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AnEejit's avatar
AnEejit
Seasoned Hotshot
2 months ago

Signature weapon improvements concept.

Hi all, as we know BF6 has an open weapon system and as an incentive for players to select a weapon type more suitable for the class we have the Signature weapon buffs.  

They for the most part, don't offer much of an incentive to pick a certain weapon type and use the class in a certain way. This becomes most apparent with the training paths, where a different weapon type entirely would be a better fit for the role the training path is designed for. 

So I thought I'd give it a go. 

 

Assault. Signature weapons 

  • Frontliner - ARs - Faster draw times; fire sooner after sprinting.
  • Reduce incoming suppression effect duration by 35% and improve vaulting and climbing speeds by 15% if an assault rifle is equipped. 

 

  • Breacher - Shotguns - Improved hip-fire accuracy and recoil control.
  •  Increase projectile launcher ammo capacity by two and incendiary shotgun ammunition by one extra magazine if a shotgun is equipped. 

 

 

Engineer. Signature weapons

  • Combat engineer - SMGs - Improved hip-fire accuracy and recoil control.
  • Improve gadget / primary weapon swap speed by 30% and repair torch effectiveness 20% if an SMG is equipped. 

 

  • Anti-armour -DMRs - Faster draw times; fire sooner after sprinting.
  • Improve effective range and lock-on speeds of self guided launchers by 15% if a DMR is equipped. 

 

Support. Signature weapons 

  • Fire support - LMGs. - Quicker ADS transition; no sprint penalty while carrying LMGs.
  •  Increase the duration effect of outgoing suppression by 50% if an LMG is equipped. 

 

  • Combat medic - Carbines. Faster draw times; fire sooner after sprinting.
  • Improve Defibrillator recharge rate and drag revive speed by 25% if a Carbine is equipped. 

 

Recon. Signature weapons 

  • Sniper - Sniper rifles. - Reduced sway; faster rechamber; better breath hold for steady shots.
  • Increase the health and speed of the Recon drone by 15% if a sniper rifle is equipped. 

 

  • Spec ops - Carbines. Improved hip-fire accuracy and recoil control.
  • Increase C4 and tugs carry capacity by one if a Carbine is equipped. 

 

Thanks for reading. 

9 Replies

  • Interesting post. My choices would be a bit different, but I hope someone at the top sees your proposition.

  • AnEejit's avatar
    AnEejit
    Seasoned Hotshot
    2 months ago

    Cheers, it would need to worked on and tested. I can only bounce ideas back and forth in my own head so it'd be surprising if it were perfect.  

    Which ones would you change? More minds that go into it the better. 

  • Zakos-DK's avatar
    Zakos-DK
    Seasoned Veteran
    2 months ago

    How about just nerf reload speed if you dont run your class weapon, do not hafto be benefits

  • For combat engineer and medic, would you consider instead debuffing any primary weapon equipped except for side arms but retain the buffs for defab/drag and torch while side arm equipped as they would work more as supporting roles

    Anti armor would gets SMG

    Sniper gets bolt action and DMR but remove faster rechambering. The buffs drone get could change to allowing surveillance at 50 meter max in one direction if not manual operator present, if operator is present extended range for spotting in the direction is facing

  • F1sherOrigin's avatar
    F1sherOrigin
    New Ace
    2 months ago

    Well, I'll put it shorter (these are my actual preferences in BF6):

    Signature weapons:

    Assault: assault rifles / carbines (good for both medium and short distance fights);

    Engineer: SMGs for more aggressive and close combat style (combined with RPGs, mines etc.) / DMRs for distant combat style (combined with Javelin / AA missiles);

    Support: LMGs for fire support and suppression (although the game really needs normal suppression mechanic like it was before) - mostly for the defensive purposes / shotguns for attacking purposes (they work well when you need to revive your teammates quickly in the middle of the heat);

    Scout: sniper rifles. I really don't use anything else, the very idea of a sniper running with an SMG or a shotgun (!!!) makes me shudder, hahaha. But, well, I can see why some people play scouts with SMGs, and I think it can work with a different playstyle, so it would've make sense to give the scouts a buff on using silenced weapons, for example.

  • AnEejit's avatar
    AnEejit
    Seasoned Hotshot
    2 months ago

    I made a post in Reddit about nerfing your attachment points to 80 if you use another classes class weapon. People did not take to it kindly, " I don't want to have to play another class and use another gun or do another nerfed build with my favourite gun. "  Is the gyst of it. 

     

    People seem to be really upset you say anything that suggests nerfing a weapon that's used outside it's class. 

    So in this suggestion I was thinking more along the lines of giving a buff that complements the class when using a specific weapon, more specifically the training path as some of them have completely different play styles.  

    That way the weapon isn't nerfed, but the class. Which if someone can't comprehend using a class specific weapon, they by default probably don't care about using the class properly either, so it's not much of a loss. 

    But those of us who do want to play a class or training path as it's intended will only benefit from such a system. 

     

  • AnEejit's avatar
    AnEejit
    Seasoned Hotshot
    2 months ago

    The signature weapons all have some minor buff for each weapon type as they currently stand. If I add in specific weapon types for other training paths that don't come with a minor buff then it looks a little odd and people would be less inclined to use the weapons/training paths that don't come with a weapon buff. 

    If anti armour got SMGs then they'd be the only class that doesn't have two completely different suggested weapon types and playstyles. Which would be odd.  

    If sniper Training path gets two weapons, then all the others should as well.  

    Yep, a buff to automated spotting could work, I was going for more of an active use buff. This helps with not only getting your drone across the battlefield to gather intel faster but when you do the C4 delivery your drone is a bit faster too.

  • AnEejit's avatar
    AnEejit
    Seasoned Hotshot
    2 months ago

    ARs and Carbines there isn't much of a jump between the two, both have some overlap where they compete.  Shotgun is very in your face and operates completely differently to ARs and Carbines for that matter. 

    Yep, you got engineer bang on. SMG for the CQB vehicle maps and DMR for the open vehicle maps where the lock on launchers are of greater benefit.   

    Yep, LMGs for fire support.

    And yes an update to the suppression mechanic would be nice too, delayed health regen, reduced spacial sound accuracy, increased weapon sway and ADS accuracy would be sufficient. 

    I did consider shotguns for combat medic as it too is much more different than LMGs. But then I was thinking about Assault with ARs and Shotguns.  Carbines are in-between those two weapon types, this gives Medics a chance at the same range as ARs whilst hopefully keeping shotguns at a distance.  

    If the medics are forced into the same range as Breacher and can't complete with Frontline using an AR well they've probably already lost.  

     

    Yep, sniper makes sense with scout.  

    Spec ops is a different beast entirely, by focusing the training path on carbines, C4 and tugs this makes them the ultimate saboteurs and captures some of what they were in BF2. 

  • there shouldn't be class specific abilities /perks.

    remove the garbage from the game and give each class 3-4 class specific weapons.

    I largely main engineer so i'd like to see two engineer specific guns.

    give engineer draco AK pistol in 7.62- these can operate in upto 200 meters but are more effective for short-medium ranged engagements

    than steyr aug- Allow it to be configured as it can in real life into an assult rifle carbine or open bolt lmg

    RPG- Allow Engineer to run high explosive warhead that deals enhanced frontal and side damage to tanks at the cost of spawning with 2 with a max of 3.

    frontal damage should do enough for a 2 to 2.5 hit to kill

    side damage should be 1.5 to 2.5 hits for a kill.

    rear should be one hit.

    This means you can add specialized ammo crate to the support class that reloads high explosive war heads but does reduced reload effectiveness to all other weapon types.

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