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AOD_MGsubbie's avatar
AOD_MGsubbie
New Veteran
2 months ago

SMG's for engineer and LMG's for support makes zero sense

The support class heals and revives, that's their main role in the game. That means they'll be right along in the front lines, only assault pushing closer in. Those are short-range engagements. Engineers are either hunting for tanks and helicopters, or staying behind to repair tanks. Either way, those are long-range engagements. 

So giving the support the long-range weapon and the engineer the short-range weapon makes absolutely no sense. I know it's probably way too late, but really, the signature weapons between the two should be swapped. 

3 Replies

  • We should not forget that the support class is able to heal or resupply themselves. In practice this allows them at times to be even more aggressive than assault players. This further emphasizes your point that support is expected to be up close and should have SMGs available to them. At the same time it allows them to hold a more defensive role where they "suppress" the enemy by large volumes of fire. Having infinite ammo, certainly helps that role. Which also makes a case for them having access to LMGs. 

    This may sound controversial, but when it comes to engineers, I wouldn't necessarily say that they are always in long range engagements. They're at best at medium range when engaging a tank or perhaps they're even closer if they looking to use C4. LMGs don't necessarily shine in chaotic combined arms situations as they in prior titles often lacked the ADS speed to excel in CQB fights. They are best used to when you can get into an advantageous position first. 

    It's almost as if you'd want to give the engineer the assault rifle, as that gives them the necessary flexibility to operate anywhere in between short, to medium-long ranges. It would also mean that the SMG weapon class should be much more pronounced as a CQB powerhouse. The Carbine weapon class could have better hipfire/average firerate than assault rifles, but more damage drop off at range.

    So you could for example play with a different setup:

    Assault: SMG, Shotgun (Has weapon sling to compensate for lack of range on larger maps)
    Support: Carbine, LMG
    Engineer: Assault rifle, DMR (Fast firing)
    Recon: DMR (Slow firing), Sniper Rifle

  • Yep, I been asking for support to have a better defined role since the beta test.

     1. Supply bag should perform based on the path you choose; medic heals and restores gatgets like becon, wall, supply create, etc .... while fire support resupplies ammo and explosives like grenades, Rpg, granade launchers, etc ..... this way you either heal or supply ammo (allies are able to heal and load ammo by touching support, this would also be split based on the path you choose)

    If they are going to give support the LMG, fire support should have better suppression instead of steady aim. Don't mind if weapons don't get better suppression but fire support should have it. This would make them better at supporting and it would feel epic when they lay suppressing fire or lay down mortar fire

    The pouch gatget is completely pointless as support already heals and ressuplies allies are better. If my changes are implemented then the pouch would help as it would perform what the supply bag does currently but the effect will be mild, keep pouch current effect to heal and resupply ammo but won't resupply gatgets or explosives 

    I do agree with the post but it doesn't seem like they are going to swap weapons back. So I hope that this solves the issues with support as this class could be exploited 

  • AOD_MGsubbie's avatar
    AOD_MGsubbie
    New Veteran
    2 months ago

    Assault not having access to assault rifles makes even less sense. 

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