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TheIrishBosnian's avatar
TheIrishBosnian
Seasoned Rookie
8 hours ago

Add a Medic Class: How Classes Should Be

(This is a repost from a comment I made on another discussion).

(I updated some gadgets based on discussions)

This's how I'd do the class system:

Weapons: locked (tecnhincally semi-locked).

Assualt

Position: frontline.

Role: aggressive, hard hitters, adapatble.

Weapons: assualt rifles, carbines, SMG's, shotguns.

Gadgets: ladders, stim pen (slightly buffed), anti-personell FPV drone, spawn beacon, grenade launcher, thermobaric launcher, etc.

Tactical items: grenade, smoke grenade, flash grenade, sticky grenade, anti-tank grenade.

Engineer

Position: behind frontline / frontline.

Role: anti-vehicle and repair.

Weapons: assualt rifles, carbines, SMG's, shotguns.

Gadgets: repair tool, anti-vehicle mines, anti-vehicle FPV drone, C4, anti-FPV drone gun, etc.

Tactical items: grenade, smoke grenade, sticky grenade. 

Medic

Position: behind the frontline.

Role: revive and heal.

Weapons: assualt rifles, carbines, SMG's, DMR's.

Gadgets: defibrillator, first aid pouch, first aid box, stim pen, trophy system, smoke grenade launcher, etc.

Tactical items: grenade, smoke grenade.

Support

Position: back out from frontline / behind the frontline.

Role: suppressor, ammo guy. 

Weapons: LMG's, assault rifles.

Gadgets: ammo pouch, ammo box, mortar, deployable cover, claymore.

Tactical items: grenade, smoke grenade.

Recon

Position: way behind the frontline / behind frontline.

Role:  suppressors.

Weapons: snipers, DMR's.

Gadgets: C4, FPV scout drone, signal jammer drone, claymore, PLD, etc.

Tactical items: grenade, smoke grenade, EMP?

I think this would make a great battlefield class system with strong identity.

Classes

I understand that its traditionally 4 classes for 4 squad members, but I just think its a bit awkward to not have another new medic class,  to make the others have a stronger indentity.  Because personally, I don't think medic abilities should be in the assualt or support class. Theyre different things to me. And why not have another class? Its not like squads are perfectly balanced by having a dedicated class for each person. No. Everyone picks what they feel like playing and change a lot during the game, adapting, contering. So I think it's ok to have another class. A 4-man squad with 5 classes to choose from is fine. It removes confusion and reinforces identity. 

Some of the classes weapons overlap. Its like that for Assault, Engineer and Medic, with some small changes. The only difference is that medic has a DMR and no shotgun, and then the rest are all the same for the player to adapt. I feel like theres not much difference in gunplay here, unlike LMG's and Snipers. So at this point, the weapons they choose doesnt matter that much. Its just prefernece and gameplay style.

None of this will probasbly happen. I wish it did. But here ya go...

Edit: 

Just in case somebody asks this question:

"Why does assault have anti-tank grenade and not engineer?"

It's because engineer would be OP. And it gives assault an aggressive touch, if they choose that set-up. Its makes them more adaptable to more situations.

6 Replies

  • Hi!

    I like this idea. I'd add trophy systems either for medic or support class' inventory. PLD for recon kit and move spawn beacon for assault. These are confirmed gadgets. Additional gadget for recon kit being signal jammer drone.

  • TheIrishBosnian's avatar
    TheIrishBosnian
    Seasoned Rookie
    6 hours ago

    Thanks very much. I really appreciate it.

    I definitely left some things out. I couldn't think of all of them. I left out things like the thermobaric launcher for assault and what not... So yeah, it's definitely not an exhausted list. The the medic sure could use a few more gadgets, though... lol.

    The trophy system is a tough one... a dilemma. I'd feel like it might fit the support role more naturally, although the support class might sometimes be out of direct play for it. Not sure.

    I think the PLD would fit nicely in the recon. It gives it that Sniper feel. But then where does that leave the autospot mechinc for snipers? Isn't that OP? 

    The signal jammer seems reasonble. Probably a good way to counteract FPV drones as well as the engineers anti FPV gun, which I think is called a signal jammer gun, according to Google.

    The spawn beacon being the assault gadget doesn't sound too bad to force agrresive play into a fighting point, instead of having a spawn at the edge of nowhere by a sniper, which could generate loads of snipers in the same spot. Lol. Its only useful for snipers.

     

     

     

     

  • YuubiZ's avatar
    YuubiZ
    Seasoned Novice
    6 hours ago

    I'd argue you could keep support as-is, but make the field medic support type only heal with its bag. Then you can have an ammo sub class where their box gives ammo instead. Same difference, but still 4 "classes." Plus, you don't have to worry about weapons as much. Both still get the same main gun (lmg).

    Granted I do think medics should be fast on their feet, not sitting still with a big gun. So I could be flawed here.

  • TheIrishBosnian's avatar
    TheIrishBosnian
    Seasoned Rookie
    5 hours ago

    I thinks that's a reasonable solution. It's what I said at first, too. But I think it complicates things too much. It should be split to stop the problems with it and just give a dedicated medic class once and for all. It makes things easier. Realistically, I don't think most would care. I'd feel like they'd welcome it. 

    And yeah, a medic with an LMG is very strange. So if we're to have a 2-part class system, would we just lock the LMG away as a medic? I don't think so. Kinda weird, so I wouldn't see that happening. So it needs to be split because of the two choices and the weapon types. Medics shouldn't have LMG's, ammo, etc, and Support shouldn't have SMGs, DMR, med box and defibrillator. Its a contradiction. 

  • Here is my take on a 4 class squad, have to admit that a 5th class squad would not also address the same issue but also tackle the issue of players that would like an increase in party members.

    Recon: signature gadget keep motion sensor. Signature weapon keep sniper (hold breath, kill confirmed would be a sniper exclusive ). Signature trait will be changed to  OPS (stealth). Gatgets: c4 (would like to add EMV visor to highlight vehicles and gatgets) (Add hacking pistol)

    Class mastery: active ability, keep UAV. Lvl0 keep eagle eye, lvl1 change it to quicker rechambering between shots, lvl2 change it to wounding shot

    Not many changes to recon as I feel that they are on a good spot, but I wish glint was gone.

    Support: SG change to adrenaline injector. SW change to SMG (improved hip fire). ST keep quick revive. Gatgets: defibrillator, spawn beacon, add medic bag

    Class mastery: active ability change to revive recovery. Lvl0 keep field sustainment. Lvl1 change to extra injector. Lvl2 change to negate or reduce movement penalty when you don't have a weapon equipped.

    Support has too many jobs to perform so I feel that these changes would help them stick more to their role of keeping players alive and healthy while hopefully staying alive but also by adding the beacon, to keep reinforcements coming (no more beacons away from battle, at the highest peak of the map or behind enemy lines) it would better define the the camp lines on both sides.

    Engineer: SG keep repair tool. SW change to LMG (improved suppression fire when crouch, prone, or mounted). ST change to demolition expert (improve explosive dmg for explosives and vehicles). Gatgets: mines, stinger, (would like to add the HJ-J2 launcher)

    Class mastery: active ability change to armor debilitator , lvl0 change to extra explosives (+2 to carry and set), lvl1 keep launcher trained, lvl2 keep flack jacket. 

    Engineer our heavy infantry should be able block and hold position better then any other class and hopefully this will help them do that while passively hindering enemy movement by placing mines. As mechanics they should not only be able to fixing and destroy vehicles but also handle them better then anyone else. Their lvl2 mastery would help with vehicles survivability.

    assault: SG change to thermobaric launcher, SW keep assault rifles (faster draw and switch but remove better sprint recovery). ST tweak soft landing to reduce fall dmg and movement penalties instead of negating it. Gatgets: (2nd weapons slot will be removed) granade launchers, latter, add RPG (1 to 2 shots max), add deployable cover,

    Class mastery: keep combat stimulant, lvl0 tweak Ads to reduce instead of negate , lvl1 change to defense focus (increase gadget stats), lvl2 keep quick recovery

    As our main and probably as our most numerous fighters, assault should be ready and able to hit anything that comes at them hard. For that reason I'm given them the RPG at the cost of ammo. So long as they are kept ressulplied assault can be an unstoppable force on the field and their abilities will keep them quick on their feet and lethal on tight corners. Also I gave the deployable barrier as I feel they would benefit the most from it, while trying to advance not only inside buildings but also on open spaces.

  • For your 5 class rework, would you be adding class mastery and weapons proficiency? Is the drone scout for the recon able to share its feed with everyone, your squad only, or will it work like in 2042? I'm assuming you are doing closed weapons?

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