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ace_wolf08's avatar
ace_wolf08
Rising Adventurer
3 years ago

Class re-rework

I know that the hero/class rework hasn't even launched yet but I am just wondering. Is it possible to separate the support class and medic class? It makes no sense having one class having the duties of two classes.

It also doesn't make sense having Assault class when we have engineer. I get back in BF1 and 5 where engineer class was split between support and the newish assault class but now we have engineer back.

Would it not make more sense to give all the vehicle and anti vehicle duties to the engineer class, then rename Assault class to Medic class. Give them all the medical/health stuff and let support be just about the ammo? Just seems like it would make more sense this way and a tad more like how the classes use to actually be setup.

Also, sorry if this has been asked already....or if this isn't the correct spot for this.

16 Replies

  • Trokey66's avatar
    Trokey66
    Seasoned Ace
    3 years ago
    @CyberDyme They were the names of perk trees gained through squad play and didn't really define sub classes as such.
  • ace_wolf08's avatar
    ace_wolf08
    Rising Adventurer
    3 years ago

    Yeaa...those weren't subclasses. Those were just perk bonuses. Which I could never get to work to begin with.

    The only title that came close to what you are referring to was BFV where each class had two specializations they could choose. Either one gave a buff to certain actions or gave you extra somethings. 

    Like the combat engineer role for the supper class, allowed you to build fortifications faster but also gave you access to build the heavier artillery like field guns and AAs. While the second one was called Machine gunner, which I think made your MMG more stable on bipods...and let them overheat slower, I think. It has been awhile sense I played it..lol.

    But yes, bring back the grunts. Hell, bring back the way BFV did their class system. Least it was still the normal system, just with added customization options. Though I would tweak it to where certain classes only got to wear certain uniforms... Because 5 made it hard as hell to figure out what class a certain player was, because we all got to pick from the same uniform pool...

  • CyberDyme's avatar
    CyberDyme
    3 years ago

    @ace_wolf08 wrote:

    Yeaa...those weren't subclasses. Those were just perk bonuses. Which I could never get to work to begin with.

    The only title that came close to what you are referring to was BFV where each class had two specializations they could choose. Either one gave a buff to certain actions or gave you extra somethings. 

    Like the combat engineer role for the supper class, allowed you to build fortifications faster but also gave you access to build the heavier artillery like field guns and AAs. While the second one was called Machine gunner, which I think made your MMG more stable on bipods...and let them overheat slower, I think. It has been awhile sense I played it..lol.

    But yes, bring back the grunts. Hell, bring back the way BFV did their class system. Least it was still the normal system, just with added customization options. Though I would tweak it to where certain classes only got to wear certain uniforms... Because 5 made it hard as hell to figure out what class a certain player was, because we all got to pick from the same uniform pool...


    If you have been playing proper teamwork and squadding up, then those sub classes or perk bonuses or whatever you prefer to refer to them as, they were indeed working brilliantly and was making a huge difference for your own ability and your entire squad mates ability on the battlefield.  Matter of fact, even making the difference between winning battle exchanges and the entire game round.  If you truly understand how squad lead and squad bonus rewards were working, then you also knew how to get this maxed out at game round start and then keeping it maxed out for the entire game if playing with mates working together on this.

    And I would still refer to them as sub classes, especially since you had first to choose your soldier class and then subsequently you then also should choose which sub-class/perk tree you would assign your solider to!  And here you had the choice between 3 standard subclasses (Defensive, Offensive or Shadow) and also always two different sub-classes to choose between which were specialized to make your chosen soldier class especially strong/equipped for that soldier main class.

    Like as Engineer on Shanghai or any other more vehicle intensive map, with the anti-tank sub-ckass profile, you could carry twice the number of landmines, you could spawn in with up to 7 RPGs and you could deploy up to 6 explosives (mines) at the same time without the first would disappear.  And damage would be reduced by 15%.  So twice+ the firepower when you spawned in as anti-tank engineer.  And definitely enough both RPGs and mines to take out several tanks alone, which is not the case when you have none of these soldier profile squad perks.  So with some team work just two squads collaborating and maxed out could easily bring in 40+ RPGs and get them reloaded by a friendly Support who maxed out also can drop two ammo bags for your pleasure to reloading twice the speed.  When you experience this in gameplay, you suddenly will also understand what it gives of massive advantage when playing with team-pros that all collaborate on this.  And if you are at the receiving end, alone in a tank, you also know pretty quick you are up against some pros as the gameplay is on a much higher level.  :o)

    The Engineer Mechanic sub-class was another great example, as here then repairs would go 35% quicker, which on vehicle intense maps can mean the difference to survive the firefights or not against enemy vehicles.  Flak damage was reduced by 15%, suppression reduced by whopping 50% and all nearby friendly vehicles will also auto-repair when fighting together in proper teamwork.

    Another great example is the Assault with Grenadier sub-class loadout, as that adds one more hand grenade to your loadout, you sprint 10% quicker and you get a whopping doubling of your 40mm grenades in your M320 grenade launcher and 15% reduced damage from explosives.

    The Combat Medic Assault sub-class doubles your number of deployed med bags/packs, sprint increased by 10%, the defib is charging in just half the time and if in vehicles together, you will auto heal your team mates.

    Trokey, believe you still play a lot in Metro Hardcore and here these perks are definitely extremely welcome for those running as Assaults and matter of fact extending the damage you can inflict on enemies and prolonging your life in most situations.  All while all your own team mates again also benefit from your contribution to their well beings...   

    And yes, I still see the various 'heros' we have in BF2042 could fit this type of classes and subclasses, as we have seen how certain hero's have their unique gadget and specialties, which cater to a certain soldier role/playstyle and relevant weapons load out for the gameplay.

    But yes, we miss the recognition and rewards mechanics in the BF2042 game to enable and encourage teamplay and collaboration (and community features).  And that is why again I refer to BF4 to have a reasonable good approach to this, as teamplay makes you all much much stronger as a team and benefit also each individual soldier.

  • ace_wolf08's avatar
    ace_wolf08
    Rising Adventurer
    3 years ago

    They weren't subclasses. They were called specialization. Because you picked what they specialized in. Like Rocn being a pure sniper or more spec ops. Which is all fine.

    But I really don't want to be playing a Battlefield game...with heroes....with special perks and gadgets that only they can use..

    Honestly, the easiest win they could do is just have the BF3 and BC2 eras be able to use the 2042 era stuff 'weapons, gadgets and vehicles ' and allow then to progress through the unlocks for them. That way, for us who want the normal classes and the normal soldiers but still use the new stuff, we can. Those of you that like the specialists....for whatever mind boggling reasons, can still play those modes.

    Other then those eras getting access to the new stuff, I would also ask for more game modes to be added to the portal page for us to pick from. It would be cool to use the BF3 factions in Breakthrough or something..

    Also...please...more..legacy..maps..

  • RaginSam's avatar
    RaginSam
    Seasoned Ace
    3 years ago

    The one thing that I don’t want to change in 2042 is being able to use whatever gun I like with whatever class. I never cared for weapons being locked to certain classes and that concept feels pretty dated now days. That would be a step backwards. 

  • ace_wolf08's avatar
    ace_wolf08
    Rising Adventurer
    3 years ago

    It has always worked for Battlefield, never been an issue and is one of the things that made a class, a class.

    Sure we can have a universal weapon pool but each class should have their locked weapons. Otherwise we end up with people running ammo or health crates with sniper rifles...

    Create a class is for CoD not Battlefield.. That includes this whole anyone can pick any weapon nonsense. 

    A proper working class system for Battlefield is class locked gadgets AND weapons, working factions with different looking soldiers for each side, generic soldiers for the classes as well. THIS is the class system...not whatever mutated class system DICE is going to try and do this season..

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