Introducing Battlefield Labs - Help shape the future of BF

I got mines. I have played BF1942, BF2, BF Vietnam, BF1943, (BF1/3/4/5 2042 mostly on console). Never did play 2142 sadly. I am pumped. (also the bad company games)
 
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Quite sad that i'm still not invited to this test.
I've played literally every single Battlefield game, was "Veteran level 11" in BC1 and BC2.
Filled in the survey and signed up in the first 15 minutes after announcement. Yet, nothing!
If i am invited, how will i know about it ? the EA playtesting overview page just gives me playtests for Skate and Apex Legends insider, both of which don't interest me much.
HZucIRx.png
 
Quite sad that i'm still not invited to this test.
I've played literally every single Battlefield game, was "Veteran level 11" in BC1 and BC2.
Filled in the survey and signed up in the first 15 minutes after announcement. Yet, nothing!
If i am invited, how will i know about it ? the EA playtesting overview page just gives me playtests for Skate and Apex Legends insider, both of which don't interest me much.
HZucIRx.png
You should get an email giving you a survey to complete but some are saying they didnt get the email but this page you are on here shows the playtest and you click it to pick a slot to play in
 


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.


Image

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.
 
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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.
Image
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.


BF3/4 Class system with class specific gadgets too.

Im so in.........not invited :( but im in.
 
These devs never learn. Weapons need to be class locked. A medic shouldn't be able to use a sniper for example, it's not that hard to understand dice..
 
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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.

Garbage. Weapon restrictions have always (well, up until BF3) been an integral part of ensuring classes/kits are balanced. Engineer, for instance, might have the most powerful anti-vehicle gadgets but his main weapon would be limited to close-range SMGs/PDWs/shotguns, making him sub-optimal for general infantry engagements and making sure there's still a viable role for kits like Assault or Spec-Ops.

This is very much a move in the wrong direction.
 
Garbage. Weapon restrictions have always (well, up until BF3) been an integral part of ensuring classes/kits are balanced. Engineer, for instance, might have the most powerful anti-vehicle gadgets but his main weapon would be limited to close-range SMGs/PDWs/shotguns, making him sub-optimal for general infantry engagements and making sure there's still a viable role for kits like Assault or Spec-Ops.

This is very much a move in the wrong direction.
I have always loved being a tank hunter/killer but now I can carry an actual great weapon?

Before people had to make hard choices now most people will run about the same set ups I would imagine
 
Yeah i got a ps5 invite even though Im pretty sure I requested or registered as PC.

I technically have a ps5 but I dont think Ive even turned it on since Rebirth.

But time to fire that bitch up I guess!
 
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Yeah the weapon class thing is the first big L ive seen thus far from the info ive seen about the game. They really should reconsider than, like asap. I really hope they didn't do that based on the feedback of testers that have had access already because that indicates to me(at least imo) you have to many happy go lucky people in your playtesting.
 
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