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twing1ea's avatar
twing1ea
Seasoned Hotshot
1 year ago

Open/Closed Weapons: A Hybrid Solution

Premise:

To resolve the Open/Closed weapon debate in a way that does not split the player base into two separate playlists, I am proposing a hybrid solution be adopted that incorporates both the open and closed weapons playstyles together into a single rebalancing of the class system. The main idea is to make the open weapons playstyle part of the Assault Class's toolkit. This strengthens EA's new intended identity for the class as a an objective-oriented, jack-of-all-trades class that can equip itself with any tool that is required to help them capture flags. The other 4 core classes (Medic, Support, Engineer, and Recon) are each given a choice between three weapon types, one being the Signature weapon of that class and the secondary options being shared between all classes. The signature weapon type each of the core classes has access to is designed to best complement the team-oriented role that class is intended to play.

Locking the weapon types of the other 4 core classes but providing an open weapons outlet in the objective-oriented Assault Class strengthens the identity of each class while at the same time avoiding some of the problems the open weapons system creates in certain weapon/class combinations. Additionally, it funnels the players that would rather play to a specific weapon type vs class into an objective-oriented role, if they were really intent on breaking the class/weapon status quo. At the same time, however, there are very few situations in which playing the Assault Class with a signature weapon from one of the other classes would be more desirable than just playing the class of which that weapon is signature to. The obvious exception being if the player wants to play with a carbine on an infantry-only map, where the Engineer's kit is mostly unnecessary. This dynamic helps to push players toward one of the more team-oriented classes, rather than playing the Assault Class equipped with one of the other class's signature weapons.

The proposed class/weapon rebalancing is as follows:

Assault Class

Primary weapon choices:

  • Assault Rifle (Signature and Exclusive)
  • SMG
  • LMG
  • Carbine
  • Shotgun
  • DMR

***Notably absent are Sniper Rifles

Weapon sling choices:

  • Shotgun
  • DMR

Notes: This class remains as the true "open weapons" pick. Giving the Assault Class access to most weapon types fits its identity of an objective-oriented front-liner that is able to utilize any tool that is required to help them drive the team forward. Exclusive to this class is the Assault Rifle, but it also has access to each of the signature weapons of the other classes. Notably absent from this list is the Sniper Rifle, which has been made unavailable to encourage objective-oriented use of the Deploy Beacon. If utilizing the weapon sling, this class can also equip one of the shared primary weapons (Shotgun or DMR) as a second primary.

Medic Class (New Class)

Primary weapon choices:

  • SMG (Signature)
  • Shotgun
  • DMR

Notes: This class is being added as a 5th class and is separate from the Support Class. Separating Medic from Support allows each class to dive deeper into its niche. Healing gadgets, combat stims, and the defib are moved to this class's toolkit. The signature weapon of this class is the SMG, which positions them in a place where they can better support the frontline with healing and revives. It is given access to DMRs as a secondary choice to provide a longer ranged option for larger maps, and shotguns for an alternative close quarters option. This balance is dependent on the health regeneration of the game being slowed down, because with how fast the health regeneration is in BF6 currently the healing gadgets aren't really needed.

Support Class

Primary weapon choices:

  • LMG (Signature)
  • Shotgun
  • DMR

Notes: With healing responsibilities being taken away from the Support Class, it is now able to better focus on supporting the team through other means. Support retains its ability to resupply teammates with ammo and its access to supportive gadgets like trophy systems and mortars. The signature weapon of this class is the LMG to emphasize its role of providing covering fire to teammates and suppressing enemies. It is given access to Shotguns as a secondary choice to support a more mobile playstyle, and DMRs for longer ranged suppression. This balance is dependent on the suppression system being reworked, because as of now the suppression mechanic is largely useless.

Engineer Class

Primary weapon choices:

  • Carbine (Signature)
  • Shotgun
  • DMR

Notes: This class is given Carbines as its signature weapon type to provide it with versatility that is not quite as long ranged as the Assault Class's assault rifle. This weapon choice gives Engineers the required versatility to ensure that anti-vehicle ordinance will always be present on a team. For those seeking to use a Carbine on infantry-only maps, the Assault Class can be selected in its place. Engineers are given Shotguns as a secondary weapon choice to offer a more close quarters playstyle, and DMRs for a longer ranged option.

Recon Class

Primary weapon choices:

  • Sniper Rifle (Signature and Exclusive)
  • Shotgun
  • DMR

Notes: Snipers being made exclusive to the Recon Class emphasize its role of providing reconnaissance to the team instead of front-lining. DMRs are also made available to this class as a secondary weapon choice for a more versatile option, and shotguns to support a close quarters style of play. This balance is dependent on the Recon Class being made the ONLY class that can spot enemies with a red dot over their head, while spotting on other classes will be reduced to only reveal enemy locations to the team via the minimap. With the Deploy Beacon being moved to the Assault Class, Recon needs its identity strengthened in this way.

Closing Thoughts:

Dividing the weapon types amongst the classes in this way reinforces each class's identity, while at the same time providing each class with enough versatility to fulfill all of its intended roles. Additionally, there would be very few, niche situations where running one of the other class's signature weapons on the Assault Class would be the better choice, but this is still an option that is available to players. Under this structure, the Assault Class becomes the most user-friendly class to those who are not yet familiar with Battlefield, but the other 4 core classes still hold distinct advantages over it and play more team-oriented roles, which helps to deter players from playing the Assault Class equipped with one of the other class's signature weapons.

35 Replies

  • romIVster's avatar
    romIVster
    Rising Rookie
    1 year ago

    You know the gaame has open maps too. The closed ones are the only ones the open betaers got tosee. 

  • ghostflux's avatar
    ghostflux
    Seasoned Ace
    1 year ago

    It is not about the healing, it is about the firepower and any perks that give an advantage in a firefight (Mackay's nimble for example or the BF6 assault perks +weapons sling)

    While you're not wrong, to say it's not about healing is a bit odd. Healing is one of the strongest possible perks you could have. It gives you a direct advantage in pretty much any firefight that lasts longer than the initial engagement.

    Battlefield 2042 is such a terrible comparison, because it got rid of so many of the fundamentals of the Battlefield franchise. It put a huge emphasis on specialists and their respective perks/gadgets, combined with an open weapons system.

    The class balance is probably the weakest aspect of Battlefield 6 and I wouldn't be surprised if the community is going to ask for/demand changes. Though we do have to remember that the weapon sling comes with the downside of having to spread your ammo over two different weapons. For people that are looking for sustainability, it's not going to be a very good option.

     

  • AchillezBF's avatar
    AchillezBF
    New Veteran
    1 year ago
    romIVster wrote:

    What you are really saying is you are a cod player. Those are no good.

    romIVster wrote:

    Ok cod player, you dont seem to get it

    romIVster wrote:

    This is NOT call of duty. Your playstyle itself changes in a class. THIS is what battlefield should be. We dont need ballerina cod crap. We need BATTLEFIELD. 

    I love it when people has literally no other argument than calling me a CoD player. Great job. I am well aware this is not Call of Duty, and I don't want it to be. Yes, your playstyle does change with different classes, even in a open weapon system. 

    Just keep weapons open as default. It is not that hard to balance, and the weapons should be fairly balanced regardless if they are closed or not. It does not have to be perfect for a public casual match anyway. The game should be fun, not feel like it restrict you in a stupid way.. and yes, closed weapons is in my opinion a stupid restriction. We can have different rules if they ever implement a ranked mode.

    I really don't understand why it is that important for you to ruin the game for other players by locking weapons. Just play with the class and signature weapon if you want, but don't force other players to play with different classes OR weapons. It is not that hard, and it is not that big of a deal. I never liked the class system with closed weapons in BF3 either, luckily BF6 beta had a more fun open system, where I as a player actually appreciate and engage in the class system. 

    romIVster wrote:

    you have SO many good opinions

    Thank you, I know.

  • iBringsTheRuckus's avatar
    iBringsTheRuckus
    Seasoned Adventurer
    1 year ago

    It needs to be either open or closed and no in between. I vote for closed!

  • cementerydriver's avatar
    cementerydriver
    Seasoned Ace
    1 year ago

    Let me ask you, y does the game has to have open weapons to be fun. BF has a rock, paper, scissor style of play which gets thrown off when you have open weapons. Its fine for battle royale but not for the base game. What makes it even more ridiculous is how they are closing throwables instead. The term COD player is used to over simplify a list of core mechanics that are oversimplified for shooter, which is not a bad thing but it has a place (not BF)

    You are correct in saying Balancing weapons its easy, but that only counts when you are only Balancing said weapons. BF has a class system which focuses on what each class  does instead of a K/D ratio which is what makes it difficult to balance. It doesn't have to be perfect, you are correct  on that point but it also makes it pointless to have classes and a variety of weapons when most will run with the same gun loadout no matter which class they play. One player shouldn't be a one man army, 1 gun shouldn't be good at everything. Each class and weapon has to have shortcomings and every player have to rely on others to overcome them (weight the consequences of your choices and actions). Worst case scenario fall back and reposition to a situation that is advantageous "this is what COD players seems to not understand" (you are not a super soldier).

    You can play alone but you will need to have more situational awareness or risk getting blown/shot to hell. Also it will emphasize the need for taking cover and fire, which has been nerfed as respawn time and health regen are too fast but i can overlook it if they did a better job at balancing the classes. I don't have a problem with games that have open weapons but it doesn't work for BF base game balancing, don't have an issue with it being added to battle royale and lobbies as those stray away from classic BF and should have more freedom. With all said and done it would be up to EA to make that final decision

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