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NullSpeedy's avatar
NullSpeedy
Seasoned Novice
1 day ago

BF6’s Class Identity Problem May Be Why the Game Feels So Chaotic

 

I started thinking about this because of LMGs.

I wanted to play Support as an actual machine gunner: find a good position, cover my team, suppress a lane, deny enemy movement, then relocate when the frontline moves.

But the more I played BF6, the more the game taught me not to do that.

When I deploy a bipod, I sacrifice mobility and become predictable. At longer ranges, a sniper or DMR can often still answer me even after I start firing first. Suppression rarely feels strong enough to make that sacrifice worthwhile. And with threats constantly appearing from different directions, staying in one firing position for too long often just gets me flanked, sniped or hit by explosives.

So eventually I learned the rational way to use my LMG:

Remove the bipod. Build for control and handling. Stay mobile. Use the machine gun almost like a heavy assault rifle with a large magazine.

And that made me realize something.

Maybe the problem is not really the LMG.

Maybe it is the class system.

A class should change how you behave

To me, a good class system is not simply four soldiers carrying different gadgets.

A class should change the way you read the battlefield and the decisions you naturally make.

BF4 is useful here as a comparison — not because BF4 was perfect, and not because every old mechanic needs to return.

The important part was the logic behind the roles.

Assault fought on the frontline and carried the medical role. That made sense. The Assault player was already where teammates were getting shot, so healing and reviving naturally reinforced the way the class was already playing.

Support carried LMGs and ammunition. It could move with the battle, stop at a useful position, establish sustained fire, cover teammates, resupply them and then relocate when the frontline moved.

Engineer looked at an entirely different part of the battlefield: vehicles. The moment a tank, IFV or helicopter appeared, the Engineer had a specific problem to solve.

Recon focused on information, observation, spawn tools and long-range control.

So these classes were not simply:

different gadgets.

They encouraged different behavior.

That distinction is extremely important.

A good class system can turn selfish player motivation into teamwork.

A player does not have to think:

“I am going to sacrifice my fun to help my team.”

Instead, the most effective way to play his chosen class should naturally produce something useful for the team.

Support and Assault show the problem most clearly

Now look at Support in BF6.

It is supposed to be the master of the LMG.

It supplies ammunition.

It heals.

It revives.

But a machine gunner and a frontline combat medic are not naturally the same battlefield role.

A machine gunner wants a position from which he can control dangerous space and support the attacking group with sustained fire.

A combat medic needs to stay very close to the people entering danger, because that is where players are going down.

Those two functions pull the same player in different directions.

And then BF6 creates another problem: if positional LMG gameplay does not provide enough advantage, the rational solution is simply to abandon it.

Stay mobile.

Fight with the frontline.

Heal.

Revive.

Resupply yourself.

And in Open Weapon modes, this becomes even more obvious because Support does not even need to build its entire infantry game around an LMG.

Which leads to a very simple question:

If I can play Support like an Assault while also healing, reviving and supplying ammunition, why should I choose Assault?

I am not saying Assault literally has nothing.

It has better offensive mobility, its own gadgets, objective-oriented bonuses and advantages designed around attacking infantry.

But that is different from having a clear team necessity.

“Attack the enemy” cannot by itself define an entire class, because every class attacks the enemy.

This is why I think the old Assault/Medic relationship made so much sense.

The Assault player is already moving with the main infantry push.

That is exactly where casualties happen.

So giving that player healing and reviving creates a natural loop:

push → teammates go down → revive them → keep the push alive.

Assault is no longer just the guy who attacks.

He becomes the class that keeps the attack alive.

And Support does not need to revive people to support the team.

A machine gunner who forces enemies behind cover, prevents them from crossing a street, protects teammates moving between positions and keeps everyone supplied with ammunition is already providing support.

Fire support is support.

The problem is not one bad gadget

This is where I think many discussions about BF6 become too narrow.

The bipod alone is not the whole problem.

Suppression alone is not the whole problem.

The medical role being on Support alone is not the whole problem.

The Assault Ladder alone is not the whole problem.

Recon having both long-range and demolition tools is not the whole problem.

Open weapons alone are not the whole problem.

And the maps alone are not the whole problem.

The problem is what happens when all these systems interact.

An Assault Ladder is a perfectly reasonable idea if maps repeatedly give Assault meaningful opportunities to create new attack routes. If those opportunities are rare, the gadget becomes situational instead of defining the role.

C4 is not inherently wrong on Recon — Recon had C4 in previous Battlefield games too. But it illustrates a broader point: when a class simultaneously contains long-range marksman behavior, reconnaissance and close-range demolition, the game needs very strong internal logic to make those tools feel like parts of one coherent role.

Support has an even clearer conflict: its signature weapon suggests sustained fire and positional control, while its strongest team responsibilities constantly pull it toward wounded players in the middle of the infantry fight.

Each decision can make sense individually.

The problem appears when they are combined.

Engineer may actually be the clearest example of what strong identity looks like.

When an enemy tank appears, everyone immediately understands why Engineer exists.

There is a specific battlefield problem, and the Engineer has a specific role in solving it.

That clarity is what the other classes need.

And this may explain some of the chaos

A common description of BF6 is that the battlefield feels chaotic.

Players appear from everywhere.

People constantly run from fight to fight.

Frontlines are difficult to read.

Teammates often feel scattered rather than organized.

Revives can feel inconsistent.

Positioning is quickly punished because another threat appears from another direction.

Some of that absolutely comes from map design.

But I think the class system can either reduce that chaos or amplify it.

Imagine four strong class identities working together, even without voice communication.

Recon finds threats and provides information.

Support establishes fire superiority and makes enemy movement dangerous.

Assault moves with the infantry group, breaks into positions and keeps casualties in the fight.

Engineer protects that movement from enemy vehicles and supports friendly armor.

Something interesting happens:

a local frontline begins to form naturally.

Nobody ordered those players into formation.

Their classes created the formation.

Now weaken those incentives.

Support discovers that staying mobile works better than establishing a machine-gun position.

Assault is already built around movement and fighting.

Engineer, when vehicles are not immediately relevant, joins the infantry gunfight.

And because Open Weapons reduce weapon-based separation even further, several classes can begin converging toward essentially the same infantry loop:

move → find contact → kill → move again.

Players spread through every available route.

Fewer people anchor areas.

Fewer recognizable groups form.

The frontline becomes harder to understand.

And once the battlefield becomes more chaotic, positional gameplay becomes even less attractive.

So players move even more.

It becomes a feedback loop.

That leads to what I think is the central point:

A good class system can create order even on a chaotic map. A weak class system can create chaos even on a decent map.

That does not mean maps are irrelevant.

Spawn logic matters.

Sightlines matter.

The number of flanking routes matters.

Map scale and objective placement matter.

But maps are not the only thing creating a frontline.

Players create frontlines too.

And class design influences where those players go, how long they stay there, what they do when they arrive, and whether other players have a reason to stay near them.

I would strengthen class identity before trying to redesign everything else

The exact solution is debatable, but the basic identities could be very simple.

Assault: frontline infantry + medic/revive. Break the position and keep the push alive.

Support: ammunition + LMG + strong positional fire. Control space and enable teammates to move.

Engineer: vehicles. Destroy enemy armor, repair friendly armor and shape vehicle movement.

Recon: intelligence + observation + precision. Find threats, provide information and control long sightlines.

After that, gadgets and perks should reinforce those identities rather than trying to create an identity by themselves.

And if a machine gunner sacrifices mobility by deploying a bipod, that sacrifice should buy something meaningful.

Not invincibility.

Not ridiculous accuracy.

But enough stability and suppression that an enemy — especially a sniper already being hit or heavily suppressed — cannot simply ignore sustained machine-gun fire and calmly take his perfect shot.

Otherwise the game teaches the machine gunner the same lesson it taught me:

stop being a machine gunner.

EA has already announced further Class Training Path changes intended to make the classes more tactically distinct in Season 5.

I think that is the right direction.

But I also think this problem goes deeper than perk percentages.

If the basic incentives of a class pull the player toward conflicting behaviors, stronger passive bonuses will not completely solve it.

Battlefield does not need to force people to play as a team.

It needs to make playing your own class well naturally create teamwork.

Give every class a reason to exist.

Give every class a different way to influence the battlefield.

And players may begin creating structure themselves.

If that happens, even the same maps might start feeling a lot less chaotic.

7 Replies

  • HappyOz99's avatar
    HappyOz99
    Rising Hotshot
    10 hours ago

    I don't disagree. I prefer class locked weapons but modern gamer prefers open weapons and fast TTK. 

  • AnEejit's avatar
    AnEejit
    Seasoned Hotshot
    14 hours ago

    While I agree for the most part about your post, it's not just one thing to blame with how the game is, it's a multitude of small things which have a compounding effect. Which is spot on.  

     

    One thing I'd like to draw your attention to is the Assault class gaining the medic abilities from Support.  While yes, it would indeed be better than the current mess we currently have, It also has its weaknesses.  

    Assault is for pushing the objectives with aggressive, risky play.  The last thing you want is to have your medics running headfirst and dieing. How can medics do their job if they're dead...? Which I'm sure you'll agree, isn't ideal.  

    So, what if we thought of the four classes as being more " roles on the battlefield " and the training paths were allowed to be more unique, thus becoming eight distinct classes.  

    Eg. Support

    Fire support - LMG - Ammo bags -  bonuses to suppressive fire. 

    Combat Medic. - Carbines - health bags - can revive players.  

    Both classes are there to Support the team.  

    Apply this to all the training paths and you can not only see how more freedom and flexibility that it brings to the table, but also in solidifying the roles on the battlefield.

    I made a mock up some time ago of an example.

     Suggested updates to training paths. | EA Forums - 13392860

    And this one where I talked about improving the signature weapon buffs. 

     Signature weapon improvements concept. | EA Forums - 13545108 

     

    Add both of these together ( perhaps with a few tweeks here and there ) and you'd solve the class role / identity issues. 

  • NullSpeedy's avatar
    NullSpeedy
    Seasoned Novice
    19 hours ago

    I’m not arguing that Support should never be able to run around with an LMG like a heavier assault rifle. That playstyle existed in older Battlefield games too, and there is nothing inherently wrong with giving players that option.

    My point is broader.

    There is a big difference between having a choice and being pushed into one playstyle because the alternatives are no longer competitive.

    If I want to build my LMG for mobility and play aggressively, that should be possible. But if I want to use it as an actual support weapon — establish a firing position, suppress a lane, control space and cover my team — that should also be a viable and rewarding way to play.

    The same applies to classes.

    I am not against freedom or customisation. I am against class identity becoming so diluted that the classes start to feel like different collections of gadgets attached to essentially the same infantry playstyle.

    Support should be able to be mobile or positional, aggressive or defensive, but it should still feel like Support.

    Assault should have different ways to play Assault, but it should still have a clear reason to exist as a distinct class.

    That is the distinction I am making:

    Freedom within a class is good. Erasing the meaning of the class itself is not.

  • HappyOz99's avatar
    HappyOz99
    Rising Hotshot
    20 hours ago

    Battlefield 3 was designed around the "one army" playstyle and successive games have carried that on, except V which forced you to play with your team more in order to survive, no full health regen being one example.

    As for running around using an LMG as a slightly bigger mag assault rifle, we were doing that in BF3 and they even released a hybrid assault/lmg gun to encourage this playstyle even more with the close quarters DLC.

  • Well said of both of you. The class system has certainly taken a turn for the worse in BF6. I know when I first played, I did not understand why the classes were set up the way they are, e.g. Recon not having spawn beacons or even worse, why Support is both medic and ammo supply. It just didn't and still doesn't make sense.

  • NullSpeedy's avatar
    NullSpeedy
    Seasoned Novice
    1 day ago

    I agree with you, especially on the Call of Duty comparison.

    The important difference for me is that Call of Duty is actually built around individual player satisfaction. Its core loop openly encourages personal freedom, weapon customisation, fast movement, constant engagements and the pursuit of the next kill. That is not necessarily a flaw there — it is part of what Call of Duty is designed to be.

    Battlefield historically followed a different philosophy.

    You were not just an individual player with a gun. You were one part of a larger battlefield system. Classes mattered, vehicles mattered, ammunition mattered, medical support mattered, reconnaissance mattered, and players depended on each other.

    That was part of the identity people were buying into when they chose Battlefield instead of Call of Duty.

    My concern with BF6 is that it seems to be adopting more and more of that individualistic design philosophy while still presenting itself as a class-based, teamwork-oriented Battlefield game.

    And that creates a contradiction.

    The game tells us that classes and teamwork matter, but at the same time many of its systems encourage players to become increasingly self-sufficient, customise around their own personal effectiveness and simply move from one engagement to the next.

    Players will usually follow the incentives the game gives them.

    So if the most efficient way to play is increasingly individualistic, we should not be surprised when the battlefield becomes more chaotic and teamwork becomes weaker.

    I am not against customisation itself. I think the important distinction is this:

    Customisation should happen inside the identity of a class, not allow the player to erase that identity completely.

    Support should have many ways to be Support.

    Assault should have many ways to be Assault.

    Recon should have many ways to be Recon.

    That would preserve player freedom without sacrificing the class interdependence that, in my opinion, was one of Battlefield's defining strengths.

  • Problem with classes is shoehorning classes into four just for sake of it and opening them up to customisation and personalisation. Customisation and personalisation of gadgets, weapon class types, grenade types... etc. breaks identity of your intended role. Original Hell Let Loose is more mature example how proper class system with dedicated kits are done.

    Customisation and personalisation are loanwords — Call of Duty-terminology. Terminology of game design where individual player's satisfaction is more meaningful than taking a role and PTFO.

    Customisation and personalisation adds fuel to chaotic gameplay loop. Every option made possible to choose from diverts a individual player from common goal. I don't expect BF Studios to return to BF2 days. I expect more and more diluted choices and shady practices to come in future and it sold us as a teamwork dream pipe.

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