Battlefield 2042 Class System Rework Weapon Proficiencies, Loadouts, Balance Explained by DICE

In case you didn’t know, DICE is shaking up Battlefield 2042 in a major way later this month by taking out Specialist abilities and replacing it with a more traditional class system that Battlefield fans are more familiar with. Today, DICE has explained the Battlefield 2042 class system rework and how it will affect loadouts, balance and more.

Battlefield 2042 Class System Rework:

Here’s an example of how the change affects Specialists:

Rocket Launchers being placed under within the Engineer Class will now ensure that while only a subset of our Specialists will be able to use Rocket Launchers – there will be more readability to who is carrying a launcher and allows for a vehicle player to adjust their strategy for that but also allows for further balancing for vehicles as time goes on.

While we’re on the subject of Rocket Launchers however, we do wish to note that while Lis is an Engineer, she will continue to be unable to use alternate Rocket Launchers as she is already equipped with the G-84 TGM Specialty. If you’re fond of playing as Lis, you can still select from the AT Mine, EOD Bot or C5 Explosives as your Gadget! 

DICE also explained that with this class rework, players should now find it easier to determine what kind of player class they’re facing off.

As an example, with Irish moving from Engineer to the Support role, you will now be able to understand that if you encounter him on the field – he may be running with an Ammo Crate, Health Crate, Smoke Launcher or Claymores. Whilst also having the ability to revive anyone in the field, rather than only your Squadmates.

This in turn works for the enemy, as they’ll know to prioritize taking down the Support player first to prevent their team from staying in the fight through revives. We have also included Class Icons above all soldiers, allowing for more transparency on who you’re up against. Keep those eyes peeled!

Another thing being inserted are Weapon Proficiencies, which incentivizes what type of weapon each class should use without locking any specific weapon class from a class.

Assault + Assault Rifles: 3 Extra Magazines
Engineer + LMG: Improved Dispersion while Crouched or Prone
Support + SMG: Faster Draw Time
Recon + Sniper Rifles: Immediate, constant and steady scope

The intent of Weapon Proficiencies is not to dictate what you equip yourself with, but rather to encourage and provide a recommendation on what may work best and bring further Class identity for those who enjoy that type of gameplay. In doing so, you will benefit from a passive improvement that should make your role more proficient.

Another major thing changing are loadouts. Players will see these change as part of patch 3.2.0.

Loadouts will now be unified per Class. This means that if you were to alter your choice of Weaponry, Class Gadgets or Throwables for Crawford within your Loadout, then that same selection will be available to you when you choose to play as Boris as both are Engineers.

When Update 3.2.0 arrives you’ll find that your current Loadouts have been reset to their default status so you can focus on rebuilding them specific for each Class.

There’s no release date set just yet for patch 3.2 other than end of January, but once we know more, we’ll let our readers know.

Source: EA

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