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PwnageBD's avatar
PwnageBD
Seasoned Newcomer
1 hour ago

Assault Class - BF6 & Redsec

Summary: I would like to see healing to come back to the Assault class. I feel as though it would be EXTREMELY helpful in bringing players back to BF6 multiplayer, and will help the squad dynamic greatly in Redsec as well. 

Intro:

The topic of this discussion is about the Assault class and what I wish would change. The discussion is fully based around my experience playing battlefield 6 (300+ hours) using primarily the support class because I have always enjoyed playing as a medic.

For background, I started playing battlefield with Battlefield Bad Company. My favorite battlefield game was BF3 and then BF4. I was an avid assault player. I loved using DMRs, carbines, and assault rifles, but more importantly I lived playing as the medic class. I liked that my primary focus was healing and reviving my team mates. If I needed amo I would run to a support player and ping for amo on the voice command wheel. 

Since the chang in 2042, merging the medic abilities with the support class, I have felt like the assault class has lost its identity. I know this is not an original though, and for years this has been a debated topic of discussion. 

Now that we are into BF6, I've been doing a lot of thinking about the current balance of classes across all modes including Redsec. 

BF6 Multiplayer: 

When using the assault class in multiplayer, I've felt as though the only gadget that has an impactful advantage is the spawn beacon. In modes like breakthrough, or rush, it can keep your squad closer to the front lines when defending or attacking. In conquest, it can keep your squad to a strategic location, and help maintain momentum. 

The assault ladder can be helpful to get a height advantage or to flank an enemy team, but it's almost always used by the assault player and then alone. 

The high explosive launcher, on the other hand, may only be usable by the assault class, but it doesn't give as impactful of an advantage when comparing other classes. I've used it plenty, but almost like a shotgun - hip firing at close range to get a single kill of an enemy I'm engaging with. Compared to an RPG, or C4, or other launchers, these can also blow a hole in a wall and help a squad move on the enemy in a strategic way. 

In summary, the current gadgets for assault could easily be paired with a medic bag, or defibs. The idea of using the assault ladder to help you gain access to down teammates or squadmates, to me, screams a modern take at the assault class. 

BF6 would highly benefit from shifting specifically healing abilities to the assault class. The support class should have ammunition as it's focus. Just like previous successful battlefield titles like BC2, BF3, BF4, and BF1. 

Redsec:

Some background first:

I have enjoyed battle royale modes since they became popular. I mostly played early fortnite, and blackout/warzone primarily because of accessibility. 

First and foremost, battlefield conquest has always been my favorite first person shooter mode. I enjoy the sandbox experience. Because of this, I enjoyed playing battle royale modes. 

Redsec, is a fantastic take on the classic battle royale mode. The destruction, vehicles and all out battlefield chaos really adds to the experience in a great way. 

Since it's release, I have played a lot of Redsec primarily because I brought my three closest gaming friends to battlefield from call of duty and warzone. All three of them have never owned a battlefield game. Now a few of them love conquest and other classic modes, but they prefer battle royale, it's been what they've enjoyed playing for years. 

Classes in Redsec:

I have primarily played recon in redsec, this is because my other friends either played engineer, or support, and the third friend played recon, but not very well. So I would fill the gap of marking the enemy with my drone, or using the radar when getting pushed by a team. 

I have wanted to play as the team medic, so I started to play as support more often, it helps to not have to worry about ammo, but I felt that I was creating a void in our squad. Even with my second friend getting better at using the class gadgets, it felt redundant having two support players.

So, what did I do, I decided to use assault. I enjoy plating faster, I enjoy capturing objectives faster, and redeploying my squad faster. But I found myself not finding value in the high explosive launcher, and rarely using it, or when I did use it, it would simply suppress an enemy for a second, or do barely any damage to structures or vehicles. The assault ladder is okay ik redsec. I found myself not even needing it, because every structure has multiple access points and flanking routes using ladders, zip lines, or staircases that already exist. 

Assault rework in redsec:

Let the assault class have a medic bag and healing focus. Maybe it's in the form of an armor bag, support has ammo, and assault has armor. Have the armor/medic bag be paired with the assault ladder. The high exploding launcher could simply be a pickup item, like other launchers. 

Keep the ability to redeploy faster, plate up faster. Maybe have support complete objectives faster, as if their ability to re-arm their squad, the fact that they carry more supplies and gear, would help the timer on an M-COM go faster etc. 

In closing:

Assault needs it's identity back. At times it feels useless, and does not encourage a long time assault player to jump back into his favorite class. 

Support shouldn't be a one man army, healing themselves, their team, supplying amo, and more. 

Assault can remain to have the current focus, but adding the ability to heal and revive will pair nicely with things like the assault ladder. 

Also, in line with keeping their team alive, having the squad redeploy beacon can keep their squad in the fight. See it can go hand in hand. 

Thanks for giving me a place to share my thoughts. I am a die hard fan of battlefield. And I hope others will share my opinion, and the passion I have for the franchise, and the OG Assault class. 

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