Classes abilities and signature gadget
Bit of feedback, and hopefully discussion around that particular aspect of the BF6 beta.
I am not sure of the exact naming, so just to clarify:
- The "signature gadget" is the gadget classes can use with unlimited charges, with just a cooldown.
- The "ability" is the gadget unlocked through xp progression, at the last level of your selected field specs.
Assault
Signature gadget: adrenaline injector
Honestly, aside from the sprint speed, this thing felt pretty useless. Resistance to debuffs was very underwhelming, considering the pace of the games. I saw someone mentioning it was the best way to deal with thermobaric launchers... Well maybe if you can read the future and know a thermo is coming to you. Because if you're on fire, by the time you stab yourelf with the stim, you're already dead or close.
Ability: Combat stimulants
This thing feels like some Borderlands or COD stuff. From experience, encouraging chain kills has one big risk: encouraging solo and/or reckless gameplay. And the benefits are barely noticeable in the chaos of gameplay.
Suggestion: The unique trait of assault in the final game from what I gathered i that it will boost point capture speed, and thus will lose the natural resistance to fall damage. So, I suggest making those "injectors" more separated in their roles:
- Make the adrenaline injector reduce fall damage or something like that. Basically, focus on the movement side of things. Movement will be nerfed compared to the beta, the injector can "juice" you up for a couple seconds to gain a temporary advantage
- Make the combat stimulants affect your actual combat effectiveness, like increase reload speed, or give you better recoil management (yes I know the whole thing about too many weapons being laser beams, but nerfs are coming). And most importantly, remove the "refresh on kill", and give it a standard 10s duration, like the other classes.
In short, you have 2 injectors, one to make you move better, one to make you fight better. For details, I trust you will come up with something :)
Engineer
Signature gadget: repair tool
Nothing to say, this is the best place to put this thing.
Ability: power repair
Pretty interesting concept. A powered-up repair tool is nothing to sneeze at.
Suggestion: could the power repair ability also affect the damage done to enemies as well ? Or does it do that already ?
Support
Signature gadget: ammo/heal bag
I love this. Having one crate that does both ammo and heal reduces the clutter.
Ability: aid station
I don't know about this one honestly. I mean, it's nice and all, and allows you to have a temporary second bag without despawning your regular bag, which is nice. But I never found myself in a situation where I needed that. Maybe once more gadgets are available and that the defib is a less obvious choice ?
Suggestion: nothing to suggest here. I will wait for final release, and test a no defib build, see if the ability is more useful.
Recon
Signature gadget: Motion sensor
Absolutely busted in small scale game modes such as Rush, and to an extend Breakthrough. Plonk one somewhere, and the enemy will not be able to do anything. They are so tiny, most of the time you can walk next to one and not notice it.
Ability: Drone scan
Pretty nice. Interesting to have a temporary close scan when you are a sniper, so that you get an alert when someone gets in the "I need to get out of here" zone. Also give the possibility for this class not to be eternally stuck in the sniper role, and be aggressive
Suggestion: make the motion sensor a regular recon gadget. Maybe give it 2 charges if you are afraid it is not worth picking. People have voiced their dislike of the auto scout trait, so it would be nice to have some kind of binocular signature gadget instead, which will auto spot whatever you look at ?
Thoughts ?