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cementerydriver's avatar
cementerydriver
Seasoned Ace
2 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. Additionally adding a single use medic kit and ammo pouch to all classes would be welcome as it is standard for soldiers to carry at least a medic kit.

Suppression should be split between gun and explosives; guns will slightly blur vision but have a small AoE while explosives will block health regen but have a wider AoE

 

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 keep its signature gadget repair tool as is (repair and destroy vehicles and gadgets). 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. Class will be more of a back liner or tag along with vehicles. This class also has the least amount of changes

Gadgets will be mostly the same; rocket launchers (stinger, RPG, javelin, guided, law), mines (AT, acoustic/sound, tripwire), EOD bot, and supply create (this will resupply vehicle ammo and gadgets like deployable wall, drones, bullet proof shields, and so on). I would add mortar to this class as its focus on explosive dmg would hinder enemies advancement.

COMBAT ENGINEER his ability will stay as “thermal overdrive” this will boost repair tool and EOD bot(fix and destroy capability on the go). 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 will stay as “thermal overdrive”. 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 remain as devastating impact (reduce fix rate and briefly block health regen for vehicles). This path will focus on crippling and destroying vehicles while slowing enemy advancement (class debuff slow enemies, suppression blocks heal, and skill delays health regen and reduces fix rate)

 

SUPPORT I will keep signature gadget as supply bag (can heal, remove debuffs, resupplies ammo, and explosives depending on your path). 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 and keeping them alive. Resupply bag will either heal or resupply depending on your path.

Gadgets will be; defibrillator, deployable cover. Would like to add a deployable turret as a gadget. Move 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 throwables, and Smoke launcher will be moved to underbarrel option

COMBAT MEDIC his ability will remain as “restock allies” (resupply and heal allies briefly). Initial skill will remain as urgent aid (quicker drag and supply bag heals and removes debuffs). Next skill will remain as revive recovery (quicker revives and immediate health regen activation upon revive or near supplies bags). Final skill will change to “Brothers in arms” this will allow medics to share buffs they gained through their supply bags (buffs don't stack). This path will focus on reviving, healing, removing debuffs, and buffing allies.

FIRE SUPPORT his ability will remain as “restock allies”. Initial skill will remain as logistic expert (resupplies ammo and explosives from supply bag). Next skill will change to “personal protective equipment or PPE” (resistance incendiary, explosive, and immune to gas dmg). Last skill will change to “overheat control” (-50% heat buildup from gadgets and mounted weapons). This path will focus on resupplying and holding positions on foot and vehicles, perfect for holding choke points as sustained fire will suppress (blur vision) enemies that try to trade shots

 

ASSAULT signature gadget will change to “deploy beacon”. Weapon debuff will delay health regen. 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 weapons underbarrel options. Ladder will be moved to recon

FRONTLINER will gain the ability “drill sergeant” this will boost reload speed and movement speed. Initial skill will change to extra grenades, +2 to throwables (except pouch and medic kit). 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 “drill sergeant”. Initial skill will be “pistoleer” this will increase sidearm dmg on chest and head. 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. Sidearm specialist

 

RECON will change his signature gadget to “laser designator” (will function the same and cooldown will start when it's destroyed). Weapon debuff will mark enemies postion on minimap and in-world which is target acquired. Signature trait will remain as "auto spotting ” this will spot enemies in world and mini map for all allies. This class will focus on gathering information and relaying it to their team. I only swap some skill from sniper with recon signature set to make spec ops less of a back liner or lose half of his effectiveness either by staying back or being on the frontline

Gadgets will mostly be the same; motion sensor, 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 will remain as “UAV overwatch” spot enemies for 60 sec with in a 100 m radius. 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 remain as “UAV overwatch”. 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. Ladder will better aid this class bypass enemy lines and sabotage them with C4

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)

Support links all classes by sharing buffs with allies near his supply bag and injector will make it easier for the medic to get to his allies and sustain more explosive dmg

Assault/leader buffs squad and medic can pass those benefits to other allies by placing supply bag. fire support would benefit the most as its a stationary unit but by placing them on key position it would improve team and tactical play which would make spec ops to work more as an infiltrator and sabotage more necessary

Engineer will resupply gadgets and vehicles but can use gadgets to slow enemies and block healing (launcher and mortar). Rocket launchers need supply bag to ressuply ammo but supply create can resupply drones, tugs, mortar, turrets, bullet proof shields, deployable walls (equipment like gadgets)

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