The class and specialists systems are opposite ends of a spectrum. To say one is better than the other is to some extent subjective.
that said, given the previous titles have all be more class based, I might argue that the class system is better suited for a battlefield game, but a specialist system has it place to help diversify the battle field franchise to appeal to new types of game play and strategies.
The spectrum I speak of with regards classes and specialists is one defined by the permutations available. I.e the number of choices you have to combine and mix abilities (aka the metas).
The problem is I think the features of each system have a place but without significant data to assess the performance of those features, and the engagement and use of those features amongst a large long term player based it’s very difficult to * what works and doesn’t.
This is more current guess as to how classes and specialists could perform.
Classes provide a limited set possibilities. That force a large player bases into a limited set of possible scenarios. I would say in fact, that an experienced map designer could easily predict the type of plays and scenarios that would unfold on a map with the class system. Something of a pro I think.
The main problem I have with classes though is the fact they are limited. I think that specialists introduce something new and fresh to the game play and possible scenarios that could unfold on a map.
The issue with that though, is at least two fold. Firstly that more permutations you have available amongst a player base mean it’s harder to design a map, or at least you’d have to think about it differently. The vast array of possibilities mean you have less control over being able to fashion specific moments on the map. And that could initially lead to chaos. That is until the designers have enough data to spot specific behaviours and accommodate for them.
The second main issue I think we have with specialists is that the benefit of specialists really only happens when you have squads actually working as a team.
And neither classes nor specialists can force team work. Honestly, if someone’s doesn’t want to work as a team or play the objective. Neither classes lot specialists are allowing to change that.
I used to think that classes would improve team work, by limited choice. But I think lone wolf players are gonna lone wolf regardless.
The great thing about more choice (specialists) is that it can give squads working as a team on comms on servers that have map rotations and don’t change every round, a lot of room for new and exciting scenarios to unfold. And that I think is worth sticking with specialist for.
but they seriously need to improve the current implementation and make it their own. Not just cut and paste some * implementation from another game.
Some things I liked from the class system that should be addressed.
* Full control and custom usability for portal servers to limit, set, define specialists. Give portal everything it needs to properly reflect past games amd create new combinations.
* In AOW, personally there needs to be a consequence for choosing one specialist over another, I think this adds some level of balance and trade offs. If everyone is everything we loose out. And choice paralysis creates too much chaos.
* Perhaps trial or create a new modes that reflect the No-Pat storyline and offer alternatives. Chaos servers where everything is unlock, faction servers where you have restrictions in place. Old war servers where it’s more class based. If you let portal have proper squad and server features,, we’d have these already.
They have everything they need, they just the time amd imagination to develop it. I honestly believe that BF2042 could be amazing. But until they unlock server browser and fix matchmaking to be at least one round per side with the same squad, it’s going to be a bit of a * show.