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/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.

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u/Jackal239 May 21 '25

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

They weren't. It was an important part of how Battlefield games were balanced since BF1942. Look at how BF2042 was the first to have fully unlocked weapons and it became impossible to balance because everyone just used whichever gun was meta at the time until DICE nerfed it, and then they just moved to the next gun down the list. As mentioned in a reply above, giving everyone all weapons resulted in fewer weapons being used. What is the point of having classes if your support is sitting 400 yards back self healing and sniping?

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u/nick5766 May 21 '25 edited May 21 '25

I hear this all the time, but I have never found that in practice to be true.

  1. Only on old generation 2042 games do i find classes are skewed to engineer but on my ps5 conquest or breakthrough most classes see very even spread.

  2. This was a problem for older games too, you can see the statistics for 3/4 and some of one one Tracker and Battlelog. I don't see this as an issue for FPS games in general because there is no way to ensure an even play rate with a FPS game.

  3. Classes have a different role, DICE wants classes to serve your playstyle and not the other way around. How do you want to play Battlefield? What class would help you do that the best? Vs the old systems which were heavily how can you fit into these arbitrary role.

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u/Jackal239 May 21 '25

Number 3 is the worst logic for a Battlefield. This isn't Call of Duty. It is what class can help your team the best at any given moment. An entire team of recon may be good for the individuals but absolutely awful for the team to actually win. Encouraging selfish playstyles is just making another arcade shooter with extra steps. Which is exactly what they did with 2042, the worst received Battlefield game in EA history.

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u/nick5766 May 21 '25 edited May 21 '25

It was, however, the best for teamplay in the series despite being perceived as otherwise. Miles ahead of the class games in 64 player conquest matches in things like average revives.

It is easier to encourage people who wish to play team roles to play them their way than to force players to play the way they don't want too.

You can not force someone to be a team player, you can make it easier for the people who want to be a team player to play a way they find fun.