The Assault and the Support.
Greetings,
Just an average Battlefield guy here who has been around since the Bad Company days. After playing 150 hours of BF6 this is my honest opinion and/or ideas on the classes and their gadgets. Most of my playtime has been on Breakthrough, Escalation, and Conquest game modes.
Thoughts, comments, ideas are always welcome and feel free to agree or to disagree.
My main focus is between the Assault and the Support class.
1. Assault Class
This class has potential but feels very underwhelming. The weakest of the four and the least team player oriented class especially with the signature gadget, the Adrenaline Injector. Other classes out performs the Assault to just opt out and use a different class instead.
a) Adrenaline Injector
Compared to the other signature class gadgets the Adrenaline Injector is the only one that does not affect other teammates. Example: Engineer has Repair Tool to heal tanks, Support has Supply Bag to heal/resupply friendlies, and Recon has Motion Sensor to detect nearby enemies. Yet the Assault only affects itself.
While using the injector the temporary buffs it gives you is very minimal and short often just forgoing using it entirely.
Instead of having the Support being able to revive all teammates (non-squad mates), have the Assault's Adrenaline Injector have the ability to drag and revive downed squad/teammates. (I know how it sounds but bare with me, it will make sense in the end). The injector would revive friendlies to (lets say) 10% of health but does not grant the Adrenaline Injector buff effects (or maybe it does). Now how would we balance it so that it would not become a revive train fest? The injector naturally has a cooldown time and limited to one per use so link it the use of reviving any squad/teammate. Now what is the point of reviving a friendly when you can not use the injector yourself because it is on cooldown? I would say add an addition charge so now you carry two. (Do Supply Bags speed up the cooldown for Adrenaline Injectors)?
Now this opens up a few scenarios. Have a downed squad mate far away? No problem, self inject with the first charge and revive with the second charge.
Two teammates (non-squad mates) downed? All good, we will revive both and fortify the front.
Need a hard flank? Happy hour somewhere, double the shot and surprise your enemies.
b) Smoke Grenade Launcher
The Assault being an objective based class that can not push into objective based... well objectives. Whether facing off against a distant LMG, RPG, sniper, or a tank the Assault is quite defenseless compared to the other classes. Don't get me wrong, regardless of class nobody is gonna survive a tank shell to the face. There has been many situations where I wish I had the smoke grenade launcher and the nearby Support is too busy reviving or laying down suppressing fire to pop smoke. What did Don "Wardaddy" Collier say in Fury? "Put some f****** smoke in his face!"
Simply move the support class smoke grenade launcher to the assault class. Assault already has the HE and Incendiary launcher, why not complete the set. (Now my OCD is talking)
2. Support Class
The Support Class is crazy strong. It has taken over the roll of the Assault Class and now spearheading into objectives with endless spam of smoke grenades and self sustaining itself with the Supply Bag. With the open weapon class system, the Assault class has been quite redundant.
a) Defibrillator
"Hold up! Wait a minute". No it is not what you are thinking. Support has two roles (Training Path), Combat Medic and Fire Support. Combat Medic is the lifeline of any squad and/or team and it is quite a no brainer that a medic would equip the Defibrillator. But what if you want play as Fire Support and lay down that suppressing fire? I would probably swap the defibs for something else. Now the reasoning of all this, it is very distracting when teammates are screaming "revive" and all the prompts popping up while focusing on pinning down a sniper. Seeing multiple downed teammates who are expecting me to revive them, I stop what I am doing, start running around like a dog chasing a ball after all these revives realizing that I don't have my defibs only to picked off by the sniper I was pinning down.
Simply disable the ability for the Support to revive all teammates (non-squad mates ). UNLESS! Unless the Support has the Defibrillator equipped which ties into the whole Assault's Adrenaline Injector. (See 1a). Equip the defibs, unlock the ability to quick revive all teammates.
b) Smoke Grenade Launcher
Relocate to Assault Class (See 1b).
c) Mortar
Smoke cloud nonexistent. What about an additional shell type? Incendiary?
3. Recon Class
Short and simple.
a) Range Finder
Range Finder takes the fun, risk and skill completely out of sniping. I have stopped using it entirely, it just makes me feel... dirty.
The most simple fix to this. Add a calculating/charge time delay before you able to take your shot. Like 2 seconds?
4) Engineer
Not really much to say. If I had to say something placing down mines is quite annoying with the large proximity restriction.
How about a timed magnetic/sticky mine? You can place it on tanks to disable them for a short time or place it on walls and blow up those who are behind them.
If you have made it to the the end, I appreciate your interest. I am sure there are bunch of other stuff however these are the things that stuck out the most to me.
See you on the battlefield.