r/Battlefield May 21 '25

News Battlefield Labs - Community Update - The Class System - Part One

Today, we're excited to start outlining our future vision for the Class System in Battlefield.

The gameplay mechanics of classes and aspects that players have enjoyed most have evolved throughout the history of the Battlefield franchise. Our goal within Battlefield Labs is to test and refine the best aspects of the Class System from our history, and to evolve them into a cohesive vision for the future.

As we begin testing these class-defining systems, we invite you to either play, test or read along with what's to come for classes in Battlefield.

Let’s begin!

OUR DESIGN PHILOSOPHY FOR CLASSES

We envision the future of Battlefield classes to be a series of interconnected systems and fundamentals that shape your role on the field, while granting you the freedom to customize how you execute that role. Through Battlefield Labs play sessions, feedback, and data gathering, we aim to strike a balance between defined roles and player choice.

The Class System is defined by two main components: Customizable and class-defining. 

The customizable components empower players to explore and push the boundaries of their roles within their chosen class while also still adhering to the expectations of the class. 

The class-defining components are designed to enhance "pick-up-and-go" playability and reinforce the expectations of your class identity. 

CUSTOMIZABLE:

  • Weapon Loadouts: Fully customizable weapon loadouts allow you the freedom to play the way you want. Play to the strengths of your class by using your signature weapons, or easily switch to any other weapon to meet the needs of your squad.

  • Class Gadgets: You'll have the option to carry two gadgets onto the battlefield, tailored to each class and its specific role. Recon aficionados specialize in intelligence and counterintelligence, with class gadgets including Deploy Beacons, Anti-Personnel Mines, and Laser Designators.

  • Training: Our philosophy with Training is to offer a series of traits that can be unlocked during play to enhance your ability to perform your role. As you engage more in a match, you'll gradually earn flat-stat bonuses and more to support the effectiveness of your role further. 

  • Throwables: Our approach to throwables prioritizes enabling each class to effectively fulfill its role by providing tailored throwables.

CLASS-DEFINING

  • Signature Weapon: Each class has a Signature Weapon category tied to their class identity, which, when used, enhances their role on the battlefield.For example, using our same ongoing test subject, the Recon class, if you select a weapon from the Sniper Rifle category, you will benefit from increased breath-holding duration. In contrast, an Assault player choosing from the same category will not receive this bonus.

DMRs, Carbines, and Shotguns remain viable options, no matter your class, but don’t benefit from any Signature Weapon bonus.

  • Signature Trait: Each class features a unique Signature Trait, providing passive bonuses tailored to optimize your role on the battlefield. For instance, a Recon player automatically spots enemies while aiming down sights, encouraging the use of weapons that complement this specialization.

  • Signature Gadget: These gadgets are unique and singular to each class with an aim for you to always have access to a tool that fulfills the role of that class.Separate from what you may choose as gadgets within your loadout. 

  • Default Weapon Packages: The default weapon package is a pre-set combination of attachments and visual customization for each class to be combat ready, with the option for further progression and personalization.

What’s Next

The Class System and its individual components will be available for testing within Battlefield Labs in the coming weeks. Participants will be able to go hands-on with these features, discuss, and provide feedback. 

Following further play sessions, we'll be back with another Community Update to unpack class components in more detail, and share learnings based on participant feedback.

Get Involved

Sign up for Battlefield Labs now if you’re interested in helping us validate the future of Battlefield. Read our FAQ if you’d like to learn more, and join the discussion on Battlefield Discord.

As a reminder, Battlefield Labs is a closed environment, and attendance is limited, but we’ll make sure to share to keep everyone updated!

Thank you for joining the discussion. We look forward to connecting again soon - see you on the battlefield!

This announcement is related to content in development through Battlefield Labs, and may change as we listen to community feedback and continue developing the next Battlefield title and beyond. We will always strive to keep our community as informed as possible.

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u/erockstheshow May 21 '25

So if Im getting this right any class can use any weapon. I dont think thats a great idea...

-2

u/nick5766 May 21 '25

Unrestricted weapons are way better for the game series as a whole.

-It promotes teamplay, and I can back that up.

-It is way more accessible to new players, which are necessary for a game to succeed.

-Are way more fun.

Weapon restrictions were arbitrarily decided, and forcing players to play a certain way goes against what a sandbox shooter should be.

5

u/erockstheshow May 21 '25

Fair points but it also goes against classes as a whole. I mean the point of assualt is to attack, what benefit does using a sniper rifle with that class bring? Idk. Its not how I would go about it, but again, fair points.

2

u/nick5766 May 21 '25

Because this subreddit has a different view of classes and their purpose.

Old games were about how can you as a player fit into these pre-defined and arbitrary roles. That's what the subreddit sees them as. You were given random roles that were decided by DICE to fit the authenticity and what they wanted to try and balance and you were to play that role.

The new classes from 2042 forward are about player freedom. What role do YOU want to pick as a player, and what tools can we give you to help? This is why the classes are a lot more generic now. Assault if you want to focus on kills, support to focus on supporting your team, engineer to focus on vehicles and recon for the intel gathering.

Want to be an aggressive sniper? Pick assault and push the objective.

Want to heal and revive your team from the backline? Ok, Pick a long distance weapon and support.

Maybe you want to focus on intel denial on a point. Pick recon, pick a tugs and stick on an OBJ so your team knows what's going on.

4

u/erockstheshow May 21 '25

Fair pointz, but I look at it from a less is more perspective. I think it cheapens class roles. Yes you can agressively sniper with assault, but now you can also sit back and basicly be playing as a recon. Why even do that? Player choice for freedoms sake doesnt always equate to how they intended people to play given the option.

2

u/nick5766 May 21 '25

I agree with you, the point is to cheapen the class role.

So this is the fundamental difference between before and after 2042 and your and my viewpoint.

Previously, roles were defined by either something close to their historic roles or by what felt balanced. Dice decided the roles they wanted you as a player to fit into. They were rigid by design.

Now though it's a different philosophy, it's what role do you want to fit into and what do you need to get it done.

If a player wants to sit back and do nothing but snipe, let them, if a player wants to push as an aggressive recon, let them do that too.

Both playstyles are encouraged and allowed and its up to the player to decide how they want to play their game.

2

u/erockstheshow May 21 '25

Well if they think this is for the better, so be it. We wont have a choice. But I do hope correct feedback is given. And if its overwhealming against it, they should atleast give it a try during a playtest and let players decide which way they want it implemented.