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EA_Rtas
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15 hours ago

Weekly Class Debrief - Engineer

Welcome everyone to the Weekly Class Debrief.

 

 

Each week we will be rotating through each class to discuss everything from Balancing, best equipment/weapons to use, tips and more, YOU drive the discussion.

This week, we’re shifting from our excellent discussion on Recon where we had some really great points brought up to the Engineer class.  How do you feel it performs right now? Does it have enough impact on objectives, or does it lean too heavily into a strictly anti vehicle or vehicle support role? What’s working well, what feels lacking, and what would you like to see improved going forward?

The discussion is driven by you folks -- we’ll be jumping in with our own thoughts, but we’re especially interested in your feedback, playstyles, and any tips you’ve picked up along the way. If you’ve got clips or standout moments, feel free to share those too.

                                           

 

 



Let’s break it down:

🔭 Balance

  • Does Engineer feel impactful on objectives, or mostly passive?
  • Do you find yourself mostly in a vehicle support role or do you also operate in an anti vehicle role?

🎯 Weapons & Loadouts

  • What’s your go-to Engineer setup and why?
  • Are SMG's working well, or do you find other playstyles more or less competitive?

🧠 Playstyle & Tips

  • What separates a good Engineer player from a great one?
  • Best ways to contribute beyond just repairing vehicles or assisting in taking them down?

⚔️ Team Impact

  • Does Engineer help the team enough right now?
  • What’s the biggest mistake Engineer players make?

🔥 Hot Take

  • What’s ONE change Engineer needs right now?


We look forward to reading what you have to say.

The class up for discussion next week will be Support once again! Looking forward to seeing how discussion will have evolved 4 weeks on.

2 Replies

  • Engineer feels impactful on vehicle-heavy objectives if more than one of you attack them, but the forced Anti-Vehicle Mine placement is really frustrating, borderline stupid. The spacing limit is way too strict we should be able to throw mines wherever we want, in big or small group clusters, or stack them like books on top of each other in a doorway if we want too, theres just no freedom to it at all currently.

     Removing the crowded area crap would be a good change. No more forcing us to panic and run around trying to lay them fast because of the stupid limit that stops you constantly putting things where you want.

    Engineer is also still lacking solid anti-air options. Bringing back Anti-Air Mines from BF4 would be a great starting point to combat the currently OP little bird Heli.

    -- My Hot Take

    All explosive damage from everything in the game is far too weak. Tanks, RPGs, C4, claymores, an RPG can go off at your feet and only do 70 damage or less. Tanks shoot explosive rounds at infantry and they survive the blast unless you hit them direct. When tanks explode, everyone just jumps out and lives, even  when standing on it, next to it , laying directly under it. This just shouldn’t happen. all within x Radius should be dead on explosion.

    The Class is ok overall but all the classes need changing to be more like the previous games, BF3/BF4 style and no stupid gun handling de-buffs! that give random spread of bullets depending what you use.

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