New Battlefield Game “Training,” “Signature Traits” and “Signature Weapons” Explained

by James Lara July 12, 2025 11:20 am in News
new battlefield signature traits

DICE has issued an all-new community labs update, once again focusing on key areas around the class systems. Although they’ve heard feedback from fans wanting classes to restrict the types of weapons they can use, it appears DICE is still committed to tuning the current system. 

That’s not to say things won’t change later, as they do offer a bit of hope, by saying that some changes take time, and even require new tools to be created. But in the meantime, they’ve gone and explained some of the new mechanics that have been rolling out to Battlefield Labs testers that focus more on class identity. 

DICE Is Putting a Big Focus on Class Identity With New Mechanics

As shared on X, DICE is continuing its focus on the class system for the upcoming Battlefield game, by introducing and testing new features and mechanics, as well as gathering feedback around said tests to help them improve and build a better class system. The goal is to have players to recognize and intuitively feel the unique identities of each class, and they’ve outlined some of the ways they plan on doing do that in the post, which are broken down into four categories: 

  • Customizable: Training 
    • Level 0: Passive benefit available upon immediate selection of the Training Path.
    • Levels 1 and 2: Enhanced benefit aimed at improving your selected role. Only earnable through teamplay progression and score XP.
    • Level 3: Is a one-time use ability that you manually activate and either benefits yourself, your team, or your situation in the match.
    • In Recon’s case, it is the ability to call in a damageable UAV to a marked position for passive spotting. Upon activation, you will need to continue working with your team to make sufficient progress to use it again.
  • Class-Defining: Signature Weapon – Although weapons aren’t locked to classes (for now at least), using a specific weapon for each class does grant some benefits. 
    • Assault & Assault Rifles – Assault is the ultimate infantry fighter, responsible for leading the charge and responding to situations as and when they arise. Using an Assault Rifle with this Class will result in faster transitions from sprint to shoot and switching between Assault Rifles and other weapons.
    • Engineer & Sub Machine Guns – Engineers are positioned for destruction and repair at all costs, which means getting up close and dirty while on the battlefield. You’ll benefit from improved hip-fire control when using SMG’s.
    • Support & Light Machine Guns – Being used to heavy fire situations and being in the midst of chaos, Support are experienced with heavy gear, and as they lay down fire with Light Machine Guns they will not suffer from sprint speed penalties like other Classes would if they were to use the same weapon.
    • Recon & Sniper Rifles – Scope sway will be decreased, and the ability to stabilize your aim by holding your breath improves with the use of Sniper Rifles. Being highly proficient with Sniper Rifles will allow for Recon to be faster at rechambering between shots too!
  • Class-Defining: Signature Trait – These are unique bonuses for each class.
    • Assault – Enhanced Mobility. We’re currently looking at providing this class with reduced fall damage and no movement speed penalty that results from a fall. Combined with other Class-defining elements, such as Training, it aims to place emphasis on Assault being the tip of the spear class and utilizes mobility as its key strength.
    • Engineer – Explosive Damage Resistance. While Assault is all about leading the charge in infantry combat, the Engineer is the only Class capable of repairing and dealing significant damage to vehicles. You’re in highly explosive situations here, and we’re theming this trait around that.
      We’re currently providing a reduction to damage from explosions as the Signature Trait, and we’ll be assessing within Battlefield Labs if that difference is felt between the different Classes and what the right level of balance should be for a passive resistance increase (or decrease!)
    • Support – Faster Revive. Support is designed to be every squad’s essential choice for defense and sustained combat. Our focus for this Class was to enhance the importance of reviving, protecting, and supplying teammates, enabling them to rejoin the fight quickly.
      Currently, the Signature Trait for Support allows faster reviving when stationary. We’re using the time with our community in Battlefield Labs to monitor your feedback on the Support class and the evolving expectations of Support’s role, and identify the best aspects of this role to elevate further.
    • Recon – Aim Spotting. We currently have Recon’s Signature Trait as the ability to spot enemies while aiming down sight automatically. This is a Signature Trait that we are actively seeking feedback on within Battlefield Labs and are continually improving.
  • Class-Defining: Signature Gadget – Finally gadgets, which will have zero overlapping between the classes.
    • Assault – Adrenaline Injector. We’re equipping the Assault class with an Adrenaline Injector that grants resistance to flash and stun effects, enhances sprint speed, reduces explosive damage, and amplifies enemy footsteps for a brief period.
      Battlefield Labs has already gathered substantial feedback on the Adrenaline Injector, which we’re already taking on board for the future to ensure it’s balanced across classes. For more details, check out the Learnings from the Labs section!
      Engineer – Repair Tool. Whereas in the past, the Repair Tool has sometimes been a choice between using it or sacrificing it for something more aggressive. Going forward, the Repair Tool will always be available to you, so there really is no excuse for you not to repair your squad’s vehicle, right?
    • Support – Supply Bag. Whenever you see a Supply Bag on the ground, you will now know that this item is capable of either healing you or providing you with a certain amount of ammo, and Support will be the class responsible for this.
      We are currently working through the balance of this gadget through Battlefield Labs, and defining how much health or ammo you should receive, what the optimal range should be, and spam prevention.
    • Recon – Motion Sensor. Whether you’re a Sniper or a Pathfinder in either a defensive or aggressive position, the motion sensor is useful for tracking enemy movement within its limited range. As a Recon, it’s essential to have this tool readily available to perform at your best, making it an excellent choice for your Signature Gadget.

Now it’s important to stress here that what is being tested in Battlefield Labs does not mean it’s making it in the new game. DICE continues to be open about taking feedback into consideration, and they shared plenty of player feedback and how they plan on addressing it in the post. One example they gave was Ballistic Armor, and how many players during the alpha tests were so against it. It’s been removed from the multiplayer modes (again for now), but that does tell you that not everything you see or hear coming out of Labs will make the cut. 

However, it remains to be seen whether the class system will ultimately lock weapons or if the new system will prove effective and popular among players. Guess we’ll have to continue waiting it out until the full reveal of the next Battlefield game, which is currently set to happen sometime this Summer. 

In other news about Battlefield, the BF Labs client got updated with a “Battlefield 6 Open Beta” code, which leads some people to believe an open test will be announced soon.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.