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EA_Rtas's avatar
EA_Rtas
Icon for Community Manager rankCommunity Manager
19 hours ago

Weekly Class Debrief - Support

Welcome everyone to the Weekly Class Debrief.

 

 

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


This week we're coming back round to talk about the Support class. 

                                           

 

 



Last week we had some excellent discussion on Engineers  with some excellent points being made surrounding balance, particularly on the number of Rockets the class receives compared to previous games. On top of that we had some good feedback raised about how situationally the SMG tends to be more accurate than LMG's at range and how that doesn't quite feel right. 

Appreciate you folks adding your points to the discussion and we'll get that feedback sent on!

This week we return to discussing the Support class, how does it feel right now, what would you change about the class if you could. What works right now and what doesn't quite hit the mark?

This discussion will stay up and running for the next week before we roll into our next discussion on another Class, the class up for discussion next week will be Assault

10 Replies

  • AnEejit's avatar
    AnEejit
    Rising Traveler
    48 minutes ago

    The support class comprising of two separate classes that have vastly different roles gives it a really muddy identity and i feel like the class, teamplay and game overall would benefit from support being split into two classes.  One being a dedicated Medic class the other a more tradition Support class.  

    I recently had a lengthy discussion with someone in regards to this topic.  Which i have copied some of the points that were made below. 

    " Players in general are frustrated with having so many " nearby medics " around, but no one revives. I see it all the time, we all do. In chat, mentioned in online groups and pages etc..

    With the supply pouch doing so much, while yes it's great when used properly, because it provides so much for the team. But unfortunately, while it's the greatest and strongest team focused gadget in the game. It's also the greatest baby sitter for players who lack the ability to involve themselves with teamwork, as it does everything for them. It promotes being a selfish solo player more than you guys realize.

    Which only makes the lack of getting revives issue even worse."

    "I know plenty of people who play support just for the LMG, mortar and the ammunition resupply, who have no interest whatsoever in playing the class for it's medic abilities.   

    Since this person now has abilities that others expect them to use, but don't want to. It causes frustration amongst those who are crying out for a medic. Imagine wanting someone who can for fill a need for you, be it health or a revive, they advertise their ability to help with an icon, but have no intention to help. I play support and have very little interest in the LMG, suppressing fire, ammunition resupply side of things, but I have to worry about my medic duties as well as doing supports job since others also depend on me for that too. 

    We are better off with having separate soldiers who are advertising what they are and what they do, instead of having them mashed into one, when some players aren't wanting to do both advertised jobs."

    " Because someone who wants to play support for support gadgets and skills only still has medic skills available to them, skills which they ignore but are advertised to other players. Which only adds extra frustration. 

    Eg you're wanting a revive and you see a long list of people who have the ability to revive you. Now if most of those people have no intention of reviving other players because they want to play support as, well support then it makes sense they have the ability to revive removed from them.   

    Someone who plays support with the intention of playing as a medic is more likely to give you a revive. By separating the two you free up some of the frustration as you now know the few medics you actually have and can see icons for while you're waiting for a revive are more likely to assist you.  

    As people who play medic have less firepower and less offensive gadgets it's more of a deliberate pick to be an actual team player and do your job.  " 

    Hope this helps. :) 

  • Reapermac's avatar
    Reapermac
    Seasoned Novice
    4 hours ago

    Like others above, I wish to see the support class changed since allowing them to both heal AND replenish ammo makes them very self-sufficient, so much so that they can sustain pressure on the frontlines far better than the Assault class can, and that class is suppose to be the ones on the front line, attacking and pushing. Not to mention it encourages players to be more selfish and avoid reviving or dropping ammo unless they need it themselves. 

    Perhaps spliting the supply bag to become heath and ammo bags and further assigning them to assault and support classes respectively like in BF3 / BF4 would be the way to go, OR split up those abilities via class perks. So that Combat Medic would have access the health bag while Fire Support would have the ammo bags and make the class gadget be the defibs. 

    I would also be okay with moving the mortars to Recon. Since they have the drone gadget to spot, they should be using the mortars as well. Doesn't make sense, flow-wise, to have a class that's suppose to be healing and rearming people and supporting people, sit all the way at base by themselves and lobbing mortar rounds. 

    Since Assault also has a grenade launcher, I feel like they could also use the smoke grenade launcher that Support uses, especially if you are hesitant to give everyone smoke grenades. 

    The way it is currently set up, I see no reason to play Assault when the Support Class just does a much better job at it and can do more as well. 

  • Rysist's avatar
    Rysist
    Seasoned Novice
    11 hours ago

    I really feel like there needs to be a separate medic class because right now when people play support they're not playing as a medic and it makes other people feel like they're never going to get revived so they just give up and we lose tickets, not to mention the recent changes to the defibrillators have made it increasingly hard to play as a Medic punishing those who actually try, it was probably too fast but it was fun, and playing medic to a degree that you could revive a whole room wasn't as easy as some think, keeping a whole line together by yourself isn't an easy task and now it's a lot harder and it's just not fun anymore, of course there were some that would just defibrillator spam or would revive in the worst situations but the feeling the rush that you got from being the guy everybody was looking up to was a measurable and now it's severely degraded 

    I think the new changes are fine but they need to come with a full class because now people don't even wait to be revived there's no point in it and it ends up just getting us Medics killed if we had a full medic class that people could trust it would make relearning the grind a lot better, and on that point I think  it would be beneficial to make the medic class a speed orientated class, of course this would require debuffs to the stronger weapons, I honestly wouldn't mind I don't know how anyone else would feel but being at the top of the leaderboard with zero kills is fine by me, so long as I'm actually helping the team

  • QcR4ptor's avatar
    QcR4ptor
    Rising Veteran
    14 hours ago

    Benitto51​ I understand your point.

    Personally, I’m not strictly for or against the current grenade system, but it’s true that in previous Battlefield games like Battlefield 4, everyone had access to smoke grenades and it never really caused any major issues.

    So yes, I think we could make smokes available to all classes. But if we go in that direction, I believe it would make more sense to make all grenade types available to every class — including throwing knives and throwable sensors — rather than limiting only smokes.

    Then, if it ends up creating too much spam (especially with smokes), adjustments could always be made afterward to balance it properly.

    To be honest, that’s one thing I find a bit inconsistent in this Battlefield. They introduced open weapon access, but not for grenades. I think they should have followed the same philosophy for grenades as well, because right now it feels contradictory.

  • QcR4ptor's avatar
    QcR4ptor
    Rising Veteran
    14 hours ago

    iLuckyBrad​ I completely agree with this.

    Right now, the Support class feels way too hybrid. Some players use it as a medic, while others play it the old-school way as a suppression/fire support role. This creates a lot of confusion in combat, because when you see a Support player, you never really know what to expect — will he revive you, or is he focused purely on fire support?

    I agree that moving healing and the Defibrillator back to Assault, like in Battlefield 3 and Battlefield 4, would already be a step in the right direction.

    However, I think an even better solution would be to go further and bring back a five-class system, similar to what we had in Battlefield 1942.

    Here’s how I would see it:

    -Assault → stays as it is currently

    -Medic (new class) → healing kit, defibrillator, smoke grenades, with carbines as signature weapons

    -Support → ammo crate, interception system, C4 (like before), incendiary grenades, LMGs

    This would completely remove the current overlap and give each class a very clear and readable role on the battlefield.

    As for the weapon point system, I also agree that it feels too limiting and goes against Battlefield’s freedom. Removing it would be great, but attachments should be balanced carefully so they don’t create overpowered “meta builds” that everyone ends up using.

    That said, I don’t think it would be a major issue if handled properly.

  • What I'm saying is that with a ridiculously fast TTK, aim-punch, sweet spots, and low mobility, it's impossible to rush or take positions without smokes. Everyone had them in previous BFs. Okay, not all classes need them, but Assault and Snipers need smokes. Active play with the current weapon balance is impossible without them.

  • To me the class identity feels a bit... blurred. Support plays more like a Combat Medic hybrid than the classic aggressive, suppression + utility powerhouse we had in BF3 and BF4. The Defibrillator being on Support is the main thing that throws the balance off for me. In BF3/BF4, Assault was the medic class it carried the team with heals and revives, while Support was the guy laying down suppressive fire, resupplying the team and bringing the boom with C4 for building clears and some anti-vehicle plays. Currently hardly anyone bothers to revive cause most people just like being (The ammo guy ) and lets be real in the field i don't think you’re going to see some guy sprinting around with a big LMG / 25+ kg of gun + ammo trying to run over and do whatever healing they're able do to a wounded teammate.

    What I’d like to see :

    full weapon point removal on all guns It just dosent fit with battlefield's freedom and should never of been considered as a option in the first place. Its an attempt at balancing that just limits and frustrates every player, It Kills the realism.

    Give Support C4 and  add the throwable UCAV back (or a balanced modern equivalent ) as a gadget slot option.

    Move the Defibrillator back to Assault. Let Assault reclaim its historical role as the dedicated frontline combat medic while Support focuses on ammo sustain, heavy suppression and destructive utility.

  • QcR4ptor's avatar
    QcR4ptor
    Rising Veteran
    16 hours ago

    Benitto51​ Effectively, I agree that the cost of high-capacity magazines for LMGs should be much lower.

    The whole purpose of an LMG is to provide sustained fire and carry a large amount of ammunition, so having big magazines locked behind such a high attachment cost feels really unfortunate. It makes the weapon class lose part of its identity.

    For smoke grenades, I’m a bit less sure. I do like the idea of each class having unique grenade options, because it gives them more identity. But at the same time, making smoke available to all classes could be worth testing.

    The main risk is that we could end up with smoke being spammed too much, especially on objectives. So in my opinion, the best approach would be either:

    -keep the current grenade system as it is

    or

    -test a more open system, similar to open weapons, where all grenade types are available to all classes

    That way, we could see if it improves gameplay without creating too much smoke spam.

    But in my opinion, the ideal approach would be to keep the current system, while still testing it to see if it creates any balance issues.

  • QcR4ptor's avatar
    QcR4ptor
    Rising Veteran
    16 hours ago

    The Support class has always been my favorite since Battlefield 3, and it’s the class I’ve mainly played over the years. However, with BF6, I feel like its role has become much more unclear.

    Right now, Support feels like two classes merged into one. But most players still perceive it as a medic. When you see a Support player, you expect them to revive, heal, and directly help the team.

    The problem is that the class equipment doesn’t always match that expectation.

    For example:

    LMGs are very powerful, but they are most effective in a static playstyle, holding positions and providing suppression. That’s not very mobile gameplay.

    The mortar encourages a more distant, indirect support role, often away from the main fight.

    So in the end, you have two completely different playstyles inside the same class.

    Yes, a player can choose to play more like a “medic” or more like a “backline support.” But the real issue is perception. To most players, Support = medic. So when someone runs past without reviving, you immediately hear: “another useless medic,” even though that might not be how that player chose to play the class.

    In my opinion, the best solution would have been to go back to a clearer class separation like in Battlefield 3 and Battlefield 4, and bring back a dedicated Medic class.

    With that kind of system, roles would be much easier to understand:

    You see a Medic → you know they heal and revive

    You see a Support → you know they hold positions, supply ammo, and provide fire support

    For example:

    Medic: defibrillators, med bags, smoke grenades, with carbines

    Support: LMGs, ammo boxes, interception systems, mortars, incendiary grenades (and even C4 like in older Battlefield games)

    This would make roles much clearer and likely better balanced. That said, I don’t think this kind of change is very likely to happen at this point.

    That being said, I still like the current Support class. But I don’t get the same feeling as I did in older Battlefield games. I often feel overwhelmed in combat, trying to handle revives, resupplying, and fire support all at once. It’s hard to be effective everywhere at the same time.

    Also, I think it’s a shame that Support no longer has access to C4. When facing vehicles, you have very limited options and are often forced to retreat, which reduces the impact and versatility of the class.

  • 1. Support class trap equipment should no longer catch smoke grenades.

    2. Smoke grenades for all classes.

    3. Increased machine gun mobility for all classes (speed of AD strafing, running, etc.)

    4. Changed the cost of machine gun attachments. 55 for big magazines is a disgrace.

    5. Limiting mortar shells to 5 per character's life.

    Below is the file about machine guns if you're interested.

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