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Ohyoyo111's avatar
Ohyoyo111
Rising Novice
3 days ago

Suggestions for infantry classes design: Are these designs worth trying?

Battlefield Class Design Proposal

General Settings

Fifth Device Unlock: All classes have a fifth device that requires sufficient battlefield points to unlock per match, preventing overly powerful effects from disrupting game balance.

Universal Adrenaline: Adrenaline is now universal across all classes. Assault Soldiers receive an extra dose, allowing two consecutive injections for enhanced effects.

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Assault

Overview:

Role: Team's vanguard, excelling in close-quarters engagements.

Positioning: Breakthroughs, flanking, and enemy elimination.

Abilities:

Passive: Hit Detection - Detects enemies upon taking damage.

Class Ability: Press F to engage in close-quarters combat with nearby enemies, forcing both parties to switch to pistols, leveraging the Assault Soldier’s Quick Draw trait.

Loadout:

1. Primary: Assault Rifle (Quick Draw)
2. Secondary: Pistol (Quick Draw)
3. Heavy Weapon: Breaching Cannon 
4. Accessory: Thermal Imager
5. Device: Deployment Beacon
X. Siege Ladder

Design Concept:

The Assault Soldier is designed for aggressive frontline play. The Hit Detection passive and 5.Deployment Beacon (equipped with motion sensors) alert teammates to frontline situations, enhancing battlefield awareness. the beacon allows redeployment closer to the action. X.The Siege Ladder enables multi-angle tactical entry, while the 3.Breaching Cannon flashes and stuns enemies in rooms. 4.The Thermal Imager improves enemy and object detection, it all can be providing more tactical options for flanking. 

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Engineer

Overview:

Role: Team's backbone, excelling in defensive warfare.

Positioning: Fortification, repairs, and anti-vehicle roles.

Abilities:

Passive: Explosive Damage Reduction - Reduces damage from explosives.

Class Ability: Press F to repair vehicles.

Loadout:

1. Primary: Machine Gun (Enhanced Fire Suppression)
2. Secondary: Pistol
3. Heavy Weapon: Rocket Launcher
4. Accessory: Anti-Tank Top-Attack Mine
5. Device: Mini Robotic Vehicle
X. Tactical Cover

Design Concept:

The Engineer focuses on defensive operations. X. The Tactical Cover provides temporary fortifications, allowing the team to suppress enemies from safety. Allies behind the cover gain 2 armor points per second (up to 20 points), which disappear upon leaving, quantifying its tactical value. Also 3.the Rocket Launcher and 4.Anti-Tank Top-Attack Mine counter vehicles. 5.The Mini Robotic Vehicle (with Follow/Stay commands) automate vehicle repairs, the device can also burrow under enemy vehicles and self-destruct to disable engines. while the Explosive Damage Reduction passive reducing repair risks.

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Support

Overview:

Role: Team's logistician, specializing in support operations.

Positioning: Rescue, resupply, and rear-guard duties.

Abilities:

Passive: Burn Damage Reduction - Reduces damage from fire-based attacks.

Class Ability: Press E to revive teammates.

Loadout:

1. Primary: Submachine Gun (Fast Reload)
2. Secondary: Pistol
3. Heavy Weapon: Grenade Launcher
4. Accessory: Auto High-Pressure Sprayer
5. Device: Sentinel Robotic Dog
X. Supply Pack

Design Concept:

The Support Soldier excels in logistical support. X. The Supply Pack provides medical and ammo support, 3.The Grenade Launcher allows the Support Soldier to clear groups of enemies, paired with the Burn Damage Reduction passive, creating opportunities to rescue teammates in intense combat zones. 4.The Auto High-Pressure Sprayer disperses smoke and extinguishes fires for battlefield purification. 5.The Sentinel Robotic Dog (with Follow/Stay commands) intercepts three incoming projectiles and deploys low-damage anti-personnel mines to deter enemies, protecting the team’s rear. all function emphasize automation minimizes task overload, keeping revival as the core focus.

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Recon

Overview:

Role: Team’s rearguard, specializing in long-range combat and threat identification.

Positioning: Reconnaissance, cover, and coordination.

Abilities:

Passive: Aiming Detection - Detects enemies while aiming.

Class Ability: Press Q to mark enemy weak points, increasing damage taken and issuing a voice prompt to allies within a 15-meter radius.

Loadout:

1. Primary: Sniper Rifle (Stability)
2. Secondary: Pistol
3. Heavy Weapon: Mortar
4. Accessory: C4 Explosive
5. Device: Drone
X. Guided Binoculars

Design Concept:

The Scout is built for long-range engagement and reconnaissance. The Aiming Detection passive and X. Guided Binoculars enable locating and locking onto enemies and vehicles. The Weak Point Marking ability attract team to kill the disclosed target. Also 5.the Drone supports reconnaissance and object clearance, and when paired with 4.C4 Explosive, can execute self-destruct attacks or create sniping positions. 3.The Mortar dislodges enemies from a cover, ideal for challenging from a distance.

 

11 Replies

  • ASSAULT don't think hit detect fits the class, I would rather (example) this class have access to a variety of ammo types on the fly so it can be more effective with out giving it another primary weapon. The ability is more like a super power, i would rather this class have the ability to sense when enemies are nearby by to avoid getting flanked like sensing danger but won't know where its coming from. I think the loadout is okay

    ENGINEER think this unit is solid

    SUPPORT like most of it but i don't feel this unit should have the Sentinel robot. If its going to be a back liner I would rather see something that removes debuffs from his allies

    RECON aim detect seems similar to auto spotting, i would rather it get assaults passive. Im cool with his ability, but the mortar doesn't quite fit and i know its been done before with BF but it just doesn't feel right. I would rather see c4 used for heavy equipment and give recon different types of scopes (thermal, IR, or night vision) as this class is the spotter in the team

    I liked the concept of paths for each class but i can see y you removed it. I can see that you are placing assault and engineer on the front, middle is the medic with recon on the back but this usually conflicts with recon as it makes c4 and drones lose their effectiveness.

    Consider keeping assault as the forward, medic middle/foward, engineer backline/middle and lastly recon backline/forward

    Recon (odd man out) his class is more of a wanderer trying to find the best position to support his allies by spotting and sabotaging, this class is always on the move.

    Engineer specialises in explosives and vehicles, should only move up to deal or aid vehicles. If this class gets the mortar it would further emphasize this.

    I wrote a similar post, feel free to take a shot at me https://forums.ea.com/discussions/battlefield-6-general-discussion-en/open--closed-weapons-and-classes-fix/12657837

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