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QcR4ptor's avatar
QcR4ptor
New Vanguard
2 months ago

Class Balance – Recon, Support, and Vehicles

Right now, there’s a clear issue with class utility and balance, especially when it comes to infantry vs vehicle combat.

The Recon class currently lacks real team impact. Bringing back spawn beacons to the Recon class, like in Battlefield 3 and Battlefield 4, would greatly reinforce its strategic role and encourage more team-oriented gameplay instead of pure long-range sniping.

At the moment, only Engineers and Recon can realistically destroy vehicles. However, in practice, Recon players usually stay far back to snipe, which means C4 is rarely used against vehicles by that class.

As a result, Engineers end up being the only consistent counter to vehicles, making vehicle engagements feel rigid and predictable, and leaving infantry with very limited options.

Giving C4 back to the Support class, as it was in BF3 and BF4, would not take away from the Engineer’s role. Instead, it would:

provide infantry with more tactical options,

improve vehicle vs infantry balance,

reduce reliance on a single class,

and create more dynamic gameplay.

Engineers would remain the primary anti-vehicle class (repairs, dedicated weapons, sustained pressure), while Support would offer a situational threat, without replacing anyone’s role.

These mechanics worked well in previous Battlefield titles and would go a long way toward improving overall balance and gameplay in BF6.

9 Replies

  • they going the all aim no brains route brother.  Catering to the .001% pro and the aimbot who aren't really about tactics and strategy..  And if you complain about it,  they will censor and ban you.   If they do what you are asking,  they better un-nerf the tank rockets so they actually dmg infantry with splash dmg lmao...

  • Not Feeling it, Recon player choses Recon so he can snipe and feel less threatened by others, They wont use a spawn beacon because they fear it will give the location away even though they dont need to be near it, Plus they do not have to use a sniper riffle they can choose any gun and join the fight, C4 should be given as a option for support i agree, But then again why not give grenades or C4 to assault as well, Its a subject that you cant find the perfect balance as we all want something from the game changed.

    Me i want the gun upgrade cost to be made less as it don't take long to reach a 100 points leaving tons of upgrades you cant fit

  • Grinchier1's avatar
    Grinchier1
    Rising Rookie
    2 months ago

    nah thats tradition in bf brother.  That is the whole point of them having the spawn beacon.  So you can spawn,  without just getting spawn killed.  You only give their position away if you start shooting after you spawn on them like a noob.   they stand back watching the base,   as you spawn on them in run in is usually the idea.  Its classic bf conquest gameplay.  Assault have the spawn beacon doesn't make sense,  because they are supposed to run in the action.  They are the ones who should be spawning on the recon and running into the flag.

  • I like that classes have dedicated roles in this game. Reliance on others in areas you can't cover on your watch. I don't see need to change that. Better yet, they could go even further to class role differentiation. To give sub-role specifications.

    Shared gadgets would homogenise whole system into a mess. Bringing more sabotageable assets to the table would have made game more dynamic, like bridges and commander resource installations. Like in Battlefield 2. Work as a team if you want to get things done. 

    Recon players, myself included, usually prefer lone-wolf position because non-recon players don't care for stealth mission mindset. We operate better under nobody's command or together with other scouts. We have intel as a duty, we have sabotage and trapping as side task. We could have more counter-intelligence measures like signal jammer.

    Ideally sub-roles would be:

    1. Assault: grenadier
    2. Assault: frontline breacher (spawn control and ladders)
    3. Engineer: combat engineer
    4. Engineer: anti-vehicle
    5. Support: combat medic
    6. Support: fire support
    7. Scout: marksman 
    8. Scout: special forces (sabotage)
  • MonSterLing's avatar
    MonSterLing
    Rising Newcomer
    23 days ago

    Your class ideas are similar to mine, though I’ve been toying around with a couple different sets. I also like the idea of having one sub class for each class being oriented towards tighter squad play, and the other sub class for each function more like platoon level assets(where their teamwork functions are less tied to a specific squad). I also feel that it’s necessary at this point for weapons to be available on all classes, but I firmly believe that you should only have a full performance of a weapon if it’s attached to the correct class. That could mean better reloads, more points to spend on your loadout, etc.

    3 & 4. On the same page with the engineer. Tough to nail down what type of weapon to give them, though. I also like the idea of having one class be the in-and-around vehicle class and one class being the roam-around-the-battlefield and engage class.

    7 & 8. I like the idea of having bolt actions Limited to a sniper class that provides long range, reconnaissance, and engages HVTs. The second recon sub class would have the DMRs and be designed around staying with the squad, throwing motion sensors, using C4 to sabotage/outwit or occasionally engage a vehicle, and engaging targets outside the squads reach.

    5 & 6. Generally agree on the support kit. My idea is to have LMGs(think belt fed support weapons) be limited to the “fire support” class, whereas the combat medic gets LSW/IAR/SAWs(think magazine fed support weapons). I really can’t justify giving the medic the full 100 to 200 round LMG‘s. The combat medic gets handheld smoke grenades. 

    1 & 2. Would need more detail to be on the same page about splitting the assault class, as they don’t feel quite as dissimilar as the other classes. 

    One of my other main ideas is to leave the support class the way it is described above, but move the medic equipment to the second assault class and give it some type of weapon that doesn’t make it overpowered and fits the role. Potential options are SMGs, carbines, battle rifles, PDW‘s, shotguns. I kind of like keeping PDW’s and SMG separate, even though they’re pretty similar to most people. Battle rifles in my mind should operate closer to reality, in that you basically have to be on semi-auto for most engagements in order to be effective, with full-auto only being useful in very close range. If they function in this manner, pairing them with the medic class would effectively be a repeat of battlefield 1 and apparently people really liked that. It’s only in theory I guess, but that would kind of force medics to be more thoughtful and strategic, as their real strength would be at medium range and they would need to switch fire modes in order to be effective in close range.

  • MonSterLing's avatar
    MonSterLing
    Rising Newcomer
    23 days ago

    I have to say, I really disagree with having C4 on the support kit. The unlimited ammo aspect is just not good. Also, C4 makes sense on a more strategic class like the recon.

  • RRTX-CFC's avatar
    RRTX-CFC
    Rising Traveler
    23 days ago

    I actually think c4 would be better with assault class.  The ones that are on the objectives are the ones getting destroyed while the engineers are respawning.  the assualt class should be able to carry c4 and maybe a small launcher that does 50-75% of the damage of an engineer's launcher.  Assault are sitting ducks if there are no engineers around. 

  • QcR4ptor's avatar
    QcR4ptor
    New Vanguard
    23 days ago

    I really enjoy seeing the different opinions on this topic. It’s always interesting to read a variety of perspectives, and I especially appreciate that the discussion is happening respectfully. Everyone has their own opinion, and I respect yours as well.

    I understand the arguments that have been brought up, and they are completely valid. However, in my opinion, C4 should be available to the Recon and Support classes, like in the older Battlefield games. It’s a system that has already proven to work well. In previous titles, there were never any major abuses or balance issues related to this gadget.

    On the contrary, I think it helped balance infantry vs. vehicle combat. It also allowed for more destruction and added an interesting tactical element to the gameplay.

    Nowadays, it’s very rare to see players using C4, even though it used to be a very common gadget in older Battlefield games. Despite being widely used back then, it never really caused significant balance problems.

    As for auto-resupply, I think a good compromise would simply be to make C4 recharge more slowly. That way the gadget could regain its usefulness without creating balance issues.

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