Battlefield 6 Medic Guide - Share your knowledge!
Introduction Hello everyone! Following on from the incredible guide from our EA Forums Hero ElliotLH I wanted to provide my own guide to help out with an area of the game I play every single day. Namely, the Medic class. Like Elliots guide this will be a quick-start guide with some tips I find useful in every single match I play. Some of you will be well used to the tips I give here while others might find it useful. I think we can all agree a good medic can make or break the push when the team is rallying to PTFO. Below are some things I do when playing medic that I find work well. For the seasoned support players out there, feel free to add your own advice and tips in the thread and they will be highlighted in this post also as well as any loadout screenshots you want to provide. The Role of a Medic It’s easy to fall into the habit of treating every downed teammate as an instant revive. That’s usually where things go wrong. When someone drops, the fight isn’t over, it’s still happening. If you run in without thinking, you’re just following them into the same mistake. A better way to frame it is this: your job isn’t to revive first, it’s to stabilise the situation. Sometimes that means fighting, sometimes creating space, and only then reviving. Best Practices Below we're going to go through some of the best practices you should implement when playing as a Medic. This list isn't exhaustive but these are base level things you should be doing to ensure maximum success when playing as a medic Awareness Many times you will be your squads only medic, in those situations you are the difference between your squad sitting on the respawn screen or getting back in the fight and restoring the momentum of your push. It's important that you take stock of your surroundings to help ensure not only your survival but that of your squads if and when you need to revive them. Getting that tap-revive with the Defib looks great for your stats but it's not going to help you if your squadmate gets mowed down again immediately. Prioritise between clearing the threat, providing cover for others to clear a threat or as the points below will show, breaking line of sight between the enemy and your squad so you can do what you need to do. You need to be thinking: What should I prioritise as a medic when my squad is down? Controlling the fight Clear the immediate threat. (If your squadmate was just dropped by a visible threat and you are able to engage, engage immediately and clear the threat) If you are unable to clear the threat break the enemy's line of sight. Smoke grenades are a medics best friend. They're versatile, fast and not only do they break the enemy's line of sight on your downed squadmate, but also helps reduce their line of sight for the rest of the engagement Reviving the right way Do you have hard cover available? If so then drag your squadmate to safety. They'll revive in a better state to fight and won't be in immediate danger the moment they're able to move. If you don't have hard cover? Determine if you can get a full defibrilator charge revive off. This will give your squadmate the fighting chance they need to get up and move, without comprimsing your momentum by reviving them with low health. Is there more than one squadmate downed in range? If you have multiple squadmates downed this is where the quickfire tap revives with the defribrilator can clutch things up for you. Yes, you're reviving your teammates with lower health, but you're increasing your numbers immediately while the enemies vision is obscured allowing you to increase your concentration of force straight away which when combined with the dropping of supplies can help sway the tide of the battle in your favour. Place out supplies - Get those supplies down, make sure everyones got ammo and full health regen as they're being revived. The fight isn't over yet and it's hard to change the outcome if your squad is low on health and ammo. Communication tips. Elliot spoke a bit about how important communication is when controlling a vehicle. Being a medic is a little different but communication is still important. If someone doesn't know a medic is coming to revive, they're going to release and respawn, which is a ticket lost and a fighter in this battle missing until they manage to get back to the front line. Heres what I find helpful, even if you're not able to talk over the mic. An important thing to remember, your communication doesn't need to be perfect, it just needs to be useful. Acknowledge revive requests! (This one's important.) I always try to acknowledge revive requests when moving into an area under fire where theres a lot of people needing revives. I can't get to everyone at once and believe me I get the impatience of wanting to get back into the fight so I understand that people skip if they think they're being ignored by the medic. Acknowledge those requests and make good on them as long as it's possible. People are more likely to hang on when they know theres a good medic nearby. Use the ping system if the revived person is in your squad to notify them of supplies or that you've smoked an area. Update them on the situation as best you can. Request cover fire. No matter how good you are as a medic, you can't help yourself if you're downed. We've all seen the heroic plays of the medic diving into oncoming fire to pull off the revive but if you've got no cover that heroic action isn't going to last long. So request that cover fire! Use text chat to coordinate cover for large engagements if you don't have a mic. Especially if you're one of only a few medics. When theres only a couple of you it can take some time to get everyone back to fighting shape. If the person is in your squad and you haven't cleared the area before the revive LET THEM KNOW. When you're outnumbered, reviving your squadmate isn't going to be much good if they don't know where the enemy is once they're back on their feet. Alright, next part. What loadout to run? This part is where it becomes a bit subjective. Yes Support class players have a bonus with the LMG's. If you like to provide fire support then thats the best way. You can lay down heavy fire for a prolonged period and with the right positioning, you can help hold the area against multiple enemies. Personally I always play more of a "combat medic" role, prioritising speed and close range fighting strength. On that note Here's some screenshots of what I personally tend to use. Here I opt for the PW5A3 SMG. It's perfect for close quarters. Accurate and has a solid rate of fire for quick run and gun engagements for when I'm darting in and out of cover popping off some revives. As part of that I opt to use the M320A1 SMK smoke grenade launcher along with throwable smoke grenades so that I have maximum capability for line of sight denial while reviving, particularly on the objective. For how I set up my PW5A3 you can view the screenshot below. This isn't something you have to replicate, it's just what I personally like running, the important part when building out a loadout is finding what works for you. What weapon are you comfortable with and what is your particular playstyle. For example, here is what ElliotLH tends to use: Common Mistakes Most issues come down to a few repeat habits: Reviving before dealing with the threat Using smoke too late or not at all Focusing on one teammate and losing awareness Forgetting to stabilise after revives (no supplies, poor positioning) Overcommitting to “hero” plays in bad situations Fixing these alone will noticeably improve your impact. Conclusion And there we have it, this guide is by no means exhaustive and there is absolutely some even more skilled medics in the community who may have different tips than I have laid out here. It's my hope that they will add their own tips within this thread and we will highlight what we can to help any burgeoning support players out there. I hope you find this guide useful and absolutely feel free to provide your own top key advice or share screenshots of your own loadouts that work best and we will highlight them here. If you've got any clips of a time you've made a clutch revive, or where your medic work turned the tide of a match feel free to include them here, we'd love to feature them in future posts. Have other discussion points for the Support class? Post them in the Weekly Class Debrief - Support See you on the Battlefield, PTFO.403Views25likes19CommentsOpacity of various interface elements reduced after the last update
Hi everyone, I don't know if it's my problem, but after the latest patch (I also changed PCs), I can't see the names or dots above the heads of allies and enemies very clearly (they're washed out, faded, or translucent), especially from a distance. I can no longer distinguish allies from enemies. I've tried everything, changing the opacity of the HUD icons, graphic settings, etc. I'm attaching a photo. Thanks to anyone who can help me.Let’s Fine-Tune Air-Ground Balance for Better Parity
Shoutout to the absolute beasts who can pilot choppers or jets with insane precision—those 50+ kill streaks are impressive and showcase real skill. That said, aircraft often hold a massive, lopsided advantage over ground forces. I get the logic: control the skies, control the battlefield. But when one great pilot farms the lobby unchecked, it discourages infantry play and sours matches. Credit where due: skilled flying should be rewarded. But we can level the playing field slightly without nerfing pilots into irrelevance—making them work harder for those god-tier runs. A few targeted tweaks worth considering: Lower the minimum altitude for lock-on weapons — Right now, aircraft can hug the deck to break locks too easily. Dropping that threshold a bit would reward pilots who stay high and maneuver smartly, while giving shoulder-fired options (Stingers, etc.) more consistent windows against low-flying harassers. Extend flare cooldowns meaningfully — Flares already recharge, but compare that to ground vehicles (tanks reloading shells take forever) or support players restocking grenades/smoke grenades. A longer refresh would force pilots to manage cooldowns more carefully, use terrain/cover, or risk getting punished during downtime—without removing their escape tool entirely. Buff stationary AA (spawn-based flak/AA guns) — Increase effective range and damage/lethality so they actually threaten aircraft that get too bold near objectives or spawns. This gives teams passive tools to contest airspace without relying solely on mobile AA or dedicated engineers. Reduce lock-on times or acquisition range for ground AA launchers slightly — But pair it with higher damage on hit or faster projectile speed. This makes skilled pilots (who break locks with maneuvers) still dominant, but gives average players a better shot at contributing to takedowns—rewarding quick locks without making it too easy to spam. These changes wouldn’t dethrone great pilots—they’d just demand even sharper decision-making, better positioning, and teamwork (e.g., coordinating with friendly air or ground AA). Top flyers would still shine, but the average match would feel less one-sided when an ace joins.320Views5likes9CommentsBF6 Suggestion: Add Resupply Stations in Spawn for Ammo/Consumables
In Battlefield 6, the Support player who carries extra ammo and can resupply squadmates (or anyone on the team) is incredibly valuable—especially when you’re rolling with good teammates who actually use the bags. That said, running dry on ammo mid-fight still happens, and scrambling to find more can feel like an exercise in futility. I get the realism angle: when you’re out on patrol, your unit is realistically limited to whatever you can carry. For longer missions, calling in a resupply drop (beans and bullets) makes perfect sense when resources allow. Usually, you finish the objective and RTB (return to base) for a full reload, new orders, and a breather. It would be a huge quality-of-life improvement if BF6 added static resupply stations in each team’s spawn area. These could let players who’ve burned through their ammo, grenades, AA rounds, or other consumables top up quickly—without having to rely solely on a Support teammate dropping bags. Think of it as a reliable fallback that complements the mobile resupply playstyle, rather than replacing it. It would cut down on those frustrating moments where you’re stuck with an empty mag and no Support in sight, while still rewarding teams that coordinate around a dedicated ammo carrier. Spawn resupply + player-dropped bags feels like the best of both worlds for pacing and squad play.155Views7likes6CommentsBattlefield 6 Vehicle Gunner Guide
Guest blogger ElliotLH is a member of the EA Community Superuser Program. Introduction Hi everyone, I've not seen too many guides about how to get to grips with the weapons when you're a Gunner in a vehicle, so I thought I'd throw one together. This is more of a quick-start guide rather than an in-depth analysis, but hopefully you find something useful that you can use in-game. Before anything else, the Golden Rules. Don't start randomly shooting the moment you get into a vehicle. Admittedly, I do sometimes forget this myself and tap out a few rounds to play the Battlefield theme tune, but in general, you should try to save your bullets for the enemy. Not because you'll run out before you get into the action, they're infinite after all*, but more because you're broadcasting the vehicle to every enemy nearby and more than likely causing the driver a bit of panic and/or annoyance. *Excluding RedSec. Vehicle ammo is limited in that gamemode. Be aware of your surroundings at all times. While it's incredibly fun to sit there and mow down hordes of enemies, you need to be mindful not to get tunnel vision. Your primary job as a Gunner is to protect the vehicle from any incoming threats, so you need to scan around the vehicle as much as possible, check any hiding spots, keep an eye out for mines and destroy them, and prioritise killing enemy Engineers and Recons. Usually, I just assume that anyone trying to rush or sneak up on the vehicle is likely a Recon with a load of C4 (sometimes it's an Engineer with a repair tool in a surprise twist), so I'll try to move from more distant targets and prioritise the nearest first instead. In a similar vein, keep an eye out for the EOD bot, as their mini-mines and repair tool can quickly wreck a ground vehicle. I'd recommend trying to prioritise targets in the order below: Anti-vehicle infantry within close range. C4 rushers (usually flanking or sprinting directly at you) and EOD bots. Enemy vehicles actively engaging yours. Mines in your path. General infantry. If you want the vehicle to last as long as possible, be an Engineer. Ultimately, your job as a passenger is to keep the vehicle fighting fit. The best way to do this is to make sure you've spawned as an Engineer, as you can simply hop out of a ground vehicle or change seats in a helicopter to use your repair tool. You can also help in vehicle fights by sending a few rockets towards the enemy. Engineer also has a class perk where they will passively repair a vehicle from inside, which can obviously be incredibly helpful. I have this set on a custom loadout that I switch to if I intend on being a Gunner, and use it along with the vehicle supply crate. Communication Tips Communication is key when you're controlling a vehicle, and a crew working effectively together can be unstoppable on the battlefield. There are a variety of ways to communicate with the driver or pilot, although it is admittedly easier to do when you're playing with friends rather than solo, since there's no proximity chat in vehicles. The tips below should give you some basic ways of communicating with drivers and pilots, even if you're not able to speak with them over mic. Call out and spot mines before the driver advances if you can't shoot them. Spot or call out enemy vehicles and infantry (spotting is RB on controller or Q on PC). Confirm when a target is painted. Let the pilot know when you’ve locked a missile. Tell the driver or pilot when you’re overheating. Instruct the driver to reposition if necessary. Use the ping system if the driver or pilot is in your squad. Ask for nose alignment in helicopters to improve accuracy. Use text chat for tactical advice or requests if using a mic isn't possible. Remember that if the driver is in your squad but you don't know if they're wearing a headset, keep speaking to them. They should still be able to hear you through their speakers. So, on to the weapons and equipment. MBT, IFV and ATP The MBT, IFV, and ATP all have three flavours of Gunner remote weapons to choose from, one of which the driver will have pre-selected for you in their loadout. Light Machine Gun: This gun is fantastic at close-to-mid range, but loses out a bit when it comes to longer ranges. It's fast-firing and will shred infantry up close, so it's ideal if you're the Gunner for an aggressive driver who is attacking objectives. It has a decent overheating time, so you can spray a little bit with it, but I find it works best in bursts, so you can keep firing for as long as possible. The LMG will also do damage to light vehicles, like the Light Transport, but not as much as the HMG. Heavy Machine Gun: The HMG is great for picking off infantry from longer ranges. It's a slower-firing but accurate weapon, so it's handy when the driver is playing with a bit of distance. It's also pretty effective against unarmoured vehicles. You'll need to be fairly accurate as it does overheat quite quickly, but it's powerful when you're hitting your targets. I find this weapon particularly helpful in Breakthrough as the battle lines are a bit more static, so drivers often hang back for pushes. Grenade Launcher: This one is a bit more situational, and you might find it works better in some gamemodes over others. Basically, it's an automatic grenade launcher that will lob grenades over a fairly impressive distance. The launcher is definitely better up close than at a distance due to weapon accuracy, but it can be devastating in the right situations. This is another weapon that is probably better in Breakthrough rather than Conquest, as it works very well at close range and can also be effective at harassing enemy infantry on the capture point. Countermeasures: This is a really helpful bit of equipment that will detect nearby mines and C4 and destroy them when activated. It's available on the MBT and ATP, and if the driver has it selected, you'll see a prompt on-screen when mines or C4 are detected. When you press the corresponding button (left D-Pad for controller and 3 for PC), you should safely detonate the explosives before they become a threat. Target Designator: The Target Designator is available on the IFV and will let you paint a target for the driver. It's great for drawing their attention to enemy vehicles, and is a big help for the driver too, as they can keep on target easily when trying to deal with the enemy vehicle with all the chaos going on around them. Since the Target Designator is a default piece of kit on the IFV, you can use it in conjunction with the secondary piece of equipment, the Smoke Wall. If you want to activate it, simply press Y/Triangle on your controller or the 2 key if you're on PC. Use the left trigger on your controller or ADS key on PC to zoom in, and then hold the right trigger or the fire button on PC to paint the target. Smoke Wall: Available on both the MBT and IFV, this will let you launch smoke grenades to create a cloud around the tank. It's great for providing cover when attacking a point or when the vehicle is being repaired in the middle of battle, so don't be afraid to use it. The smoke wall is default equipment for the Gunner in the IFV and can be used along with the Target Designator. You can activate the smoke wall simply by pressing the right D-Pad button on your controller or 3 key on PC. Light Transport The Light Transport comes equipped with a mounted Heavy Machine Gun and can quite often prove effective when used on the move with hit-and-run tactics. Personally, I wouldn't try to use it for long when the vehicle is static, since the operator is exposed and can be killed very easily, but you can still get an impressive kill-streak sitting when you're fighting less observant enemies. Other passengers can also use their primary weapons from the comfort of their seats. (Image provided by EIGuimaraes). Attack Helicopter The Gunner weapons in the Attack Helicopter can't be changed as they can with the ground vehicles, so you'll only have access to two. They are incredibly effective, though. - Autocannon: The Autocannon is brilliant at dealing with infantry. Especially if they're clustered up on a point. Aiming can be a bit challenging at times, depending on what manoeuvres the pilot is having to make, but if you try to be accurate, you'll wipe any enemies out in seconds. The Autocannon is pretty effective at dealing with vehicles, too, and if you're working in tandem with the pilot, you should take them down quickly. - Lock/Aim-Guided: This is a missile that can be guided to a target with your cursor. It's effective against both air and ground targets, but can be a bit tricky to use if the pilot is taking evasive action. The missile can also lock on to targets, so keep an eye out for target boxes appearing on your screen. It's advisable to keep your view facing towards the front of the helicopter, to give you a good idea of what the pilot is aiming at and allow you to send your rocket towards the same target. Transport Helicopter You'll only be able to use the mounted Miniguns on the Transport Helicopter. They're best used against other enemy aircraft, but they can also be effective against infantry as well. If you're fighting long range, then you might find that you need to lead your shots more, or fire in bursts to avoid overheating and to maintain accuracy. Up close, though, they should take down most targets efficiently. It's also best to ensure that you're aiming when the nose is pointing. This way, you'll need to compensate less when shooting, and you'll also be fully aware of what the pilot is seeing. Scout Helicopter There aren't any weapons available to the Gunner in this little helicopter, although it does offer some handy equipment that you can use instead. Thermal Scanner: This allows you to use an infrared scanner to spot enemies for your team. When activated, there will be a bar in the centre of your screen to show how much charge is remaining. It'll recharge passively when not activated, and it's great for quickly picking out targets when the pilot is making attack runs. You can activate the Thermal Scanner by holding down the right trigger on your controller or the fire key on PC. Also, you can zoom in by holding the left trigger or ADS button for PC. Target Designator: This is the same piece of equipment that is on the IFV, and will let you lock onto and paint vehicles to make it easier for your teammates to lock onto and take down. Directional Jammer: The Jammer is particularly helpful for keeping the helicopter safe from being locked onto by enemies. You'll need to be mindful that it will overheat from extended use, so ensure you use it efficiently. To activate the Directional Jammer, press the right-D Pad on your controller or 2 key on PC, aim at vehicles, and press the fire button. Common Mistakes Nobody is perfect, and you will make mistakes as a Gunner at some point. However, there are some very simple ways for you to minimise potential errors. Keep these basic things in mind, and you will keep the vehicle alive as long as possible. Firing randomly reveals your position. Avoid tunnel vision on one lane. Don't ignore the rear of the vehicle. Don't stay in the gunner seat when the vehicle is critical; instead, repair it. Try not to focus on farming kills instead of eliminating clear anti-vehicle threats. Communicate with the Driver if you can. If the driver or pilot leaves the vehicle to repair it*, don't immediately hop to their seat. Protect them while they repair, instead, or take over repair duties from them. *This is highly situational, and the driver or pilot should not be leaving the vehicle unless they've returned to base. Doing so risks the enemy stealing the vehicle, so it's absolutely better for them to go down with it. Quick Driver Decisions While I recommend playing around with all of the weapons and equipment available to find what works best for your own vehicles, at first glance, it can be difficult to get an idea for setups for specific situations or gamemodes. The suggestions below should help quickly get you up and running with some simple setups for your own Gunners when you're a Driver. Aggressive driver pushing objectives → LMG. Defensive or long-range driver → HMG. Breakthrough or Rush → Grenade Launcher. Enemy team running light vehicles → HMG. Close-quarters pressure on capture point or clearing buildings → Grenade Launcher. That brings this guide to a close. I hope that you found it useful and feel more confident in being the best Gunner possible. Also, if anyone has any tips that they'd like to share, don't be shy. Feel welcome to post them in the comments. See you on the Battlefield – as always, if you kill me, please don’t forget to t-bag me! Thank you, EIGuimaraes, EA_Leeuw, EA_Rtas, and EA_Failroader, for the feedback, suggestions, and encouragement. I really appreciated all of your help and guidance.
967Views25likes24CommentsDice please wake up !
I’ve been a fan of the Battlefield series (starting from Bad Company 2), and what you’re doing now, dear developers, is terrible. 1. First – the quality of the content you release is awful. You try to fix some problems and end up creating new ones. Where is your QA department? Who is actually checking the content before release? 2. Second – your efforts and decisions are clearly focused only on squeezing as much money as possible out of players by selling more and more microtransactions, while attention to detail and respect for the community are completely missing. Just look at your latest Nightfall event: you locked the new weapon in such a way that it’s impossible to unlock it by simply playing and enjoying the game. You force players either to wait 3 weeks or to pay. Just remember the PREMIUM in BF3… it was fantastic, that’s what you should be aiming for. 3. Third – the community is loudly telling you that the game already has enough small and closed maps, and is asking for classic Battlefield-style maps, where vehicles and infantry can interact and be balanced properly. Where you can fly jets and not die instantly on the airfield (hello, Blackwell Fields… by the way, you still can’t even expand the playable area for air vehicles on that map: as soon as you take off, you’re almost out of bounds. How is that possible?). Right now there are only two maps where you can more or less fly jets – Mirrak Valley and Operation: Firestorm – and that’s very sad. Where are the naval maps? Where are the winter maps? The whole US vs. PAX Armata conflict line is done extremely poorly. The idea is good, but why did you present it so badly and blandly in the single-player? The player doesn’t understand the depth of the conflict, so there’s no real immersion. Remember BF3 and BF4 — there was a clear division of factions and it was obvious why the conflict existed and what everyone was fighting for. Another point: you had a huge player base from Eastern Europe where most people speak Russian, and you still dared not to add Russian language support. Is this the “freedom” we are all striving for? Is this your idea of respect for the community? Next, you’ve created a decent RedSEC. Why is there no proper support for it? Why do players still not have Ranked? How is that even possible? Isn’t it obvious that the only thing that can keep players in a game like this long-term is competition and a proper ranked system? This is very strange and very disappointing. And instead of enriching the game with meaningful content and not letting it die, instead of listening more carefully to community requests and protests, you’re preparing an event… with motorcycles and a Red Bull collaboration. My god… this is just absurd. I love Battlefield and I want this game to thrive and develop in the RIGHT and MEANINGFUL direction. Thank you for your attention. I hope you read this post and take appropriate action.Feedback
Some things could be added to improve in my opinion. There could be gadgets for the support class like the uav guided missile of battlefield 4 and the mortars could do more damage like battlefield 1 or 4. There could be strikes like the ones in battlefield 5 airstrike,bomb and these could be given to each player according to score I think it could bring more chaotic battle experience and encourage players to follow objectives actions to improve score. There could be thermal 6x scopes for every weapon. Some weapons could have bipod like in other titles. There could be events like levolution from battlefield 4 or the behemoths from battlefield 1BF6 Suggestion: Hardcore Mode with Realistic Damage & Friendly Fire
I understand that Battlefield is a video game and not a perfect simulation of reality. However, a dedicated Hardcore mode with more realistic injury mechanics, blast effects, and healing rules would significantly boost immersion and make medics genuinely vital on the battlefield. In this mode: Realistic Damage: Being shot or hit by shrapnel would realistically impair or disable limbs instead of letting you fight at full capacity. Head or torso shots would be highly lethal. Close-range artillery, bombs, and explosions would include proper blast overpressure effects (temporary disorientation, hearing loss, etc.). Limited Self-Healing & Medic System: If you survive enemy fire, your health would not automatically regenerate to 100% just by hiding or waiting. Any injury would leave your health severely hampered (with debuffs such as reduced movement speed, weapon sway, or blurred vision) until properly treated. The healing process would visually and mechanically feel exactly like the current “hide and wait” regeneration in Battlefield — you slowly recover over time. However, this slow regeneration only activates and progresses when a medic is actively healing you. When a medic heals you, you can gradually return to 100% health over time (not instantly), but this is only possible through a dedicated combat medic. If a non-medic teammate tries to help you instead, the healing process takes double the time. This makes skilled combat medics extremely important and rewarding to play, as they are the only ones who can efficiently restore a wounded soldier to full fighting strength. Friendly Fire Consequences: Killing a teammate or destroying a friendly vehicle (accidentally or intentionally) immediately eliminates you as well. This includes teamkills from small arms fire as well as indirect or heavy fire such as mortars, grenades, bombs, rounds from choppers, planes, tank rounds, and any other friendly assets. When killed by friendly fire, your respawn time is noticeably longer than a normal enemy death. After approximately 5 friendly fire incidents (teamkills or friendly asset destruction), the player is kicked from the match and receives no XP, weapon progress, or rank advancement for that session. To keep the mode enjoyable, respawn times when killed by enemies should remain very short, preventing frustrating “respawn purgatory.” This setup would create a high-stakes, tactical Battlefield experience where positioning, teamwork, and proper medic play become critical, while still delivering the fast-paced action the series is known for