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EA_Rtas's avatar
EA_Rtas
Icon for Community Manager rankCommunity Manager
2 days 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.

5 Replies

  • Benitto51's avatar
    Benitto51
    1 day ago

    Very relevant. Reworking all classes' passive skills so they're available from the start but also rebalanced sounds good. The Engineer does have a bit too many missiles. Regarding reducing SMG damage at range and increasing the effectiveness of machine guns, see my attached proposal.

  • Cyborg_Reaper's avatar
    Cyborg_Reaper
    Seasoned Traveler
    1 day ago

    Can you increase that damage on the Javelin? This rocket is useless I feel that there is a lot of potential for it.

    Keep the RPG as it is, it's perfect.

  • Painknight's avatar
    Painknight
    Seasoned Veteran
    1 day ago

    Worst engineer trait that is affecting the balance of the entire game is getting so many rockets on spawn.  Back in my day engies got 2 rockets and we still managed to kill armor effectively.  This is also affecting Air balance, because getting 5 rockets means air is constantly in danger from a single engi.  

    Likewise, it also means the rockets have to suck because you get 5.  AA rockets are in a league of their own with how useless they are.  Against a skilled helo pilot, an AA rocket will never land.  They can abuse targeting floors, how broken flares are, the spawn AWAC being completely overtuned and too effective.  Against a noob pilot, 2 seconds and they're blown out of the sky.  Then ya'll listen to the baby ragers about how RPG is broken when in reality it's just the only real option against helos.  

    Other changes?  They should get the rocket defense gadget that support currently has.  Never made sense to me why support would have that gadget when it's clearly best used to support armor.  

    The supply crate I have seen used more to block routes or make cover than to actually resupply armor.  I think if it could be replenished... natively?  through a timer?  What do you call that... without an ammo pack, it would be far more useful.  Currently even if you try to use it, armor won't open their eyes and just drive off, and then you just have no useful gadget again until you die.  Or you toss it near them, then they move and barely touch it, breaking it, then again you have no useful gadget.  

    You also need to fix damage somehow traveling through armor to hit engies behind said armor.  I'll be behind an MBT, an IFV is shooting the MBTs nose, and I die from explosive damage.  What?  Why?  I also notice this happens with console players FAR more often than with PC, so I have just chalked it up to console advantage.  But this isn't an engineer issue, it's a gameplay issue.

    SMG's are often more accurate than an LMG at range and keep a reasonable damage profile at range as well.  Pretty silly if you ask me.  An SMG should rip close range, and suck long.  Currently, they're just consistently good across all ranges.  Though, aside from a damage profile nerf, SMG isn't in that horrible of a place.  I think almost every LMG needs a substantial buff.  

    Torch feels weak.  In many cases, one engi dealing damage to armor can outpace the engi repairing armor.  If the tank doesn't take self-repair, then 2 players will always lose against 1 player.  To me, that seems broken.  I feel like having multiple engies repairing shouldn't be as strong though, and additional repairs over the 1 should have 50% reduced effectiveness.  The armor has a responsibility to find safety instead of just having 6 engis spray painting new flames on his tank nullifying all damage.

    As always, change the passives to be always active instead of some silly "earn score to unlock" CoD Trash BS garbage mechanic.  Actives should go away.

  • 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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