Forum Discussion
Class restrictions did nothing but punish solo players. And solo play still fits into teamplay. If they allowed for any gadget combination, then solo players could optimize their role as opposed to being hindered. Some players may want to go a medic / support hybrid, with revives and ammo. Or a player may want to go ammo + spawn beacon to enhance his supportive role with a forward base. Another may want to go repair + drone, to give intel to their tank.
Ultimately it's the gadgets themselves that create the roles. Some players will go for kills and ignore teamplay, and that has always been the case. Except here, the slayers can opt to go ammo + health, and as a consequence be dropping them all around the map. And those that do go for teamplay, can optimize their roles to better suit their team.
Squads meanwhile, would still be the optimal playstyle with a max utility of 8 gadgets, not to mention the advantage of communication and squad spawning.
@A_Cool_Gorilla Class Gadget Restrictions wont punish the solo players since solo play is still variable with the specialist class hybrid rework since solo players can still equip any weapon you wanted but the class gadgets restriction/rework will enforce strong teamplay among the players and they can pick any specialist that is suited for their for their needs plus it is easy to distinguish what type of gadgets is your ally/ team is bringing and prioritize which player will you eliminate first based on their gadget i.e you wanted to lean more into assault play style then you can pick MacKey and equip any weapon that you wanted but your gadget is restricted to armor plates, medpen/bag or launchers if you wanted to destroy and repair vehicles then pick a engineer specialist like Irish or Boris that can only bring launchers and repair tool while equipping any weapons you wanted lastly if you're flanking on the enemy with your teammates you can tell what type of gadget did your teammates brought based on the specialist that they've used and also you can prioritize which specialist are you eliminating first for example if Mackey, Falck and Boris are defending the flag, you can prioritize on eliminating Mackey because he is equipped with a med bag or med pen then the next target is Falck because she is equipped with a ammo bag then lastly Boris because his gadget won't do that much against infantry because he can only use launchers and repair tool, same thing goes for using a Tank it will help you identify which target to prioritize based on the specialist that they're using if you see 3 boris and 2 casper, you can prioritize on eliminating boris since he can only use launchers and repair tool which is a bad thing if you ignore in killing the engineer specialists. The Class Restrict Gadget System is the one of the bread and butter of Battlefield why change that? Don't fix what isn't broken if the system works from 1942 to BFV why change it.
- 3 years ago
At least they are honst by calling the current version 0.4.1.
That just sounds about right.
Wake me up when the game enters its beta phase....
- A_Cool_Gorilla3 years agoSeasoned Traveler@UnKnOwn_1628042 Gadget restrictions absolutely does punish solo play. It inherently restricts and limits the role that a solo player can be, which it turn means they can't be the team player that the team needs.
As far as visual distinction goes, I believe that could be solved with unique clothing pieces for any main gadget. Revive could be given a medic vest. Ammo would be given an ammo belt, with some bulkier pieces to the vest. An RPG would be clearly visible on the back.
As far as why change it... I think it's been outdated for a very long time. Personally, I believe Battlefield 2 should have changed the system completely, opting for a soldier customization system instead.- 3 years ago
@A_Cool_Gorilla Why would gadget restrictions punish solo players? Sure it would limit the solo players and mostly people are playing solo ever since Battlefield 2 and Solo players can be a till be team player with Gadget Restrictions if they wanted to for example they can equip a support class specialist like Falck or Angel that can only use support gadgets like ammo bag or med pack if they wanted more assault oriented play style but can still help their teammates they can use Mackey that can only bring med pen since assault class specialist are only limited to health pack/pen or armor plate.
As far as the visual distinction goes what happen if they will release 30 gadgets or 35 at the end of the game's cycle how can make a visual distinctions on the players that uses repair tool, drone, proximity sensor, C5, Spawn Becon, Mortars, Grenade Launchers and more it will become a mess for the devs to make a visual distinction for each gadget that they created and the players bring instead of just making a visual distinction in the Class Gadget Restrictions.
Lastly Battlefield is at first and always be a class-based shooter that's why class gadget restrictions are needed in order to differentiate each player based on the class/specialist that they use and class gadget based can cause a controlled chaos and is much more balanced than let anyone equip any gadget they wanted plus it is one of the reason why Battlefield is different from other games such as Call of Duty if you wanted to play a game that let you equip any gadget you wanted then there's Call of Duty, again Battlefield is a class-based shooter also if you look at the 2042' Specialist System their role is divided through the 4 main classes but is also missing the big and important features that is restricting the gadgets that the specialist can bring based on his/her class
- A_Cool_Gorilla3 years agoSeasoned Traveler
@UnKnOwn_1628042It punishes solo players, because it prevents them from utilizing gadget combinations that are possible in squads. It prevents them from choosing gadgets that fit with the role they want to play. With classic gadget restrictions, a solo player cannot be a medic / support hybrid - it's impossible. Any hybrid role is impossible for them.
With visual distinction, they don't need to make every gadget immediately recognizable. They just need to make the look recognizable towards one of the four classes. If you role a Spawn Beacon and Ammo, then you'll look like a Recon / Support hybrid. Revive and RPG? Then you'll look like a Medic / Engineer hybrid. Just enough to make it easy to guess what types of gadgets a player will have at a glance, like any other installment. Any gadget that is labeled as "Medic" would give the player a medic vest, as though they had picked Medic.
I would say Battlefield is first and foremost a team-oriented, combined arms, sandbox shooter. Strip out traditional classes, and I believe it would enhance the teamplay aspect of it. This is because the gadgets ARE the roles. Give players full freedom over their gadget choices, and suddenly they have the power to fill the shortcomings of a team.
For me anyway, it helps with the issue of - "We need an engineer!", "We need ammo!", "We need medics!!". I can make a compromise, and run revives and an RPG if I see that our team is dropping ammo. Or if there's ammo scarcity, I can roll revives and ammo. I have the power to round out the team composition (or even the squad's composition). It allows me to adjust my kit to my team's needs. Put differently, gadget restrictions would prevent me from maximizing my impact to the team.