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AnEejit's avatar
AnEejit
New Traveler
1 day ago

BF6 classes rework concept

BF6 with five classes and ten training paths. In order to make this work I've had to split the Supply pouch into three separate gadgets, one for ammo, one for explosives and one for healing. 

* Is for a gadget I've created or altered. 

Gadget changes are below. 

 

Assault - Loses Deploy beacon. Gains *Explosives resupplying crate, *adrenaline injection also heals and can be used to self revive to 25 hp. 

Engineer - Unchanged.

Support - Looses Supply pouch, Defibs, Smoke grenade launcher. Gains C4, *Ammunition bag.

Recon - Gains Deploy Beacon.

Medic - Gains defibs, Smoke grenade launcher, *Medical bag, *Flashbang airburst, deployable cover, claymore.

 

Assault. Signature weapons 

- ARs. Faster draw times; fire sooner after sprinting. 

- Shotguns. Improved hip-fire accuracy and recoil control.

 

Breacher : 

Explosives Expert

Using the Explosives crate will replenish explosive gadgets at a substantially faster rate for you and allies. 

Agile Shooter

Firing your weapon while moving now has reduced movement penalties.

Unrelenting Reload

When using the Incendiary-Round Shotgun and Projectile Launchers, your reload speed will be 15 percent faster.

Rally Squad

When activated, you and your nearby Squadmates will receive the Adrenaline Effects, which can be extended via kills.

 

Frontliner:

Adrenaline rush.

Increase the amount of Adrenaline injectors and grenades you can carry by one. 

Soft Landing

When falling or leaping from high places, the impact upon landing will be significantly reduced.

Quick Recovery

Regenerate health 50 percent faster and improve your overall healing by an additional 50 percent.

Rally Squad

When activated, you and your nearby Squadmates will receive the Adrenaline Effects, which can be extended via kills.

 

Engineer. Signature weapons

- SMGs. Improved hip-fire accuracy and recoil control.

- DMRs. Faster draw times; fire sooner after sprinting.

 

Anti-armour : 

Extra Rockets

Your Launchers will have two additional rockets.

Launcher Proficiency

Launchers will now reload 15 percent faster after firing.

Devastating Impact

When damaging enemy vehicles, their repair effectiveness rate will be reduced by 50 percent for 10s, making them easier to destroy.

Thermal Overdrive

Raises your Repair Tool's efficiency by 50 percent when repairing friendly vehicles or gadgets.

Combat engineer : 

Gadget Fortification

Permanently raises a friendly gadget's overall health after you repair it with your Repair Tool.

Overheat Control

Your gadgets and vehicle weapons will now have their heat buildup reduced by 50 percent.

Vehicle Regeneration

Taking control of a vehicle will begin regenerating its health if it is not in a critical damage state.

Thermal Overdrive

Raises your Repair Tool's efficiency by 50 percent when repairing friendly vehicles or gadgets.

 

Support. Signature weapons 

- LMGs. Quicker ADS transition; no sprint penalty while carrying LMGs 

- DMRs. Reduced weapon sway and improved recoil control.

 

Ordnance : 

Demolitions expert

Increase explosives splash damage area of effect by 25% and C4 capacity by one. 

Explosives Resistant

Incoming explosive splash damage will be reduced by 25 percent when prone or shooting while mounted.

Defense-Focused

Defensive-focused gadgets have a 25 percent increased resupply rate. Your GPDIS will also destroy up to two additional projectiles, with the MP-APS having its tracking duration increased by 5s. Your Deployable Cover also receives ten percent less damage

Restock Allies

Nearby teammates will be resupplied for ten seconds once activated.

 

Fire support : 

Logistics Expert

Using the Ammo Bag will replenish ammunition at a substantially faster rate for you and allies.

Indirect fire 

Increased suppression duration effect by 50%

Steady Aim

Dramatically increases your weapon stability when firing from a mounted position.

Restock Allies

Nearby teammates will be resupplied for ten seconds once activated. 

 

Medic. Signature weapons 

- Carbines Improved hip-fire accuracy and recoil control. 

- Shotguns. Faster draw times; fire sooner after sprinting.

 

Combat medic :

Rapid healing 

Using the Medical Bag will restore health at a substantially faster rate for you and allies. 

Revive Recovery

Trigger passive health regeneration when reviving a downed teammate. If you receive damage during this process, the effect will be halted by 1s.

Smoke and medics

Increase smoke grenade and Medical bag carrying capacity by one. 

Heal Allies

Nearby teammates will be healed for ten seconds once activated. Reviving fallen teammates will also only take 1.7 seconds.

 

Triage specialist : 

Urgent aid

When dragging downed teammates, you will be 20 percent faster and pick them up 2.5s quicker

Improved paddles

Defibrillators charge up and regain charges 25% faster. Movement speed and health recovery is increased by 10% when the defibrillators are equipped.

Eye for an eye

Enemies who damage you while reviving a downed teammate are marked for you and your team. 

Heal Allies

Nearby teammates will be healed for ten seconds once activated. Reviving fallen teammates will also only take 1.7 seconds

 

Recon. Signature weapons 

- Sniper rifles. Reduced sway; faster re-chamber; better breath hold for steady shots. 

- Carbines. Improved hip-fire accuracy and recoil control.

 

Sniper : 

Enhanced Perception

Enhances the Recon's Auto-Spotting range by 33 percent, with a broader angle of ten percent. Spotting is also quicker and lasts three seconds longer.

Target Acquired

Damaging an enemy will spot them in-world and on the minimap.

Confirmed Kill

When using a sniper rifle, landing a headshot on an enemy will instantly kill them, preventing them from being revived.

UAV Overwatch

When activated, a UAV will enter the warzone, covering a 100m radius and spotting enemy units for a full minute.

 

Spec ops : 

Stealth Tactics

Reduced minimap detection range when using a suppressor to 8m. Crouching or lying prone will significantly reduce the sounds you make. This also applies when you perform takedown actions.

Search and destroy 

Increase tugs, Claymore and C4 capacity by 1. 

Low Profile

Proning will now clear your in-combat state 1.5s faster. Additionally, if you're spotted, the duration the effect lasts will be reduced by 33 percent.

UAV Overwatch

When activated, a UAV will enter the warzone, covering a 100m radius and spotting enemy units for a full minute.

4 Replies

  • AnEejit's avatar
    AnEejit
    New Traveler
    1 day ago

    They both have the deployable shield.  ☺️. 

     

    Yes DMRs and shotguns are arguably the most niche of all the weapon types, without a signature weapon buff or a class to belong to, they'd be an unattractive or unlikely pick. 

  • QcR4ptor's avatar
    QcR4ptor
    New Veteran
    1 day ago

    AnEejit​ I see your reasoning behind having two signature weapons per class, and it’s interesting to look at it that way.

    As for the deployable shield, I think that’s a really solid tactic for risky smoke revives. That said, I feel like the ideal solution would be to make it available to both classes. It would keep that strong utility while allowing more flexibility depending on playstyle.

  • AnEejit's avatar
    AnEejit
    New Traveler
    1 day ago

    Cheers, I selected two signature weapons for each class as theirs two training paths, some are so different that one weapon type doesn't make all that sense. 

    Also if I'd kept it as one weapon each then we'd have two weapons that didn't " belong " to anyone. Four and three wasn't too bad, five and two seems odd. This way all weapons have a viable class build where they can receive a signature weapon buff.  

     

    The deployable cover for Medic is for risky smoke revives. I've dropped the paddles and equipped the shield so I can pop smokes, put a shield down Infront of the downed teammate, so i have cover to do my job and they are alive for more than 0.5 seconds after I revive them. 

  • 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.

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