Recon: Snipers w/ perk | DMRs | Ghostmaker Only/No Shotguns
  • Please EA for the love of all things DO NOT restrict the Recoilless 5 use only to engineers. I quite frankly dont like the idea of bringing classes back, it is very counterintuitive to the way that BF2042 was meant to be, it really feels like we're forcing 2042 to be like the old games, and while thats good in some cases, in others its not and is better to have something new.

    The Recoilless 5 is extremely versatile, and honestly most of us miss over 80% of our shots with it, its hard to use it and is not like BF4 Straw that had laser guidance and you could literally move the rocket, the Recoilless 5 isnt just good for vehicles, but it is amazing to take down snipers for those of us Assault people that we DONT want to be a Recon, we want the action not just standing in a spot sniping, it is also amazing to take down turrets, and rangers. I quite honestly feel like the Recoilless is exactly where it needs to be, it is weak and most shots are missed, but with the amount of people and a bit of luck sometimes youre able to take some vehicles down, but it is NOT often. There are way too many vehicles/robots/gadgets that having the Recoilless available for everyone makes it an absolutely amazing choice, I truly DONT want to have it locked to Engineer class because i DONT want to use an engineer operator. The C5 is a good gadget but it is EXTREMELY circumstancial, due to the amount of people in game and vehicles some of them with over 5 people in them, getting close to a vehicle to be able to place C5 on it is extremely rare and really difficult, it works well when it does, but again, it is very cicumstancial. I really want the Recoilless to stay available for everyone, it is a NECESSITY for the huge amount of vehicles and gadgets that are deployed in the game, restricting it to a class would be a TERRIBLE decision and personally would seriously hurt my enjoyment of playing this game, reading that change was quite devasting and gave me a very harsh feeling of hopelessness for the games future not being fun anymore. It would also create a big unbalance because since R5s are such a necessity we could have too many engineers on both teams and lose the other operators, as well as having an overwhelming amount of these engineer gadgets deployed, making them feel overpowered when in reality theres just too many of them, which will lead to them getting nerfed, essentially creating a new issue where was none before, besides. classyfing every operator would essentially take away the diversity that BF2042 was so build upon, with too many restrictions, because one of the best parts is having many operators and still having the choice to use them as you want amd every one having their own ability is wonderful!

    So PLEASE, EA, this is just not the right way to go! 

  • While I am liking what I see with the changes so far, I must add additional feedback for Rao while working on my, i think, 75th Red mastery with him as he is my main. 

    1. He doesnt seem to get credit for Hack Assists but only spot assist when he hacks a target, this needs to be addressed to keep the flow as right 3now, if you hack any target, you, as Rao, are required to kill the target to benefit the Trojan spot not allowing allies to kill the target then having you receive credit. This should not be, rather instead, if you hack a target and target dies, ANY death and source of death should credit you a type of kill xp and or forced crash/bailout...for example: if I hack a vehicle/infantry, and an ally or even if the target dies from crashing, I should get kill assist XP and ir forced crash or bailout for it. There is too much actions involved to hack, switch to a weapon then kill the target. If I hack a target, it should ALSO prevent ANY directional indicators of incoming fire or lockons during that time, otherwise what is the point of the hack?!

    2. Trojan is nice but needs more. I suggest adding a new hack to piggyback off of the current Trojan. Introducing the Worm virus. By definition a Worm is a self replicating virus...what I suggest adding is functionally an addition to Trojan and it goes like this: Hack a target, target is spotted in the UI with all the bells and whistles including credit XP when THAT target dies/crashes, upon death while under the effect, the Worm virus activates and spreads in a radius around it which applies the Trojan to all enemies effected by it, hacks, xp rewards and all. From there it can potentially chain react as each new "wormed" targets die. If all trojans or worms expire, you have to rehack them.

    3. Each hack shouldnt require YOU to kill the target but rather SOMEONE or something to kill the hacked target to get the effects. 

    4. There arent much interactables for Rao to hack like on the Korean map such as bridges, elevators in other maps. Add them to get more usage. I suggest finding cameras, more metal detectors, keypads and even computers in some lobbies ti take effect in some shape or form, but make them unique. Maybe cameras let you toggle in for surveilance and while in use have their signal light blink red and autospot enemies moving around within view or sprinkler systems/fire hazard controls to be hackable that can give you the advantage. Start thinking Watchdogs...

    5. Hacking vehicles should completely invert controls during their effect including aiming direction in addition to the current effects. Not only this but countermeasures arent used yet, it should automatically force them on cooldown for their full duration, not just temporarily disable them. This would shut down stealth chopper and air support from the enemy team to make them double back making Rao very deadly. Hacking Drones like the Hound drones and Casper drones should also damage them, and force the dog drones to turn on enemies, not just spit in an area around it. Kill credit or kill assists should also trigger on this. Slap on hacking intel grenades(spots for YOU instead), class enemy gadgets like Boris's turrets to spit enemies around and in line of sight as well as attack its owners and Irish's APS to spot in a radius around it as well as deplete its charges, overheat Crawfords vulcan quicker,  disable c5 and convert enemy landmines into friendly ones.

    6. His hack range is too short. This needs to be increased vs vehicles by 25% and for infantry 5%. Interactables like elevators and such by 25%.

    Please, those of you that played Watch Dogs leave inspirational suggestions by quoting me in a reply.

  • @Straatford87In Free-For-All mode, about halfway through the match upon dying and respawning you often run into an issue where it fails to respawn and you're stuck in the undeployed screen pressing respawn and then when you finally spawn its with like 10 bots and it turns into mass murder. I've experienced this in small versions of maps: Manifest, Norshal Canals, and a few others with 32 players max and pvp ai. Maybe make more spawn locations, or seperate AI spawns from human spawns. Unfortunately, this limits the amount of maps I can have in my server. I tried to submit this in both Portal and Bugs sections of the forum but it ironically wouldn't let me fit some reason.

  • You have two main game modes, Conquest and Breakthrough.  By removing attack air vehicles from Breakthrough, you have literally removed air attack vehicles from 50% of the game.  The ONLY reason I play battlefield and have since Bad Company 2, is the air attack vehicles.  The vehicles are what make this game different from every other generic boring shooter out there that only has infantry play.  Why would you take the key aspect of your game that makes you different and attracts all sorts of other "bored of infantry play" gamers and just completely remove it from half of the game?  This decision is absolutely ludicrous.  I pre-ordered this game in excitement.  I didn't give up on this game even with lackluster releases and continuous horrible reviews.  I have stuck by this game since it came out and defended it against slander.  This ill conceived notion to just completely eradicate vehicles from fifty percent of PVP play is most likely going to be the last straw for me and many other players.  I honestly don't even feel like loading Battlefield up anymore, for the first time since last year when it released.  To those who would say just play conquest: It is so very boring compared to breakthrough.  There is no sense of progression in conquest taking the same post over and over again.  I just can't believe the devs think this is a good idea.  I mean why not just take air attack vehicles out of the game completely?  Then you can be just like every other mediocre 1st person shooter competitor out there.

  • I have been a BF player since the inception, sadly to say 2042 is the worst game produced by far, the whole game feel cartoonish, the movement feels fake and non cohesive...The whole game structure needs to be taken down and re-examined....This game has a potential to be great but you ruined it

  • kregora's avatar
    kregora
    Seasoned Ace
    3 years ago
    @Straatford87 I believe the class system will not bring players back, but instead will drive existing players away, unless you enforce squad and team play, by removing all auto heal, auto repair and ammo drops of enemies, and maybe introduce squad leader spawn only.
    Or maybe reduce the auto repair/heal to 50% armor/50% health.

  • Go Back to BF4 and improve it with your new ideas and new technology, but sadly what you did is ruined a great concept... do us a favor and admit your mistakes and FIX them....BF franchise owns this niche of gaming why did you ruin it..... Either fix it or refund all of our money so we can move on... do the right thing EA