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twing1ea's avatar
twing1ea
Seasoned Adventurer
3 days ago

Signature Weapon Bonuses Should Increase Spendable Attachment Points

This is a relatively simple, but impactful suggestion to strengthen the incentivization to choose the signature weapon type of each class under the open weapon playlist.

The Problem:

The current bonuses players get for choosing to play with the signature weapon type of each class feel arbitrary and specific. There are certain playstyles within the class that are largely unaffected or impacted by the signature weapon bonus that is given to them. The current system is also convoluted, as the bonuses given to each signature weapon type vary from class to class and lack consistency. It is not an intuitive system to navigate.

The Proposal:

In order to simplify the system and better motivate players to use the signature weapon type of each class, I am proposing that players be given an additional 20 attachment points to spend on customizing their weapon while they are utilizing the weapon type that is signature to their class. This would give them a total of 120 attachment points to spend on customizing their weapon, provided it is under the signature weapon type of their class. Selecting a weapon they are not signature to would allot them only the standard 100 attachment points.

The proposal is described as follows:

The Assault Class will be given 120 attachment points, up from the standard 100, to spend on customizing Assault Rifles (signature). They will be given only 100 attachment points to spend on customizing any other selected weapon type.

The Support Class will be given 120 attachment points, up from the standard 100, to spend on customizing LMGs (signature). They will be given only 100 attachment points to spend on customizing any other selected weapon type.

The Engineer Class will be given 120 attachment points, up from the standard 100, to spend on customizing SMGs (signature). They will be given only 100 attachment points to spend on customizing any other selected weapon type.

The Recon Class will be given 120 attachment points, up from the standard 100, to spend on customizing Sniper Rifles (signature). They will be given only 100 attachment points to spend on customizing any other selected weapon type.

Impact of this Change:

On top of simplifying the current, overly-convoluted system, this change would more strongly incentivize players to choose the signature weapon type of their class by giving them additional power and flexibility through the attachment system. Reworking the signature weapon bonuses into a consistent increase to the number of attachment points a player gets that can be spent on customizing their signature weapon type gives the player added flexibility in choosing weapon attachments that provide bonuses to support their specific playstyle. This change could also be applied to closed weapon systems, in which the signature weapons of each class will have a 20 attachment point advantage over the shared weapon types. 

If granting additional attachment points is seen as breaking the balance of the game, the reverse approach could be taken in which players are penalized by a reduction in attachment points for selecting a weapon type that is not signature to their class. This would allow signature weapon types to receive the entire 100 attachment points, but non-signature weapons would only receive 80 (or some other number)

Additional Considerations:

1. Due to the possibility of the number of available attachment points for a gun fluctuating between 100 and 120 depending on whether that gun is being used as a signature weapon or not, multiple saved presets for each weapon must be made available. This should not be a problem to implement, as many other shooters have this functionality and, in all honesty, it's about time BF caught up in this regard. This would be a much needed QoL improvement on its own.

2. In order to match some of the weapon bonuses that some of the current signature weapon bonuses provide, these bonuses can be made available via weapon attachments.

 

 

I believe this change would be a good step in the right direction toward further incentivizing the use of signature weapons under the open weapon system, though I still do prefer the concept of closed weapons. Please let me know what you all think!

5 Replies

  • AchillezBF's avatar
    AchillezBF
    Rising Vanguard
    3 days ago

    The class balance (pick rate) was pretty good during the open beta of BF6. I think the synergy bonus is incentive enough. It should just be something small, not something that gives a clear advantage.

    Even 10 extra attachment points would convince me to change to a different class just to make my preferred weapon stronger.. making the class system more redundant. As a player i don't really want that. I want a meaningful class system that let me choose class based on the needs of my squad, without forcing me to pick a specific weapon. 

  • Your approach could appeal to that result as signature weapons need better balancing. Playing with the cost of accessories could also help with this.

    Personally I would like to change the buff. Assault can equip 2 types of ammo, engineers explosives will reduce movement speed, support will suppress (old version) and recon can swap between regular scope and thermal (same scope)

    However you slice it i agree that accessories could appeal players to use signature weapons. 

  • twing1ea's avatar
    twing1ea
    Seasoned Adventurer
    3 days ago

    I think if you value 10 attachment points over the entire gadget kit of a class, the problem is more in the effectiveness of class gadgets than 10 attachment points being OP.

    Either way, one of the benefits of adopting this proposition is that it is very easy to balance. If an additional 20 (or even 10) attachment points is, as you've stated, enough to attract players away from an entire class's kit of a gadgets, then the number of additional attachment points provided by the signature weapon bonus can easily be adjusted. In your case, maybe 5 additional attachment points wouldn't be enough to yank you away from an entire class's kit, though I would wager most people would say even 20 attachment points (about the average price of an extra attachment) wouldn't be too overpowered.

    By the time you have spent 100 attachment points on customizing a weapon, all of the high priority weapon attachments should have already been selected and applied to your weapon. Realistically, the extra value you would receive from the additional 20 attachment points would be limited to one of the very last attachments you would select for your weapon, like a match trigger or laser sight. The largest benefit it would offer a player is a little bit more flexibility.

    Out of curiosity, what would you individually spend the extra 20 attachment points on that would convince you to switch classes? I implore you to then compare the weapon bonuses this increment of attachment points would offer you to the current signature weapon bonus it would be replacing. I find it shocking that 20 additional attachment points would pull you away from a class, but the current signature weapon bonuses do not.

  • twing1ea's avatar
    twing1ea
    Seasoned Adventurer
    18 hours ago

    I'm personally not a fan of giving each class a specific and niche bonus, as I believe this results in a convoluted system (similar to the current one that is implemented). Additionally, the bonuses you described are available to all weapon types, which would not incentivize players to choose the weapon type that is signature to their class. I firmly believe that there should be incentivization to get players to play the signature weapon type of their class, though that may be because I would prefer a closed weapon system in general.

  • ghostflux's avatar
    ghostflux
    Rising Hotshot
    17 hours ago

    Let's examine the problem. Just for reference:

    Assault -> Assault Rifle - Faster draw and switch times, plus better sprint recovery.
    Engineer -> Submachine Gun - Improved hip-fire control.
    Support -> Machine Gun - No sprint speed penalty.
    Sniper -> Sniper Rifle - Stabilize aim by holding breath and rechamber quicker between shots.

    So the first reason you mention is this:

    There are certain playstyles within the class that are largely unaffected or impacted by the signature weapon bonus that is given to them. 

    I'm not sure why you're saying this. If you had given examples, it would have been easier to understand. My first impression of these  bonuses is that they are pretty generic bonuses that would pretty much benefit any playstyle.

    The current system is also convoluted, as the bonuses given to each signature weapon type vary from class to class and lack consistency. It is not an intuitive system to navigate.

    What it comes down to, is that each weapon has a penalty and using the proper class negates that penalty. I don't think it's inconsistent or convoluted, but I'll agree with you that it's not all that intuitive what kind of advantage or disadvantage you're given when selecting your class and weapon.

    Replacing it for +20 attachment points is certainly more intuitive at first glance, yet you do already mention that you need one loadout when your class matches the signature weapon and one loadout for the other classes. The fact that a loadout may change based on the class you select isn't by itself all that intuitive either.

    An additional issue is that it's indirectly a nerf to all non-signature weapon categories. The reverse approach you mentioned fixes this to some degree by ensuring that all non-signature weapons receive the same amount of attachment points as using a signature weapon with the correct class. However, this could increase the usage of non-signature weapons, as a carbine with 100 attachment points, may outperform an assault rifle that would only have 80 attachment points.

    What this means is that it's likely going to be more difficult for the developers to balance the game. Changing a few bonuses would be far easier than having to adjust the balance for multiple weapon classes. Don't get me wrong though, I do think it's an interesting idea, even if I'm not completely sold on it yet.

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