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EA_Rtas's avatar
EA_Rtas
Icon for Community Manager rankCommunity Manager
3 months 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.

We're back again with another discussion on the Engineer class after our first thread discussing recon after the changes made with season 3. 

                                           

 

Continuing from where we left off with Recon,  how do we feel Engineer is playing since the release of Season 3 now that we've had some time to get used to the balancing changes made.

As always 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.

29 Replies

  • siahcide's avatar
    siahcide
    New Traveler
    3 months ago

    “Well, the engineer is one of the most balanced classes.”

    Me when I lie. 

  • S1_Gunny's avatar
    S1_Gunny
    Rising Traveler
    3 months ago

    An RPG should do more than 5 damage to a solder when fired at their legs, the splash damage should be larger.. If an RPG can do 25 damage to a tank. 

  • Thanks for the debrief. To be honest, playing Engineer has felt like "volunteer work" since the days of BF4, and it is still true now.No matter how hard a single Engineer tries to stick to a tank or an aircraft, you simply cannot destroy it alone if the enemy is competent. The class design heavily relies on teammates having anti-vehicle awareness. If the rest of the team ignores the vehicles, playing Engineer becomes highly frustrating and unrewarding.We need balancing that gives a solo Engineer a fair fighting chance to at least temporarily disable a vehicle's critical parts, rather than just tickling them until we run out of rockets.

     

  • It’s frustrating, to say the least. Vehicle balance only feels reasonable when you’re in a coordinated, communicative squad—which simply isn’t the average player experience. In Conquest especially, once a team starts getting rolled, vehicles can quickly become overwhelming to deal with, often feeling near-invincible in practice.

    The core issue is that recent changes seem to have strengthened vehicles without equally preserving the infantry tools meant to counter them. As a result, skilled vehicle players can play far more aggressively with little downside, knowing that most counterplay is unreliable or team-dependent.

    Right now, it often feels like vehicles can easily outpace the damage they take and win fights through attrition rather than risk. That shouldn’t be the default dynamic. Counterplay needs to be more consistent and less dependent on perfect team coordination.

    Repair mechanics are a big part of this. I think repairs should take longer to initiate and regenerate more slowly, so vehicles can’t instantly recover from bad positioning without consequence. Ammo economy also deserves another look. In Battlefield V, tanks had limited ammunition, and while it was probably too restrictive in that game, the underlying idea was solid: it forced more deliberate decision-making around engagement and positioning instead of constant uptime pressure.

  • halninekay's avatar
    halninekay
    Rising Traveler
    3 months ago

    I would like to say something about the classes and how they are implemented in general: I'm a Grease Monkey in BF (Engi) since I've played the 1942 DEMO back in the day. 

    PLEASE: Bring the old closed weapon Class Setting back to the game as it was, it will fix 80% of the balance issues we are all facing.

  • x_Cynful_x's avatar
    x_Cynful_x
    New Scout
    3 months ago

    You make the claim that "80% of our balance issues could be solved by a closed weapon system," but I'm not sure I see how that would address most of the game's balance concerns. Could you elaborate on what specific issues you think it would solve?

    A closed weapon system reduces player choice by tying weapon selection to class selection. Personally, I see class identity as something that should come primarily from gadgets, abilities, and battlefield roles rather than weapon restrictions.

    In previous Battlefield titles, there were situations where I wanted to switch to a class that would better support my team, but I hesitated because I didn't enjoy the weapons associated with that class. In other cases, I would switch and immediately find myself at a disadvantage because I was forced to use weapons I was less comfortable with.

    Allowing players to use their preferred weapons while choosing the class that best fits the team's needs can encourage more role flexibility and team-oriented play without eliminating class identity.

     

  • Benitto51's avatar
    Benitto51
    Traveler
    3 months ago

    compared to everything else in the game ))

    Gunfights, bugs, weapon balance, attachment costs, etc.

  • Its gotten so bad, that I can't remember the last time I saw armor being destroyed by AV mines.  I see them on the ground, but since the update, never have I seen them destroy or even damage a tank or even a gun truck.

    Engineer is truly frustrating to play now as there is not a gadget beyond RPG that does much of anything.

    I really hope DICE addresses this provides a bit more umph to the class.

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