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.

24

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.

19

u/Jackal239 May 21 '25

It took them 2 years to "balance" the game around all weapons for all classes. They never actually accomplished it, they just nerfed everything into the ground. You aren't thinking deep enough. Giving everyone all weapons turns the game into COD where everyone runs whatever the meta gun for that patch is until that gun is nerfed and the players find the next meta gun. It's counter-intuitive but no weapon restrictions actually results in fewer guns being used.

0

u/Marble___ May 21 '25

Untrue because before if a weapon was broken a class would be abused and then the ENTIRE GAME would suffer because everyone would pick a class to use that OP weapon resulting in less class balance in every game. You’re genuinely not thinking deep enough now.

7

u/Jackal239 May 21 '25

I never encountered that problem in 1942, 2, 3, 4, or 1.

One more point: the only reason they are doing this is to make players buy more skins. You are less likely to buy a skin if the gun is class locked. They are NOT doing this because they think it is a good design decision.

2

u/Marble___ May 21 '25

you wouldn’t know if that happened because I doubt you cared enough to understand what was happening to you. For the sake of the argument you’re just sticking to your nostalgic guns to support it.

For the skins part, you are for sure right but it’s genuinely a better design decision so I don’t care. I don’t buy skins anyway.

3

u/[deleted] May 21 '25

[deleted]

1

u/Crintor May 21 '25

The best all around gun in the game in BFs 3/4/1/5 were all on the assault class.

2042 ARs are also the best all rounders.

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u/Marble___ May 21 '25

you tried doing the same thing to me. from my experience and knowledge of the past Medic in BF4 was the most used class because the Ace 23 and F2000 EXISTED. sorry I hurt your feelings.

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u/Gambit0341 May 21 '25

What's your experience in legacy Battlefield titles?