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I'm assuming you are also separating the classes from each other, also what do you mean by could be able to destroy fortifications. Explosives, cutting wires, disassembling them.
ASSAULT is like that you are using the underbarrel for the gun instead of just adding more equipment. This also makes the dmg nerf on explosives more on point
Anti tank should be anti vehicle, also not sure this class should have the ladder/zip line (more of a special forces kind of thing)
Classes are solid but are you getting rid of all skill and just focus on weapons to make the engagement focus
I like what you are trying to do with the squad leader and commander but that also means the player has to change their load outs on the fly if they leave or change during the game. Commander will become a back liner to better manage all features you added so what I would recommend is that 1 squad is dedicated for commander and squad leaders, this way a squad isn't short 1 teammate and allow squad leaders to lead other squads that are nearby and shares coms and spotting (1 leader and 4 infantry). Also commander should not be able to spot instead he should try to make sense of what other units see and act accordingly. He should be able to mark spots as enemies detected, mortar fire in this location and so on but also has a direct line with squad leaders as you suggested for better real time strategy
Construction has to be limited as the maps are too small to make this feature worked as intended.
This could actually make for an excellent strategic play where both teams are trying to eliminate each other's commander in which case the squads can go back to 4
Hi! This is collection of ideas for game in future (after Battlefield 6). There would be more emphasis on squad play, chain of command, maps with asset gameplay in mind and so on similar to older Battlefield games. This class collection is philosophical backbone, not the thought-out system looked at by each components. Thus, I called it notes as in to take ideas. There's links to history of those classes in franchise 📝
Commander position notes are straight out of Battlefield wiki like mentioned. It's Battlefield 2's build. Working as guideline, not exact model to be used but as a base to improve. I hope developers would visit older games to understand what made them great. 📝
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