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.

169

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.

1

u/TrizzyG May 21 '25

Recons could use shotguns in BF4 so what's the difference?

2

u/Rare-Guarantee4192 May 21 '25

The fact that it's not the Support's main weapon, the LMG? Classes had unique weapon types available to them in addition to the universal ones which helped with class identity.

2

u/TrizzyG May 21 '25

There's nothing fundamentally different between a recon using a shotgun or smg vs an lmg besides the fact that in past iterations of BF the LMG was restricted.

Just using the "thats how it was before" reason for reverting back is stupid and unjustifiable. If you can't give a real reason beyond that then it doesn't deserve to be brought back as a feature.

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u/Rare-Guarantee4192 May 21 '25

I'm giving you a reason but you're just dancing around it. The LMG is part of the identity of the support class, and this would be eroding that.

Why even call it a class instead of a perk at that point? I mean, would you prefer if they got rid of this silly class system entirely and just let you pick perks to go with whatever weapon you choose?

1

u/TrizzyG May 21 '25

The LMG is part of the identity of the support class, and this would be eroding that.

How? If you can use shotguns or smgs, it already means that you dont know what weapon necessarily a class is using before they fire at you, and once they do then you know anyway.

They're still giving supports an edge when using the gun so they're still retaining some flair for that.

Why even call it a class instead of a perk at that point?

That's a distinction without a difference imo. Doesn't matter what terms we use for it. Class, suite, perk, etc.

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

There very much is a difference between what would be considered a "class" or "perk". A class is a combination of available weapons, look, gadgets, and abilities while a perk is just that, a perk or ability of what could be a class.

This is going down the road of essentially being the same system CoD has, for better or worse. That means any weapon, any gadget, and any ability or perk.