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Re: All Specialist Gadgets/Abilities need to be nerfed or removed

I would be inclined to agree that the system requires an overhaul, however would argue that the "gadgets" shouldn't be outright removed.

There's a disparity and unbalance between those abilities/gadgets which aid in team play, and those which assist the individual. As they stand, these elements have been poorly implemented.

The gadgets are very different mechanisms to traits, but across both sets, there are inconsistencies as to those which assist the player and those which assist the team.

In compiling the below lists, I've grouped the specialists into vague "classes", however I do recognise that there are arguments to be made that a number could fit into other classes due to crossover between "traditional" roles.

Team Oriented Traits/Gadgets:

1. Recon
Rao: I like the idea behind this gadget, which meshes very well with the near future setting. The effect is short in duration and was inconsistent in application and effect, largely due to bugs in the gameplay. It worked well and was fun to use as part of a coordinated anti-vehicle team.

Casper: Recon drone. Implemented in previous modern/near-future warfare titles, and in "dumb" form in BF1 & 5.

Paik: This was a close call, as Paik likely works best in solo-play, however I've not got much playtime with her yet, so cannot judge too well. At face value, both the EMG X scanner and Eagle Eyed trait can support team play.

3. Engineer
Irish: Fortification system. The shoot down sentinel has far more use within a team setting than the deployable cover, but it gets the nod on this list.


4. Support:
Falcke: Essentially an update to the old-school throwable medipack and a fast, full health revive. Not much more to say - both her gadgets and ability assist the team.

Angel: Both the load out gadget(s) and trauma specialist trait are supportive of greater team-play.

Self-Oriented Traits/Gadgets:

1. Recon
Rao: Threat perception is a throwaway trait with no benefit to anyone other than the player. Furthermore, it doesn't fully gel with Rao's profile and seems like a missed opportunity for a more fitting trait.

Casper: Movement sensor/camper radar. No real application outside of a warning to the player.

2. Assault
Mackay: Both the grappling hook gadget and nimble trait fall more within this category than the former. Its arguable that the grappling hook when combined with the mobile spawn point allow for good flanking opportunities for the team, and I certainly had fun using it, but both gadget and trait lend to Mackay being best suited to solo-play.

Dozer: Whilst the blast shield has practical applications in team play (pushing corridors or arming/disarming in rush), there's little application in the open field, and I've seen it being most widely used not in direct conjunction with squad/team tactics, and more often than not, by a solo operator. The Blast Resistant trait is similarly angled towards aiding the player and not the team.

Sundance: This is a borderline call, with there being arguments for Sundance's ability both being conducive to team and solo play, in the same way in which Mackay's grappling hook ability allows for team/squad based tactics when used well. However, I've mostly just seen Sundance used in a "slayer" role as a solo operator. Despite this, I do like the maneuverability aspect, which meshes with the mear-future setting and should be something that can be further tweaked. The grenades on the other hand offer very little that isn't already there, aside from more explosions.

3. Engineer
Irish: Veteran. I'm not against the use of armour in the game (deployed by Anghel), but I am against it's default deployment where it doesn't require/encourage teamwork (Veteran trait and as a gadget).

Boris: Whilst it can be argued that the turret can assist the team, it's mostly used as a means of defending a campsite or increasing kills. The trait acts solely to directly assist the gadget deployment, which is rather pointless. I'm struggling to grind the mastery for Boris, as there's little point to playing as this the specialist.

From the above, it's evident that the support-style specialists are generally conducive to team-play, whilst the assault specialists are not. In BF3, 4, 1 and 5, the functions of the support specialists were divided between two of the four classes, but in 2042, players can equip gadgets (medic crate and ammo box) to fulfil these roles outside of the specialist system. Unfortunately, I don't see enough people doing this.

I've gone heavy on problems/observations and light on suggestions - that would be the next logical phase. Additionally, the universally equipable gadgets outside of the specialist system need a massive overhaul, but that's a whole new conversation.

Let me know if you agree or disagree with the above, alongside potential solutions/improvements. Perhaps i should have broken it down further by separating out gadgets and traits into distinct lists, but it's too late for that now.

1 Reply

  • TAW_Rinko's avatar
    TAW_Rinko
    Seasoned Veteran
    4 years ago

    My view is that selling skins for specialists is part of Dices financial model. So, no point in telling devs, we'd need to talk to the accountants and they aint coming here.

    Given that, we need to find a way for them not to break the rest of the game.

    I think it's inevitable that specialists will be folded into classes. Likely that specialists will be assigned a team, so if you play US you can't select Boris.

    Both of these are fair things to do that address issues.

    But its the gadgets that do the real damage. So obviously created with single player experience in mind, its no wonder that they often distort and break the elements of a multiplayer game.

    I've found it striking how much more enjoyable 2042 maps are when played with BF3 soldiers.

    The healing dart gun is, quite possibly, the only gadget that doesn't attract criticism. So, I'd suggest that it's the right benchmark for how powerful these gadgets should be. All it really does it add extra range to an already extant ability. 

    All these gadgets should merely enhance existing powers, not add new ones.

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