Forum Discussion

Re: [Discussion Thread] Core Feedback - Specialists


@Killrep wrote:

@PartWeIshthe class changes are a good step in the right direction but i feel weapons need to be catagorized also. This would prevent the "meta" weapon style gameplay where a whole server runs one gun but other weapons such as the DMRs, shotguns, and the other misc. Weapons being available for all classes


What we've seen in the past is that locking weapons behind Classes means that players become locked to a Class that they might not want to play, just for a specific weapon. Our current thinking is return to Classes via Class Equipment and Gadgets while keeping weaponry available for all.


@CantGetRight wrote:

Please don't give into the ones that want a class structure from older games.  I like the freedom we have now.


Is there anything else that you would change?


@MarvelousXT wrote:

Just no, why? After all these change for free of choice now we're back to the old class locked one? I never bought the game If I know soon this game will become like any other previous Battlefield titles. When I bought this game, I specifically want that freedom not like this?!!!


Is there any specific point that you dislike about returning to Class Equipment and Gadgets?


@ragnarok013 wrote:

Specialists are perhaps the most divisive topic that I’ve ever seen in the history of Battlefield and I’ve played every title. Due to their divisiveness the best and only realistic way to address the very controversial Specialist issue is to run two parallel versions of AOW concurrently with full XP and progression and allow the community to play the version that they and their community members like. Have one Specialist version of AOW with the Specialists separated into classes change, and one Classic Battlefield Class based version of AOW without Specialists using generic soldier models with the well done 2042 AI class skins from the base game applied to the Battlefield 3 classes that are already in game, without Specialist gadgets, and with weapon and gadget restrictions. In the traditional class based AOW keep both gadget slots open to customize load outs like Battlefield 3 had instead of forcing one gadget to be non-changeable like 2042 incorrectly does to BF3 classes in Portal.


With Specialists Gadgets, do you mean both their Speciality and Trait, or just one of these?

22 Replies

Replies have been turned off for this discussion
  • @Straatford87 here are the problems i have with the change:

    1) stealth helicopters are a huge problem right now. they only somewhat effective counter is Rao with a FXM-33. That one counter will be taken away. stealth helicopters that do not leave stealth mode will be invincible outside of wildy lucky hits. if Rao tries hacking a stealth helicopter, the helicopter will know where he is and that he can't defend himself while the firewall is up and kill Rao.
    2) those of us who have stayed with the game since launch, racking up hundreds of hours of playtime are now having combinations of specialist/gadgets completely taken away such as Irish and an ammo box, Rao and a FXM, Angel and mines/C4 and countless other examples.

    I cant speak for others but to me it feels like you are turning on the loyal players in the hopes that people who don't like the game will come back and stay. You are keeping specialists which many of those who left hate AND taking away freedom of gadget choice. We are not getting "halfway happy" we are getting nobody gets what they want. Except for vehicle mains i guess, because they will just farm infantry. Especially the stealth helos because there will be zero effective counter to even chase them away.
  • Gan_Xodos's avatar
    Gan_Xodos
    3 years ago

     And, @Prof3ss0r_M1k3, as I pointed out, angel being able to use his own call-in loadout station to switch between a class with rockets and a class with antiaircraft.

    I'm not going to feel as inspired to put down a crate near my team and enemy vehicles in particular if I can't attack the vehicles too.

  • @Gan_Xodos Learning I could do this with custom loadout really changed the game for me and opened up new horizons gameplaywise.
  • CantGetRight's avatar
    CantGetRight
    3 years ago
    @Straatford87 I wouldn't change a thing with the way the specialists are now. I really like the freedom they bring to the game. Adding a class structure just will put restrictions that don't need to be there. It is an age-old system that needs to go away.
  • @Straatford87 The way I see classes, is the same I see them in any heavily restricted game. It's great for team-centric players, but I don't believe the average player falls under that category. In BF2, I can count on two fingers the moments I had a proper squad. Best time of my entire playtime, but it's not viable with the average player. I'd rather search for those experiences in competitive play, where there's a higher chance of like-minded players.

    My rationale is, give teamplayers the toolset they need to optimize their loadout, and give them the ability to search and queue up with like-minded players. For competitive, the goal as I see it is to test communication, coordination, and combat skill. I think class restrictions work there as (presumably) the average player seeks to win. Those restrictions force some amount of communication and coordination, as a single death will leave [some role] out of combat for a degree of time.

    For public games however, I don't think the goal is to force teamwork, as opposed to offer an allowance for it. Teamwork in my experience feels like it's in high demand, with not enough supply. So I'd rather see more flexibility over the two chosen gadgets, so that the players that are team-centric can compromise their loadout for a split-role. If the team needs revives and repairs, why prevent them from meeting those demands? They would have to give up healing and anti-armor. Giving up offensive utility for defensive ones. I see that as a positive change.
  • Natetendo83's avatar
    Natetendo83
    3 years ago

    @Straatford87 wrote:

    What we've seen in the past is that locking weapons behind Classes means that players become locked to a Class that they might not want to play, just for a specific weapon. Our current thinking is return to Classes via Class Equipment and Gadgets while keeping weaponry available for all.


    I don't know how to say this gently, so...people need to get over it and you guys need to stop relying so much on analytics on this one. If you free up weapons for all classes then you'll just have a handful of "meta" guns that everybody uses no matter what. Forcing guns into a specific class furthers the role of that class (such as suppressing fire from support LMGs) and forces the dev team to balance the weapons in such a way where different kinds of weapons are viable in specific scenarios. 

    If somebody only wants to play with an M16 and plays assault only...then so what? Let them do that. You don't need to overhaul a staple of your franchise just to appease to the complainers. Stick to what made the game popular in the first place. You struck the perfect balance in BF4 (I think) where the Carbines were available to all classes. They were just below the assault rifles in capability and any class could run with an M4, for example.

    The solution isn't letting everybody pick whatever they want, the solution is making every gun class viable and having a particular category of weapons that all classes have access to. Battlefield is a game of knowing and playing your role, so stop listening and catering to the players who don't understand the core premise of Battlefield.

  • LargeSphynx's avatar
    LargeSphynx
    3 years ago

    @Natetendo83The people that have always complained about weapons being locked to certain classes are also the ones that just want ridiculously overpowered loadouts. I also in my entire time of playing BF have never played a class specifically for the primary weapon outside of Recon when I want to snipe.

    With BF4's system with cross class weapons too it makes it almost a moot point. You want range? DMR, you want CQ? Shotgun SMG. You want to larp as an assault? Carbines. That system was more than generous to satisfy people upset about primary selection.

    To me you pick a class because of the role it plays in the game, and that role is determined by your gadget loadout. 2042 totally killed that because there is literally only 1 gadget slot, and it's not even specialized. Plus the whole specialist trait + gadget system gives even less freedom. Like maybe I want the wingsuit but not the weird * grenades? Not to mention limiting those mobility options to only 2 characters. Idk how the specialist system ever got past QA aside from DICE straight up ignoring their whole QA department.

    The only reason I'd still be in favor of any weapon any class in the game in it's current state is because there are literally not enough weapons. Imagine being support and only having 2 guns to pick from lol.

  • LargeSphynx's avatar
    LargeSphynx
    3 years ago
    @Straatford87 I think that problem was largely solved in BF4 with the amount of cross class weapons that basically filled similar roles just as well as the class weapons, but not quite AS good as class weapons. DMR's were strong if you wanted to play from long range but not play recon. Carbines worked if you wanted to use an AR style gun but not play Assault. The only reason I wouldn't be in favor of going back to class restricted weapons is because 2042 simply doesn't have enough weapons to begin with (esp with half being locked in portal).

    BF1 (still a great game) and BFV sort of went back on this system though and I think that's possibly why more people may have felt locked to classes. IMO the classes aren't defined by their primary weapons, they are designed and specialized with the gadgets they have and that you pick.

    2042 we lost a gadget slot to specialist equipment that can't be changed, and it can't be unpaired from the specialist trait, and then you have a single gadget slot. It made it so that you can specialize less and have even less choice imo. Like the entire engineer specialization of being vehicle support is just gone from this game. You can take a repair tool, or you can take a launcher, but you can't take both? How am I supposed to support a vehicle repairing it when I don't have any way I can fend off other vehicles with an RPG or LAW or something? Just stand there and die? It basically makes it into an item/specialization that no one wants to play.

    I played recon a ton in previous games, the MAV was a great tool in certain matches when you want to support your team, but lots of times I would play recon as a front line stealth anti-vehicle class. Find someplace near enemy controlled areas, put down a spawn beacon somewhere outside, parachute in and put C4 on unsuspecting tanks. Well now if I play Casper I have to take the drone no matter what, which is basically a far worse MAV. I can take an insertion beacon, but I can't take C5 anymore, so that type of freedom of specialization and gameplay is gone.

    Honestly if there was just a 2nd class locked gadget slot it would help alleviate that, or decoupling the specialist traits and gadgets. Imo I think it was a huge design mistake to also put movement related gadgets/specialties only on specific characters. A new gadget slot ONLY for movement based items would have made a lot more sense and opened up the gameplay more. I don't have the metrics you have but I wouldn't be surprised if Sundance and McKay were two of the most played simply because they have FAR superior movement abilities compared to every other character, which is extremely powerful considering how the maps in 2042 were designed.

    imo an easy solution would be just having a non-specialist character for each class along with the specialists that has open gadget slots so you can just play them like a normal BF character, like letting us choose how we want to specialize instead of locking any type of specialization to the "unique" characters in game. Like is the grappling hook so advanced that only McKay has the training to use it or something? idk. I feel kinda bad for you guys because this is sort of a no win situation, but as a game dev if I were working on a project that had this kind of reception I'd be listening to the fans of the previous entries that sold really well and still have strong populations, not the sliver of audience that's still left begging for it to be kept the same.
  • ragnarok013's avatar
    ragnarok013
    Hero+
    3 years ago

    @PartWeIsh One additional thought on individual Specialists:

    Rao is not a recon, he's an engineer because he hacks vehicles with his anti-vehicle ability and his kit meshes well with an AT or AA rocket. Rao should be in the engineer category.

    Boris should be assault not engineer as his kit is damage oriented and his turret doesn't damage vehicles so he makes no sense to be in the engineer category. I guess we could say Boris might fit in recon since his turret spots enemies if you really want to keep even class numbers (which isn't necessary).

  • Spinner1981's avatar
    Spinner1981
    3 years ago

    @ragnarok013good points there. Also as i posted in my feedback comment a few pages back, they should swap Mackay with Paik. Mackay should be recon with his hook to get to sniper advantage locations, and Paik should be pushing the front line with the help of her wallhacks and storming enemy holds

  • ragnarok013's avatar
    ragnarok013
    Hero+
    3 years ago

    @Spinner1981 wrote:

    @ragnarok013good points there. Also as i posted in my feedback comment a few pages back, they should swap Mackay with Paik. Mackay should be recon with his hook to get to sniper advantage locations, and Paik should be pushing the front line with the help of her wallhacks and storming enemy holds


    @Spinner1981 at first I toyed with Sundance as a recon but didn't add her to that category specifically because of her mobility. Half the reason we feel like we're getting shot at from all directions is because Sundance and McKay can go almost anywhere so giving either of them a sniper rifle would be a monumentally bad idea IMO. 

  • Spinner1981's avatar
    Spinner1981
    3 years ago

    @ragnarok013yeah thats the problem with specialists having these traits/abilities, it can throws stuff off course which makes it harder to categorize. I mean whats worse, Mackay getting good vantage points as a sniper, or Mackay getting good vantage points as Assault in the middle of it all and raining down lead?

    We all know what happened to Anakin!

  • DigitalHype's avatar
    DigitalHype
    Seasoned Ace
    3 years ago

    @Prof3ss0r_M1k3 @Straatford87 

    Agreed Professor. Rao needs to be able to use the AA missle (FXM-33). The power balance with stealth heli is still out of whack. While I appreciate the effort to try and promote teamplay, it remains that most of the playerbase doesn't cooperate, nor communicate effectively. I often find myself the only player on a team who is putting any pressure on the stealth heli. If you take away Rao's ability to use AA missle, its going to make that power balance even worse.

    Unfortunately, the lack of voice communication at launch, combined with the focus on specialists has really changed the mindset of the current playerbase. Not to mention how horrible the game is at maintaining social cohesion. The constant changing of instanced servers with matchmaking, complete removal of squad management functionality, lack of XP for squad orders, and inability to mutiny an inactive squad leader have all led to a very individual focused gameplay for a bulk of the active playerbase.

    Trying to turn this ship around a year later might be a too big of an ask.

  • ragnarok013's avatar
    ragnarok013
    Hero+
    3 years ago

    @Spinner1981 wrote:

    @ragnarok013yeah thats the problem with specialists having these traits/abilities, it can throws stuff off course which makes it harder to categorize. I mean whats worse, Mackay getting good vantage points as a sniper, or Mackay getting good vantage points as Assault in the middle of it all and raining down lead?

    We all know what happened to Anakin!


    @Spinner1981 Specialist gadgets being unbalanced is one of many reasons I objected to the inclusion of Specialists when they were first announced. I didn't like BF1 Elites for the same reason, it throws a monkey wrench into the rock/paper/scissors balancing of Battlefield and the end result if always worse.

  • TTZ_Dipsy's avatar
    TTZ_Dipsy
    Hero+
    3 years ago

    @ragnarok013 

    BF1 Elites were supposed to be crazy good and unique though - That intimidation factor is what made them so special to fight as/with/against.

    I don't know how a sentry gun or sentinal would work, but a random spawn wingsuit or hacker suit upgrade (in similar fashion to the railgun and other special weapons) might have been better recieved than dedicated specialists available for both sides

  • DeepSixxxx's avatar
    DeepSixxxx
    3 years ago
    @DigitalHype No disrespect to Dice at all... is that already somewhat obvious the person(s) who have the final say on the proposed class system have not played the game enough to know that Rao with an AA missle is the only specialist that can turn the tide virtually by themselves when it comes to enemy air dominance while defending on breakthrough maps such as Manifest. To remove the AA from the Rao specialist is honestly surreal for those who who have spent hundreds of hours playing BF 2042.

    Dice/EA needs to test the class system changes outside of the corporate structure...and why not, it is free and the data is already logged via the new scoreboard/stats improvements...
  • Tank2042Man's avatar
    Tank2042Man
    3 years ago

    @Natetendo83 wrote:

    @Straatford87 wrote:

    What we've seen in the past is that locking weapons behind Classes means that players become locked to a Class that they might not want to play, just for a specific weapon. Our current thinking is return to Classes via Class Equipment and Gadgets while keeping weaponry available for all.


    I don't know how to say this gently, so...people need to get over it and you guys need to stop relying so much on analytics on this one. If you free up weapons for all classes then you'll just have a handful of "meta" guns that everybody uses no matter what. Forcing guns into a specific class furthers the role of that class (such as suppressing fire from support LMGs) and forces the dev team to balance the weapons in such a way where different kinds of weapons are viable in specific scenarios. 

    If somebody only wants to play with an M16 and plays assault only...then so what? Let them do that. You don't need to overhaul a staple of your franchise just to appease to the complainers. Stick to what made the game popular in the first place. You struck the perfect balance in BF4 (I think) where the Carbines were available to all classes. They were just below the assault rifles in capability and any class could run with an M4, for example.

    The solution isn't letting everybody pick whatever they want, the solution is making every gun class viable and having a particular category of weapons that all classes have access to. Battlefield is a game of knowing and playing your role, so stop listening and catering to the players who don't understand the core premise of Battlefield.


    BFV and BF1 achieved this perfectly.

    Each class had access to weapons that their class excelled at.

    In BF1 when I saw an assault player approaching I knew that as a support with my long range lmg, I had the advantage, and they knew they had to try and flank me to get close enough to where they would have the advantage.

    And in a squad I would cover flags from a distance while my squad mates approached to battle it out in close quarters.

    Such a simple concept but it worked.

    Each class knew their strengths and weaknesses and played accordingly.

    Unrestricted weapons destroys all of that.

  • WedgeTornado's avatar
    WedgeTornado
    3 years ago
    @Straatford87 I like the idea of returning to class equipment and gadgets. I like being able to play with the gun i want the LCMG with Boris, Angel, (or now Rao) trying him out.

    I think you guys nailed it honestly and im eager to try it out!

  • @LargeSphynx wrote:

    @Natetendo83The people that have always complained about weapons being locked to certain classes are also the ones that just want ridiculously overpowered loadouts. I also in my entire time of playing BF have never played a class specifically for the primary weapon outside of Recon when I want to snipe.

    With BF4's system with cross class weapons too it makes it almost a moot point. You want range? DMR, you want CQ? Shotgun SMG. You want to larp as an assault? Carbines. That system was more than generous to satisfy people upset about primary selection.

    To me you pick a class because of the role it plays in the game, and that role is determined by your gadget loadout. 2042 totally killed that because there is literally only 1 gadget slot, and it's not even specialized. Plus the whole specialist trait + gadget system gives even less freedom. Like maybe I want the wingsuit but not the weird * grenades? Not to mention limiting those mobility options to only 2 characters. Idk how the specialist system ever got past QA aside from DICE straight up ignoring their whole QA department.

    The only reason I'd still be in favor of any weapon any class in the game in it's current state is because there are literally not enough weapons. Imagine being support and only having 2 guns to pick from lol.


    Rao with a stinger is ridiculously op?  Irish with ammo is ridiculously op?

    What specialist/gadget combo are you referring to being ridiculously op?

  • ragnarok013's avatar
    ragnarok013
    Hero+
    3 years ago

    @TTZ_Dipsy wrote:

    @ragnarok013 

    BF1 Elites were supposed to be crazy good and unique though - That intimidation factor is what made them so special to fight as/with/against.

    I don't know how a sentry gun or sentinal would work, but a random spawn wingsuit or hacker suit upgrade (in similar fashion to the railgun and other special weapons) might have been better recieved than dedicated specialists available for both sides


    @TTZ_Dipsy That is part of my issue with Elites, Elites shouldn't tip the balance because this is Battlefield not Star Wars Battlefront. The balance should be tipped solely by skill and tactics not because you got lucky with a class pickup.

    I like where you're going on the Battlepickup for a wing suit or sentinel though since it's more akin to BF4's balanced Battle pickups that were powerful but not balance breaking.

  • @CantGetRight Again you're totally wrong. Adding Class Structure is a core-staple gameplay foundations that makes Battlefield game it's own Identity and is more balanced, increase teamplay and the most important provides game readability, removing it in the first place is like adding Class System in Call of Duty, We play Battlefield and expect it to be like Battlefield not Call of Apex. Don't insist on making Battlefield a different game, let Battlefield be a Battlefield game.

  • zippokor's avatar
    zippokor
    3 years ago

    Hey @Straatford87 

    When we see the "World of 2042", including the videos, we all notice the soldiers that work together with specialists.

    Now, you might have noticed that AI soldiers are yet not really good and not welcomed as an replacement for actual players. However, a lot of players feel that we want to be a soldier again. Probably not everyone though. 

    We saw how you implemented BF3 classes in Portal and it would work for AOW including specialists. 

    We need to have back fractions and we know DICE want to have back all the players that don't play BF2042 because it will never remove specialists. 

    As always,  sometimes you need to find a compromise. Something that is actually possible to implement within a reasonable amount of time and work.

    Fractions of US / RU:

    Bf2042 Specialists (50% or 100%)

    BF2042 Classes (Assault, Support, Engineer, Recon)

    The best idea to fix specialists in a fixed fraction.  This will help the lore and reasonably fix the situation that specialists fight themselves. Based on lore, at any map, they can only join one side. But depending on map you might change that if needed.

    Option 1: Split to fractions 

    The 50÷ Variant split specialists into fractions. 

    Example for US:

    Assault: Sundance, McKay, BF2042 Assault

    Support: Falk, Angel, BF2042 Support

    Engineer: Irish, BF2042 Engineer Soldier

    Recon: Paik, BF2042 Recon Soldier

    Example for RU:

    Assault: Dozer,  BF2042 Assault

    Support: Charlie, BF2042 Support

    Engineer: Boris, Lis, BF2042 Engineer Soldier

    Recon: Rao, Casper, BF2042 Recon Soldier

    The soldiers might not have any special trait, but some passive advantages similar to BF3 classes. 

    Option 2: Remain Specialists fractionless

    If the team does not agree to split Specialists to fractions, it would be still possible choose the 100% variant, allowing all specialists for both sides.

    Option 3: Specialists fractioned 

    Compromise, create new specialists with new story and face with same speciality. 

    Fraction split Hacking specialist:

    Rao, India, hacking tool (RU fraction)

    Jack, US, hacking tool (US fraction).

    Important: Keep SAME body and skins. Different face and background story are needed.

    Summary:

    Important for me are having the possibility to play soldiers even if these are worse or having less abilities compared to Specialists. Thats totally fine. At least we can choose!

    This will also make it possible that people don't like specialists to create a non-specialist server in Portal. I do believe that will bring back many players,  even if it remains outside of AOW. (But I hope you make an AOW playlist).

    My prefered option is No3. They let us finally have real fractions. I know it's a lot of work, but I made three options so you can choose. 

    @Straatford87 @PartWeIsh 

    I really hope you have a look at these ideas. Would be great if you let the team see them.

    @

About Battlefield 2042 General Discussion

Discuss the latest news and game information around Battlefield 2042 in the community forums.15,976 PostsLatest Activity: 33 minutes ago