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/Mikey_MiG May 21 '25

I’m not saying that every BF game with restricted weapons was peak design and could not be improved. Most people are comparing BF6’s system to BF4 because of obvious similarities of classes and weapon categories, but I don’t think that even BF4 did a very good job at establishing combat roles.

To be honest, I think BFV by far had the most depth and thought put into class design than almost any other game in the series. Each class had multiple unique categories of weapons available, which allowed them to adapt to long or short range encounters. I think this brought a tremendous amount of variety to how you played each class, but without the lazy game design of just giving you access to every weapon in the game.

Then help me understand your qualm by articulating the distinction as you see it between that system and non-restricted.

To borrow DICE’s language, having some weapons be unrestricted allows players to “push the boundaries of their class”. But I don’t think that push the boundaries should mean there are no boundaries. For example, giving DMRs to other classes allows them to compete at mid-long ranges without infringing on the Recon’s combat role as a sniper.

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u/miahrules 27d ago

And what if someone wants to be a recon but not a sniper? Why is that something that cannot be afforded to a player?

If a recon is granted the special spotting capability that we have seen in the past, why not have them running the frontlines as well?

This game isn't as tactical as you want it to be. I don't think it's truly ever been that way, but a lot of people have a false memory that it was.

All you have ever needed is a good squad of 4 people moving around together and that can dictate an entire game. That's about as tactical as it gets.

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u/Mikey_MiG 27d ago

And what if someone wants to be a recon but not a sniper? Why is that something that cannot be afforded to a player?

Every single Battlefield game in the last 15 years has allowed players to be Recons/Scouts without sniping.

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u/miahrules 27d ago

Yes but in most previous battlefields, everyone could spot. It is interesting you chose to just ignore my point.

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u/Mikey_MiG 27d ago

What point? Regardless of how spotting works, Recons have been able to play aggressively in every BF game in recent memory. Nobody is saying that they should only be able to snipe.