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cementerydriver's avatar
cementerydriver
Seasoned Ace
6 months ago

Classes fix update

Melee weapons need more variation on what they do; hunting knife keep boost run speed and atk speed, combat knife change it to quicker takedown, add throwing knifes here instead of recon, sledgehammer should create small holes on walls instead of destroying them.

throwables change; smoke, and standard grenades will be open to all classes. Assault will also get stunt and flash grenades, engineers will get AT and impact grenades, support will get mini and incendiary grenades, finally recon will get proximity and EMP grenades (disrupts or destroys electronics which will temporarily rid of players huds), throwing knifes will be added to melee options.

Suppression should be split between gun and explosives; gun supression will slightly blur vision on target but slight blur on those close to target, has a small AoE while explosive supression will block health regen inside the impact area and delay health regen on those outside the impact area but are nearby. It has a wider AoE. Effect will be removed if suppression is not sustained.

From here on I will make most changes to classes to be more in line with their roles. Signature weapon will change to weapon debuff, this should work regardless of your preference for open or closed weapons system. Skills and gadgets will be swapped around as well and some will get some additional feature.

 

ENGINEER will change its signature gadget to supply create (resupply ammo for vehicles and soldiers and will also heal vehicles nearby). Weapon debuff reduce mobility of vehicles and infantry with all explosives. Signature trait will stay as is mechanized infantry (while near a vehicle, reduce explosive dmg and block enemies from stealing vehicle, repair to prolong effect). This will make this class the preferred choice for those who enjoy explosives and vehicle play.

Gadgets will be mostly the same; rocket launchers (stinger, RPG, javelin, guided, law), mines (AT, acoustic/sound, tripwire), EOD bot, I would add mortar to this class as its focus on explosive dmg would hinder enemies advancement.

COMBAT ENGINEER his ability would change to “repair tool” this would allow him to heal and destroy vehicles and constructs faster, can dmg players. His initial skill will remain as gadget fortification (overheal gadgets). Next skill will change to "equipment tinkering” (vehicle equipment cool down will be reduced when fixing or riding the vehicle). Last skill will remain as vehicle regeneration (start vehicle health regen if health is critical but will have an extended cool down). This path will focus on vehicle survivability.

ANTI ARMOR ability would change to “repair tool”. His initial skill will stay as extra rockets (+2). Next skill will stay as launcher proficiency (+15% reload speed and missiles will fly faster), and the last skill will  change effect "devastating impact" (reduce fix rate and boost explosive dmg with consecutive explosive hits). This path will focus on crippling and destroying vehicles while slowing enemy advancement

 

SUPPORT I will keep signature gadget as supply bag (heal allies and resupply non-lethal gadgets). Weapon debuff will be improved blur vision (effect will scale with prolonged fire at enemies but will also fade if fire is not sustained. This allows self and allies to take less fire from suppressed enemies, however reloading will terminate the effect). Signature trait will remain as squad resupply (resupply ammo and heal upon contact). This class will focus supporting allies

Gadgets will be; deployable cover. Would like to add a deployable turret as a gadget. Add adrenaline injector (boost speed, debuff resistance and explosive dmg) from assault here,  Interceptor systems will go to assault, mortar will go to engineer and pouch will be added to recon, and Smoke launcher will be added to weapon mods

COMBAT MEDIC his ability will change to “defibrillator ” (revive allies with low hp, full hp if charged and able to kill enemies on a single hit). Initial skill will remain as urgent aid (removes debuffs and quicker healing). Next skill will remain as revive recovery (quicker revives and immediate health regen activation upon revive or near supply bags). Final skill will change to “Brothers in arms” this reduces the effects of debuffs on nearby allies or near their supply bags (buffs don't stack). This path will focus on reviving, healing, and removing debuffs

FIRE SUPPORT his ability will change to “defibrillator ”. Initial skill will remain as logistic expert (resupply non-lethal gatgets faster). Next skill will change to “personal protective equipment or PPE” (resistance incendiary, explosive, and immune to gas dmg). Last skill will change to “hold your ground” immune to suppression effects and steadier shooting if mounted or mounting his weapon

 

ASSAULT signature gadget will change to “deploy beacon”. Weapon debuff will cause a slight flinching. Signature trait will remain as mission focused (faster objective progression, quicker out of combat cooldown which allows faster allies respawn). The tip of the spear, this class is our most numerous, the first to engage enemies, and take objectives faster adds to its versatility to advance but also the best at creating spawn points to allow his team traverse faster and safely

Gadgets will change; keep weapon sling, flash breach, move Interceptor system (anti grenade and anti missile) here. Should consider adding chest plates, and bullet proof shields. launchers like (HE, incendiary, smoke) and incendiary shotgun will be removed from gadgets and added to weapon mods. Ladder will be moved to recon

FRONTLINER will gain the ability “HE grenade launcher”. Initial skill will change to extra grenades, +2 to throwables. Next skill will change to “agile shooter” this will reduced ADS penalty to movement speed while shooting and moving). Final skill will remain as “quick recovery” this will boost health regen rate). This path will focus on prolonged confrontation and being ready to engage with minimum down time.

SQUAD LEADER will gain the ability “HE grenade launcher”. Initial skill will be “drill sergeant” this will boost reload speed and movement speed. Next skill will be “defense focus” (improves gadget performance and range). Final skill will be “lead by example” boost dmg and score points to squad members who are capturing objectives set by squad leader or are near him. Im still working on this path but focus on commanding and improving squad mates.

 

RECON keep his signature gadget to “TUGS” (will display enemies in the mini map). Weapon debuff will mark enemies postion briefly in mini map and in-world. Signature trait will remain as "auto spotting ” this will spot enemies in world for squad. This class will focus on gathering information and relaying it to their team. 

Gadgets will mostly be the same; laser designator, C4, decoy, claymore, dart gun (Would like to add a EMP version or just replace it), I would like to move ladder to this class as it would help with better positioning

SNIPER his ability would change to “drone” spot enemies for 60 sec with in a 100 m radius in minimap and in world for all allies. Player can manually control the drone otherwise it will fallow player, if drone is destroyed the abilities is over. Initial skill will change to “sniper training" this will improve marksmanship, reduce sway and better breath control for steadier aim. Next skill will change to “enhanced perception” this will improve spotting range and area of effect from crosshair, spotting will be quicker and last longer). Final skill will remain as confirmed kill (enemies can't be revived from a head shot by a bolt action rifle). This path will focus on trimming down or assassinating enemies from long range. 2 skills are from recon signature set (both make more sense on sniper then in recon)

SPEC OPS his ability will change to “drone”. Initial skill will remain as “stealth tactics” this will reduce sound unless standing and reduce movement speed penalty while squatting. Next skill will remain as gadget awareness (spot nearby enemy gadgets unless sprinting). Final skill will remain as “low profile” this will make player lose spotting quicker when prone and undetectable to thermal while prone and squatting. This path will focus on stealth and maneuvering behind enemy lines. Best class to hunt enemies and counter snipers.

Notes

Support deployable turret will have the option of setting on open space but no shielding (cover bottom half) and set up on a wall or sand bags will add shielding (covers sides and front has a slight opening)

Pouch will become an explosive bad to ressuply all types of explosives, not sure if I should give it to recon or assault as a gadget

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