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LamicroszX's avatar
LamicroszX
New Scout
18 days ago

Opinion on Class System

With the discussion about class system on full swing, I think it's good time to leave my thought with it. I haven't look at any leaks so I mostly based from the blog post and my experience from playing older titles.

Is the initial idea from the blog post really that bad? No...but it could be better.

From what I heard so far, It seems we're stuck with Assault, Engineer, Support and Recon again. In 2042, I found Assault simply being killing machine with no actual role. I think Assault, Medic, Support and Recon in Battlefield 1/V did it better. I would actually ask for Tanker and Pilot class to come back too.

Weapon restriction? Yes, I want it. I would go further with abolish the carbines, shotguns and DMRs as all-kit weapon and give it to the class that fit with the playstyle instead.

Assault seems to being big issue here as people don't want them to get the most versatile/easy to use weapon (Assault rifles) with the ability to heal themselves like Battlefield 3 and 4. So what they should do now? In Battlefield 1 and V, they have the duty to deal with vehicles but since people really insist to having Engineer in the game, now they're in tough situation. My friend suggest to give them ammunition-related role like Bad Company 2 and I found it being a good opportunity to test in Battlefield Labs.

The Classes: Assault - Medic - Support - Recon - Tanker - Pilot (and Engineer if everyone still resist)

Primary weapon: Restrict the weapon type to each class. What we have right now in 2042 (Proficiency) and assuming it act as "Signature Weapon" bonus in the new game is not really giving incentive enough to use it. Namely the LMGs for Engineer ans SMGs for Support. Comparing to Assault that get 3 more magazines which look like an "actual" benefit.

Secondary weapon: I found Hardline approach to be interesting but being all kits like the usual is fine too.

Gadgets: I love that Engineer in 2042 always have Repair Tool in dedicated slot. I also think locking the type of gadget to each slot like Battlefield 3 and V is a better idea than "pick whatever you want" from Battlefield 4 and 1. Class should have identity and giving average player what to expect from them. If you see Support in Battlefield 3/V, they always able to resupply rather than "nah, I ditch it for gadget that can kill enemies" or Assault from Battlefield 4 that ditch Med or Defib for grenade launcher. Repair Tool and Defib likely act as "Signature Gadget" already but I still need more information or gadgets list before I can judge it.

Grenade: Having unique type of grenade tailored to each class sound nice.

You may curious why Tanker and Pilot should exist. I just want them to stick with their vehicle than using it as taxi to access some area. You can give shoulder-fired launcher to Pilot so they can RendeZook or whatever they want but I found Battlefield got more benefits from restriction (and rock/paper/scissors balance) than the so called "sandbox", which can be interpret in many different ways.

Training and Signature Trait are a bit interesting. I guess it work like Upgrade Path from Battlefield 4?

That's all for now. Looking forward to more detail!

6 Replies

  • Battle(non)sense perfected the Battlefield's class formula back in days for his dream Battlefield project which would be in footsteps of Battlefield 2...

    Each class/kit does have a distinct purpose and carefully designed gear. Much better than mine. Here's video about it 👇🏻😶‍🌫️👇🏻

    https://youtu.be/GII-Db551bs?feature=shared

  • LamicroszX's avatar
    LamicroszX
    New Scout
    16 days ago

    So far the problem about All-kit weapons from Battlefield 4 seems to be swapping the PDWs with carbines when compared to Battlefield 3. Now everyone get a pseudo assault rifles.

  • LamicroszX's avatar
    LamicroszX
    New Scout
    16 days ago
    • Grappling Hook being gadget for some class (Assault?) or as Battle Pickup worth a try. Zipline being additional alternative route to enter the area is also nice. I mean...I don't like when I enter the elevator (with no other choice to access the area (particularly rooftop) except helicopter) and greeting with enemy squad waiting for you.
    • I'm not very sure about Commander resources. The biggest problem seems to be when one team having commander and other team haven't.
    • I like the collapsible/repairable bridge and other Fortifications mechanic from Battlefield V. As a defender, you blow up the bridge so enemy vehicles having harder time to push.
    • I don't get the appeal of the spawning on squad leader only if I'm being honest. I have no comment about this one.
    • I don't have a good memory with the Mortar that much, especially in Battlefield 1 since I play it on official server. Unless they get a nerf or compromise like Incursions, I found it to be more negative to the game.

     

  • Danderesaru_Komi's avatar
    Danderesaru_Komi
    Rising Scout
    18 days ago

    I feel that all weapons, except from sniper rifles and machine guns, should be accessible to all classes. These are niche roles which should be limited. Just a preference.

  • Hello LamicroszX​,

    Personally, I find the class system in Battlefield 3 to be perfect for both casual and more dedicated players. There were still shared weapons, but each class felt unique. I wouldn’t mind something similar to Battlefield 4 either.

  • I feel that map design should support gadgets like grappling hook and zipline to be part of gameplay loop. Gameplay also should allow entering enemy bases and have Commander resources there as well as having collapsible and repairable bridges in maps. Squad leader spawning only so having spawn beacon as their gadget independently. Then I would make fully dedicated and strong roleplay class system as of the following:

    1. Assault: Frontline breaching and mobility with grappling hook and zipline + UBGLs/UB shotgun systems 
    2. Medic: Frontline medical support with health kits + battle condition boosts and revive tool
    3. Support: Heavy firesupport unit with ammunition supplies+fortification tool kit+field mortar with different rounds 
    4. Engineer: Multi-purpose combat engineer with different types of AT traps+RF Jammer+EOD bot/Multi-purpose wrench (which can defuse explosives, re-utilise them against enemies and repair assets)
    5. Demolition: Anti-material warfare expert equipped with launchers and sabotage charges to destroy commander assets, bridges, fortifications and more
    6. Recon: Adept marksman whose job is to gain intel, deny enemy intel, lure & misinformating enemies and set-up anti-personnel ambushes

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