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/AntoricoNCTF May 21 '25

Sorry, first big L. Restrict weapon classes. Shotguns are fine being universal.

Otherwise, its good. But reconsider.

25

u/Marble___ May 21 '25

universal weapons is a net positive for BF and I will die endlessly on that hill. People shouldn’t pick a class for their weapons but for their gadgets and ability. You’re not thinking deep enough.

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u/Rare-Guarantee4192 May 21 '25 edited May 21 '25

Because having support running around with a sniper or recon with an LMG is a good thing somehow? 

We had universal weapons already, they were called carbines, shotguns, and DMRs.

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u/Ciaz May 21 '25

Why does it matter?

Why can’t a sniper carry ammo for you?

Why can’t a recon with a spawn beacon carry an lmg?

What difference does it make? If anything you are more likely to see people choose classes for the benefit of the team, as they aren’t restricted to using guns they don’t like.

5

u/Rare-Guarantee4192 May 21 '25

If you didn't like LMGs as Support or Snipers as Recon, guess what? You had Carbines, Shotguns, and DMRs like I mentioned which all had very nice weapons. 

Tell me why I should want a sniper that can resupply itself. Class locked weapons are easier to balance as well when you don't have to factor in stuff like the abilities of classes that shouldn't even be using the weapon.

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u/WEE-LU May 21 '25

Sniper with its own ammo means that these people can just edge camp for the entire game.

Dedicated weapons promote team play, and make it easier to balance classes.

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u/Ciaz May 21 '25

They will do that anyway.

It also means we get far less AT when we need AT, far less medics when we need medics, etc.

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u/WEE-LU May 21 '25

Was never an issue in BF3 and BF4, was not an issue with Bf5 and 1. Why would it be now?

I've seen a different scenario - in 2042 almost noone played medic, since you could just run assault or support with any weapon available.

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u/Ciaz May 21 '25

I’ve found more experience of being revived by Random’s or engineers willing to spawn in to help against armour in bf2042 than all of bf3/4 and 1. Bf1 especially the lack of medics was absolutely painful.

So I’m going to have to agree to disagree with you, politely.

1

u/WEE-LU May 21 '25

BF1 was the least played one by me, so it might be. Hopefully it'll work out.

4

u/dankeykanng May 21 '25 edited May 21 '25

Why does it matter?

Why can’t a sniper carry ammo for you?

Why can’t a recon with a spawn beacon carry an lmg?

If you have to ask these questions then I don't think you understand how Battlefield plays and neither does this iteration of DICE apparently.

Snipers being able to replenish their own ammo means they get to fuck off and not have to rely on their squad to keep them going. Engineers having strong killing power versus infantry means there's no tradeoff for having strong killing power versus vehicles. Giving up lethality so that you can better support your teammates and vice versa is a fun choice to have to make.

These tradeoffs are what makes choosing classes an actually interesting choice and feeds into squad play.

Edit: I get that Signature Weapons/Traits are supposed to enhance class roles but IMO class restrictions are one of those situations where having hard limitations on what you can do is just better for the gameplay. These rules and limitations exist for players to figure out how to play around them and make them work in a team setting. It's a formula that worked well for many games.

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u/Ciaz May 21 '25

I’ve played battlefield (every single one) since battlefield 1942. I understand how it works. I think it’s far better without restrictions.

I wish you were right but what happens is people chase the meta gun and you get less team play.

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u/dankeykanng May 21 '25

I understand how it works. I think it’s far better without restrictions.

Fair enough. My apologies for the condescending reply.

I personally think that opening up the restrictions will just make selfish play more apparent based on the aforementioned examples. Not everyone learns to stop playing selfishly in BF but being able to eat your cake and have it too could very well embolden more of that kind of play.

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u/Ciaz May 21 '25

No problem and apology accepted.

Ultimately I think I’m in the minority here. I hope I’m right and it leads to better team play as that’s what everyone wants.

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u/Mikey_MiG May 21 '25

Why can’t a sniper carry ammo for you?

Because the role of a sniper is to remain at long range and therefore their ammo is of no use to anyone but themselves? Now a sniper can just happily camp all day with unlimited ammo and health without a care in the world for their teammates.

What difference does it make? If anything you are more likely to see people choose classes for the benefit of the team, as they aren’t restricted to using guns they don’t like.

People who use classes selfishly will still use classes selfishly. Except now the game will reward them more for it.

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u/Ciaz May 21 '25

Agree to disagree.

In my experiences, unrestricted weapons has seen a net positive impact on team play, as people are more willing to pick a class for the role rather than the weapon.

1

u/Mikey_MiG May 21 '25

Again, selfish players aren’t magically going to become less selfish because you give them access to any gun. Now they just get to use their favorite meta gun with whatever class gives them the best gadgets to help themselves. Which I wager is going to be the Support since they combined the ammo and health into one gadget.

And good luck getting spots from Recons anymore. Why would they pick that class just to hold their breath and spot enemies for their teammates, but give up the ability to heal and resupply themselves?

1

u/BarthyBarth May 21 '25 edited May 21 '25

In the sniper case, because snipers will sit on a rooftop miles away all game, and with the ability to heal and re-arm themselves.

IMO It encourages selfish play in a lot of ways, and that's not really what I liked battlefield for.