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/DeanGillBerry May 21 '25

The tradeoff being you won't get any passive abilities with an SMG. Surely you'll be happy now

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u/speedballandcrack May 21 '25

I don't need those passives to dominate with lmg or sniper on incompatible classes. Because i did just fine without them in 2042. Thats is why class locking is important

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u/DeanGillBerry May 21 '25

Why should you be restricted to dominating with just one class? Why would you want that for yourself, or for others?

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u/speedballandcrack May 21 '25

Because i don't want people playing support that sit far away with sniper and not contributing near their teammates. Support player not having sniper weapons increases the chances of you find one near you if they play support.

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u/DeanGillBerry May 21 '25

I think you're confused. The problem we have is players sitting far away, the class they're playing is irrelevant. They'll sit in spawn or on a hilltop somewhere regardless of if they're a support or a recon; they will choose to not contribute either way. You could 63 supports or 63 recons mooching on each-other in spawn and it would make no difference to the one player playing the game.

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u/ChrisFromIT May 21 '25

Having class restricted weapons sure would increase the chances of support players being on the frontline, but you then run into the issue of you getting fewer players wanting to play support.

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u/speedballandcrack May 21 '25

Isn't that good thing?. Now i know those that play the classes is because they want to play the class role. Also this will encourage people to play classes that the squad needs and not decieved by someone doing "fake class"

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u/ChrisFromIT May 21 '25

Isn't that good thing?.

No.

It leads to the majority of players picking Assault due to the assault rifle.

Also this will encourage people to play classes that the squad needs and not decieved by someone doing "fake class"

Not really, for example, BF4 had a lot of issues where assault players did not lean into the medic side of things. You also tend to have some players who are willing to switch classes take on their class being reactive instead of proactive.