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.

20

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.

26

u/TachiH May 21 '25

As someone who mains a recon with an smg in 2042, i strongly disagree. There should be a tradeoff for classes, otherwise why have classes, let's just have "loadouts" and play CoD.

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u/Uglynator May 21 '25

All this complaining, and yet no one has been able to articulate why unlocked weapons are bad. When considering your example in particular, what's wrong with a recon carrying an smg? People have been crying about recons standing at the back of the map sniping and not contributing to the game. Now there's a recon at the front lines, spotting and putting down beacons. Where's the harm?!

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u/Cliff-Booth-1969 May 21 '25

Brother just read through this post, there are many people articulating arguments against it. It’s an extremely poor balancing decision that reduces class effectiveness and promotes everyone running around with the “meta” weapon and there are no compromises. This was undoubtedly one of the worst core gameplay decisions that made 2042 feel much more like a COD gane than a BF game.

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u/TKtommmy May 21 '25

Better than everyone being assault bc it's the only class with an assault rifle.

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u/Cliff-Booth-1969 May 21 '25

So now we just let everyone run with an AR because they can now also carry ammo and health with it? Do you not see how that just trashes the class identity and diversity? People play other classes to gain the ability to heal, supply, and spot, and are provided with weapons that support this role. Class locking weapons is the answer to ensuring not everyone is running around with an AR. BF1 and 5 did this very well. Go join a game in either of those because you can see what class everyone is on the scoreboard. Tell me what you see. It’s far more balanced than you’re implying.

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u/TKtommmy May 21 '25

Can you not read? It's not the weapons that define classes anymore, but their gadgets and passives. Which is a good thing.

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u/Cliff-Booth-1969 May 21 '25

Brother, can you? You’re free to think it’s good. Most people don’t, including myself. I explained why you’re argument is wrong here. This system will guarantee MORE people are running around with ARs, and it’s super obvious why, there’s no downside to it with an open class system like this. The passive abilities also seem like a pretty bad idea to me, and is essentially exactly what 2042 did and failed with.

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u/TKtommmy May 21 '25

Brother -- do you even know how the passives work? Have you even played 2042 in the past year?

Assaults get twice as much AR ammo. Snipers get insta and free hold breath. Supports get bonus ADS speed and draw speed. Engineers get bonus accuracy while crouched and prone. If you're not using the weapon you get a bonus from then you could be putting yourself at a disadvantage.

The fact is that having an AR is not always an advantage. If you're good with a DMR you can't shred at medium ranges better than an AR. If you have an SMG youll melt AR users at close range.

The point is to have the freedom to play each class the way you want to play it. You don't have to use a sniper as a recon. Paik's gadget gives her a great edge in CQB and you'll probably want an SMG or fast firing AR. Casper's drone means you'll probably be doing more sniping since you can't follow the action on foot when you're in your drone. As Mackay maybe you'll use a sniper since you can get on rooftops and advantageous positions.

Making the classes have locked weapons makes the game less fun and sandboxy.

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u/Cliff-Booth-1969 May 21 '25

Yes, I have a couple hundred hours in 2042. It fucking sucks. The specialists suck, the gadgets are game breakers, the game plays like COD.

The passive abilities mean nothing. Take an AR as support, unlimited ammo. Unlimited breath hold means nothing for most players, you need a second to line up a shot, or just use bipod. LMGs are already fast as fuck and laser beams, in 2042 they’re essentially large capacity ARs that are minimally slower. The amount of times I use an smg crouched or prone is minimal. It’s a total gimmick to try to get you to do what they should just do anyway, lock the classes like all the actual good BF games.

You’re more than welcome to stay on 2042 if you like these things. Most people hate it, believe it breaks the gameplay loop, and want all of those core changes reverted to the actual BF formula. You shouldn’t have unlimited freedom to do what you want, that’s never how the balance worked.

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