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EA_Rtas's avatar
EA_Rtas
Icon for Community Manager rankCommunity Manager
1 month 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. 

                                           

 

In our last couple of discussions we discussed the changes made with Season 3 for both the Recon class and the Engineer class.

Lets bring it back round to the Support class. 

Since the release of Season 3 how has Support felt? Have you noticed much of a difference between the last Season and now. 

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.

8 Replies

  • I think support is quite balance now, there is no gadget too OP or too weak in this class. Maybe we can buff the supply pouch a liitle by holding a button and start to self-regeneration, just like what we did in Battlefiled V.

  • Support is better now with the paddle nerf.  All in all though, I can't say they're in a good place.  The primary issue with support is the combo ammo/health box simply provides too much utility for a single class.  

    I REALLY enjoyed the challenge to drag revive players though.  I think that woke a lot of players up to how much more useful it is over just rezzing someone in the line of fire.  I have had more drag revives, though it is diminishing.  

    Aside from reworking all the classes, I'm still of the mindset that the passives should be an ALWAYS instead of unlocking with score.  Unlocking parts of the training path with score just makes play unpredictable because I'll get used to it in a match after I get it, then start the next match and oops I take extra time for everything again and have to adjust my play, then it unlocks and I have to adjust my play again, rinse and repeat every single match.

    LMGs need almost an across the board accuracy buff, though that's not support specific I guess.  The tradeoffs to an LMG should be mobility, and when all weapons are available there is almost no benefit to LMG use because most of them are SO inaccurate.  An LMG should be a strong area denial device.  Currently they're just another weapon in the pile and DO NOT fill an area denial role.  

    Suppression also needs to make a fast and hard return to classic styles.  An old use of LMGs was to simply spray the ever living crap out of a sniper and keep them suppressed so that your team can advance on their location.  Now you just get shot in the face because even if you are hitting the sniper in the head they suffer no accuracy or vision penalties.  

    ALMOST FORGOT.  Change the darn button to pick up another persons kit.  MAN it's annoying when I'm trying to drag someone but I instead pick up their kit, my kit, their kit, repeat forever until they die because I CANNOT CLICK THEM to rez them.  Super annoying.

  • 1. Smoke for everyone.

    2. Support traps should not catch smoke grenades.

    3. Reduce the cost of all large machine gun magazines (50 is not normal), reduce the reload time of ALL machine gun magazines (7 seconds is not normal). Additionally, mobility penalties for large magazines may be removed.

    4. Restore ADS FOV settings.

    5. Separate buttons for using a small first aid kit on yourself and an ally.

    6. A small first aid kit for yourself should instantly restore 20 HP.

    7. Reduced aiming inertia while moving.

    8. Removed sweet spot for sniper rifles.

    9. Removed speed penalties and camera shake when shooting at you. To improve gunfights.

    10. Added some kind of fast zoom equivalent. (When you right-click, ALL weapons should instantly gain 90% ADS accuracy.) This will improve all gunfights in general and slow machine guns in particular. Fast zooms from a revolver or sniper rifle are beautiful.

  • AnEejit's avatar
    AnEejit
    Rising Vanguard
    29 days ago

    Support as the most helpful and teamwork focused class is enjoyable to play, but it's simply too powerful for one person to have that much utility.

     I personally still believe making the training paths more distinct from eachother whilst still having some elements that are familiar would be a good move. 

    Suggested updates to training paths. | EA Forums - 13392860 

  • Kejserlll's avatar
    Kejserlll
    Rising Newcomer
    26 days ago

    My fav. class in the game.

    The support class have so many play options.
    You can go crazy '' Fire supporter '' rain down unlimited ammo against your enemies. Offence or defence, close or longrange.
    Insane crowd control with the firesmoke and firegranate

    or you can play more behind your team as '' Medic support '' and pick teamates up to keep a push going. trowing smokes to block the view of sniper positions so they dont kill your team and to cross rodes. even block incoming missles and grenates.

    I love this class it feels great to play, and to support other players feels amazing.

    - I really wish the fast drag revive could drag them a little further before reviveing. 
    - And the ammo bag would give enginers faster rocket ammo. its not fun to see your teammate sit on a ammo bag for 3min to get full rockets.

    - The Portable Mortar have a wierd place right now, its not really offering something gamechanging.
    If engineers had it instead with maybe 3 limit fast shots, would had been a great opener for a rush against your enemies.
    even let it do dmg to tanks would be awesome. if you could get a direct hit on a tank and down it would be a crazy feeling.

    so 3 fast shots leave it behind to join your team in the action. if you want more shots find a supportbag. 

    even give it diffirent ammo types.

    - Armor breaking Ammo for tanks.
    - Infritry ammo ( the 3 fast shots )
    - Fireammo - let it rain with fire to make a panic against ur enemies.
    - Normal - for those who just wanna sit in the back.

  • x_Cynful_x's avatar
    x_Cynful_x
    Seasoned Traveler
    26 days ago

    Overall, I think the Support class is in a good place, but there are a couple of quality-of-life improvements I'd like to see considered.

    • Slightly increase the interaction range of ammo and health bags (around 1 meter). There are times when you appear close enough to a bag, yet have to move awkwardly to receive its benefits. A small increase would make them feel more consistent and improve the flow of gameplay.
    • Address accidental kit swapping while reviving. While this isn't exclusive to Support players, it can be frustrating to unintentionally pick up another player's kit when attempting to revive them. The consequences go beyond a simple inconvenience. Players may find themselves using a different class, gadgets they didn't choose, or a weapon they aren't familiar with for the remainder of that life. Reviving teammates should never result in accidentally changing your entire loadout.

    Neither of these changes would significantly alter balance, but they would improve usability and make the Support experience feel smoother overall.

    I also hope DICE keeps healing and ammo combined into a single bag.

    One advantage of the current system is availability. Players are naturally more inclined to drop bags when they need healing, which means resupply opportunities become more common for everyone. In previous games, having separate health and ammo sources often meant searching for the specific resource you needed.

    This is less of an issue in coordinated squads or when playing with friends, but in public matches you can't always rely on having an Assault player nearby or teammates actively dropping ammo. Splitting the bags would likely make resupply less consistent and place greater reliance on class composition.

    I'd also like to see more class skills that are passive and less reliant on score.

    I understand the appeal of score-based traits. They likely exist to reward active play and give players a sense of progression throughout a match. However, I think passive abilities do a better job of reinforcing class identity and providing consistent value.

    One downside of score-based perks is that they can create a snowball effect, where players who are already performing well gain additional advantages while those who are struggling benefit less.

    Passive traits are predictable, always available, and allow players to focus on playing their role rather than building score to activate their class benefits.

    I'd personally like to see more emphasis placed on class identity and less on temporary score-based bonuses. Maybe a score based for the last tier?

    Overall, I really like the class and think it brings a ton of value to any team. 

    (will edit and post more if anything comes to mind).

  • AlphiB's avatar
    AlphiB
    Seasoned Ace
    25 days ago

    LMGs need almost an across the board accuracy buff, though that's not support specific I guess.  The tradeoffs to an LMG should be mobility, and when all weapons are available there is almost no benefit to LMG use because most of them are SO inaccurate.  An LMG should be a strong area denial device.  Currently they're just another weapon in the pile and DO NOT fill an area denial role.  

    I think the main issue is that currently, the upsides don't really make up for the downsides. You get bad ADS time and usually terrible hip fire accuracy, supposedly as a cost for increased ammo. Except increased ammo in and by itself is not a wild upside: it's not nothing, but I don't often find myself having to shoot 3-4 people in a row without finding some cover for a 2 seconds reload. Each time I pick up an LMG, I'm thinking I'd be better off with less bullets but better stats. 

    Could we make the larger magazine attachments cheaper, like a lot cheaper? If increased ammo is going to be the thing for LMGs, it needs to be accessible. We already have a big downside for bigger magazines in the form of massively increased reload times, and in some cases time to ADS and mobility penalties, saddling them with massive increased points on top of that is just not useful.

    I also think LMGs suffer from a lack of useful suppression mechanic (even if just for them). What we have now is incredibly weak. The fact it does nothing to a player at full health is telling. There needs to be some reason for having the capacity to fire machine gun-style and putting a bunch of bullets out there, or a good, quick AR with 30 bullets will just be better alternative.

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