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AnEejit's avatar
AnEejit
Rising Vanguard
2 months ago

Suggested updates to training paths.

Hi guys, I recently took it upon myself to do a poll online to see if people wanted more classes in BF6 or more distinct training paths. 

More unique training paths won but there was still some interest in more classes, which should be considered for future titles. But as far as changes to the game goes after it's been released, updating training paths is less invasive that adding in new classes.   

So I thought I'd give it a go. 

New gadgets: Zip line, M320A1 FB, M320A1 LVG. 

New weapon attachment: Target detector ( from BF4 ), same cost and attachment slot as the range finder. ( Sniper rifles, DMRs only )

Class / Gadget changes

Gadgets are split into three categories.

1: Class open gadgets, meaning either training path can equip. 

2: Training path gadgets, meaning they are unique to that training path. 

3: Class slot, is the slot for the class gadget that can't be un-equipped. 

***

Assaults Adrenaline injection now does a 20hp heal and grants the ability to self revive to 20hp. 

Assault loses the Redeployment beacon but gains two other gadgets. 

***

Supports supply crate and pouch are split into two, the Ammunition crate / pouch for Fire support which only replenishes ammo and explosives. 

Fire support also gains access to C4 and Claymores but loses the ability to revive soldiers outside of the squad. 

Combat medic receives the medical crate / pouch. Which only heals and replenishes the updated Adrenaline injection pen and the Medipens ( now a carry limit of three ) used for squad and drag revives. Combat medic is the only training path that can revive soldiers outside of the squad. 

***

Recon loses the ability to auto spot, receives the Redeployment beacon and Spec ops gains access to the M320A1 FB and M320A1 SMK. 

*** 

Assault open gadgets: Breaching projectile launcher, M320A1 THRM, Incendiary auto-shotgun. 

Breacher only gadgets: Adrenaline injection, M320A1 HE. 

Class slot: Assault ladder. 

Signature weapon: Shotguns. Improved hip-fire accuracy and recoil control. 

 

Frontliner only gadgets: Zip line, M320A1 LVG.

Class slot: Assault ladder. 

Signature weapon: ARs. Faster draw times; fire sooner after sprinting.

***

Support open gadgets: Deployable cover, SICH G1 WP, GPDIS, MP-APS, Ammo pouch, Medical pouch. 

Fire support only gadgets: Mortar, C4, Claymore. 

Class slot: Ammunition crate. 

Signature weapon: LMGs. Quicker ADS transition; no sprint penalty while carrying LMGs

 

Combat medic only gadgets: Defibrillator, M320A1 SMK, M320A1 FB.

Class slot: Medical crate. 

Signature weapon: Carbines. Faster draw times; fire sooner after sprinting

***

Engineer open gadgets: M4A1 SLAM, PTKM-1R, AV MINE, RPG-7V2.

Anti-armor only gadgets: MBT-LAW, SLM-93A Spire, MAS 148 Glaive, 9K38 IGLA. 

Class slot: Repair tool. 

Signature weapon: DMRs. Faster draw times; fire sooner after sprinting.

 

Combat engineer only gadgets: Vehicle supply crate, EOD bot. 

Class slot: Repair tool. 

Signature weapon: SMGs. Improved hip-fire accuracy and recoil control.

***

Recon open gadgets: Motion sensor, Laser designator, Tracer dart, Claymore, HTI-MK2. 

Sniper only gadgets: Sniper decoy, Recon drone

Class slot: Deploy beacon. 

Signature weapon: Sniper rifles. Reduced sway; faster re-chamber; better breath hold for steady shots

 

Spec ops only gadgets: C4, M320A1 FB, M320A1 SMK. 

Class slot: Deploy beacon. 

Signature weapon: Carbines. Improved hip-fire accuracy and recoil control.

 

The changes make the training paths more unique whilst still retaining some similarities with the other training path and the class overall. 

7 Replies

  • Assault signature gadget would make more sense to be the deploy beacon as its the class that's it's supposed to advance and push forward. The only thing would be that if he deploys a second beacon the first one would destroy itself (only have 1 beacon deployed) 

    For reacon the signature gadget should be the drone and tag all enemies in its area of view weather the player is using it or not so players can set up surveillance on some areas. If the player is not manually controlling the drone. Only your squad would be able to see what the drone does. TUGS should be a gadget to further improve how you gather information at close range 

  • AnEejit's avatar
    AnEejit
    Rising Vanguard
    2 months ago

    Out of all the battlefields I've played, BF6 is the one where I've seen the least amount of beacon use.  I don't think your average Assault player knows how to get the most use out of it, being completely honest with you. 

    The class is fast, loud and aggressive, the gadget  requires a little strategic thinking before placing,  Granted Assault players get the beacon close to objectives, but this leads to them being discovered much sooner. 

    Recons typically are better at finding secluded places to place a beacon, granted there's sometimes a bit of a run, but it's safe. 

    Anyways I've designed spec ops to be silent assassins more aggressive than a sniper but not as potent as an assault. Being a sneaky CQB soldier they'll stand a better chance at getting beacons behind enemy lines. 

    So the beacon going to Recon caters for both the assault playstyle and the traditional sniper playstyle. 

  • x_Cynful_x's avatar
    x_Cynful_x
    Seasoned Traveler
    25 days ago

    A self-revive sounds incredibly powerful—maybe a little too powerful, if I'm being honest. Battlefield has always benefited from encouraging teamwork, and giving everyone access to a self-revive risks reducing the importance of medics and squad coordination.

    I also don't think splitting the bags is a good idea. One of the nice things about the current system is that a support player can drop a bag for themselves to quickly recover, but that same bag is immediately useful to everyone around them. It creates a natural flow where players are constantly supporting one another without having to think too much about it.

    Having separate health and ammo bags would mean players are more frequently forced to go on a scavenger hunt looking for the specific resource they need, which I don't think would improve the overall experience. The current setup keeps players in the fight and reduces unnecessary downtime.

    If there were alternative ways to resupply—such as stations located at controlled objectives or other map-based mechanics—then I think splitting the bags would be less problematic. As things stand right now, though, I think the current system is the better option because it promotes teamwork, keeps the pace up, and makes support players valuable to everyone around them.

  • AnEejit's avatar
    AnEejit
    Rising Vanguard
    25 days ago

    The self revive while being really strong is only available on the Breacher training path, so those who want to use the zipline have to use the other training path, as to not make it too widespread.  Also the self revive can only be used if the injection hasn't been used to heal in the first place, as it has but only one charge. So players would have to decide between using it for a a quick 20hp heal or save it for a self revive.  

    The player is in the standard downed state until they press the self revive, which is an un-cancelable animation which takes as long as a squad drag revive to perform, plus they can be killed while performing the revive, leaving you very vulnerable and once your up, you only have 20 hp. So it would be very situational you see, you'd need to have cover and no enemies around you to pull it off.  



    Having separate health and ammo bags is going back to how the bags worked in previous titles, which grounds class roles or identities as it were and promotes further teamwork as no one person has too much that is asked of them. 

    Currently the bags while being super helpful and of huge benefit to the team, they do just as much for the single support player when in isolation. Which sadly can be used in a selfish manner. Need ammo, i can do that myself, need a heal, i can do that myself, need a grenade, i can do that myself.  No need for teamwork, i have everything i have here... 

    While it's helpful having one class that does so much for the team you can run into issues where someone might want to select Support for purely hunkering down with an LMG with infinite ammo and have no interest in the healing or reviving side of the class. Which only infuriates other players around them as they are not interested in performing the medic duties they are advertised as being capable of performing. 

  • I honestly think regardless of class, the beacon is FAR too powerful to be a class gadget, and having to give up a different gadget to slot it is part of the balance.

  • AnEejit's avatar
    AnEejit
    Rising Vanguard
    24 days ago

    It's not that powerful, BF6 iteration of the beacon has charges for how many spawns it can be used for. Past battlefields it had a unlimited number of respawns on it and was the default gadget or the only gadget in a gadget slot in a few titles. 

  • It depends how you use it that determines how efficient or effective some gadgets can be. If they set the beacon as a signature gadget but instead of auto refill before use, they set a task performance to refill it. It would work better for team dynamics. For assault, the more time you spend taking objectives or allies respawn on your location the faster you get your signature gatget. For support, the more you heal, recover allies, or allies restock from you the faster your gouge refills.

    If they add a self revive, they should definitely add the option to kill down players. The adrenaline injector could work as a self revive instead of what we have

    I agree that supply bag needs to be split and add a similar option to HQ and maybe capture points. It either heals, resupply ammo, gadgets, explosives, or vehicles. Make it random so it adds to game strategy

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