AnEejit I agree with you on the idea of having 5 classes. In my opinion, that’s the ideal setup for BF6: Assault, Medic, Engineer, Support, and Recon.
I also really like the idea of splitting the resupply roles:
-ammo crates for Support
-medical crates for Medic
-explosive resupply for Assault
I think this is a very strong change because it makes teamwork much more important. No more “do everything yourself” resupply — now players actually need to rely on each other, which fits Battlefield’s core identity.
For the deploy beacon, I’m honestly neutral. I liked it on Recon, but I also think it works well on Assault. It’s just a different use case:
-with Assault, beacons are placed more aggressively, right in the action
-with Recon, they were more tactical, usually safer spawn points further away
Another point: I think flashbangs should stay with Assault, while Medics should get all smoke-related gadgets, like you mentioned. That fits their role much better.
However, I don’t agree with the signature weapon system as proposed. I think it should be simpler and closer to classic Battlefield:
-Assault → Assault Rifles
-Engineer → SMGs
-Support → LMGs
-Medic → Carbines
-Recon → Sniper Rifles
This keeps each class identity clear, similar to what made BF3 and BF4 so successful.
For the deployable cover, I think it should stay with Support. Its main purpose is to create defensive positions, which fits perfectly with LMG gameplay (bipod, holding angles, etc.).
Finally, for the training paths, I agree that there should be more of them with clearly defined roles. It would allow players to specialize and choose bonuses that truly match their playstyle without breaking overall class balance.
Your ideas are very good, and I hope they will be considered by the development team.