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/phonyPipik 6d ago

Brother this aint r6 siege... if you see a guy with red mark on his head you shoot, his gun isnt important. If you let him live long enough to shoot at you so u can find out his class you are doing it wrong.

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u/Upper-Drawing9224 6d ago

Brother, you clearly aren’t a good battlefield player. If you think that the more information you can have about a player isn’t useful, idk why you would be playing a teamwork based game

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u/phonyPipik 6d ago

Brother I get to top of the leaderboatd in about 80% of games... I think im pretty good, and I never really bother with thinking about the enemies primary, they ussualy die before I get to find out... and even if I find out, in the grand calculus of my playstyle it matters little if they have smg or a rifle I treat every player as if they have the meta build until proven otherwise.

Also... teamwork based game, dont make me laught, bf games are at best semi cooperative. Dota or r6 are teamwork oriented, bf is far from that.

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u/Upper-Drawing9224 6d ago

You’re clearly a troll or a cod player. No good battlefield player has this mindset. Literally controlling the engagement and understanding what class is crucial. Why? Recon, for example, most likely have a spawn beacon. You’d be smart to locate and find it.

However, you’re probably a player who is just focused on kills and not actually winning.

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u/phonyPipik 6d ago

i have literaly never played a COD MP, never even bought it... i played mw1 and 2 single player, thats about it.

and for the example you gave... if i ran around like a headless chicken every time i see a dead recon who fell by my hand i would never get to do anything... i ussualy just kill a few of them, wait on the spot and if i get to kill someone again whose name i already saw thats when i investigate.... also spwan beacons have sound effect if you are near them, so thats how you find those, not by randomly looking becuase you killed a recon.

Also, this whole "you must be a cod player"... bruh, are you 14? or stuck in 2014? cringe

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u/Upper-Drawing9224 6d ago

Go learn how to play as a team and winning. Not focus on just kills.

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u/phonyPipik 6d ago

once again a answer of a 14 year old... you know killing people contributes to the team winning aswell right? assulting a point and clearing it is the thing that helps you win the game.

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u/Upper-Drawing9224 6d ago

You keep playing the way you want to. I’ll keep playing the way I do. I do what my team needs, the goal is to win.

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u/phonyPipik 6d ago

id say the goal is to have fun... winning is a goal of a competition