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How should the classes rank in your opinion?

d0kRX
1409 posts Member
As far as “the best” class from best to worst what do you think they should be?

It’s a hard one but I think I’d go with

1. Assault
2. Heavy
3. Officer
3. Specialist
PSN: d0kRX

Replies

  • d0kRX
    1409 posts Member
    If I went with what I think everyone else would rank them, I’d put
    1. assault
    2. Heavy
    3. Specialist
    4. Officer

    Lol
    PSN: d0kRX
  • TheScape
    2222 posts Member
    The problem is I believe the ranking should be:

    1. Assault - Heavy - Specialist - Officer with a few caveats. Heavy, Specialist and Officer should be niche classes that are great at some things and worse than Assault on others. Assault should be good at everything, but a master at nothing.
    May your heart be your guiding key.
  • Spiito
    1846 posts Member
    edited June 2018
    1. Officer
    2. Officer
    3. Officer
    4. Officer

    Oh hey, in your first post you have 3 listed twice.
    "A fair fight is where everyone loses."
  • t3hBar0n
    5001 posts Member
    edited June 2018
    They shouldn't be ranked. They should do away with the whole "classes" idea entirely and just let you pick the perks/weapons you wish to use. That is how I played Battlefield 3 and 4 if I remember correctly... I used the same carbine weapon loadout for every class, only differences were secondaries based upon the situation.
  • LaurenXIV
    444 posts Member
    I dont think there should be a best class, just different ones :)
    "The question," she replied, "Is not whether you will love, hurt, dream, and die. It is what you will love, why you will hurt, when you will dream, and how you will die. This is your choice. You cannot pick the destination, only the path." - Oathbringer.
  • Spiito
    1846 posts Member
    t3hBar0n wrote: »
    [...] They should do away with the whole "classes" idea entirely and just let you pick the perks/weapons you wish to use.
    I agree with this.

    "A fair fight is where everyone loses."
  • Toddyrocket
    2398 posts Member
    Depends which class i use ;)
  • No ranking, just balansed. They all should have their pros and cons and you pick the one that suits your playstyle. Im glad all my 4 classes are at lvl 70. So WHEN dice/ea mess one class up I can play with another.
  • Devlin21
    8323 posts Member
    All have good things and bad things.
    List of how I use them
    1. Assault
    2. Officer
    3. Specialist
    4. Heavy
    keeboxdf4h4g.gif

  • Toddyrocket
    2398 posts Member
    1. Heavy
    2. Officer
    3. Assault
    4. Specialist

    Depends what stage or mood I'm in.
  • 1. Those with the ability to aim
    2. The remainder

    Class overall is irrelevant
  • t3hBar0n wrote: »
    They shouldn't be ranked. They should do away with the whole "classes" idea entirely and just let you pick the perks/weapons you wish to use. That is how I played Battlefield 3 and 4 if I remember correctly... I used the same carbine weapon loadout for every class, only differences were secondaries based upon the situation.

    I agree. BF1 went over the top with the amount of freedom it gave the player, but I feel like support has been swept under the rug in this game. The officer has 2 offensive cards or maybe a disruptor and bomb diffuser. The squad shield is supportive, I suppose, when it’s not obtrusive to the other players, but I want the freedom to select several buffs and healing cards and run around like a chicken with my head cut off keeping other players in the fight. Rn I can buff them, or I can recharge their star cards. Gimme more to work with, and let it be the classless freedom we had before, so that someone else can choose a heavy machine gun but (for whatever reason) also have that ungodly shotgun that everyone wanted nerfed near launch.
    I don't know what Battlefront II is.
  • A_Very_Calm_Person
    141 posts Member
    edited June 2018
    Goblin_Boy wrote: »
    I agree. BF1 went over the top with the amount of freedom it gave the player, but I feel like support has been swept under the rug in this game. The officer has 2 offensive cards or maybe a disruptor and bomb diffuser. The squad shield is supportive, I suppose, when it’s not obtrusive to the other players, but I want the freedom to select several buffs and healing cards and run around like a chicken with my head cut off keeping other players in the fight. Rn I can buff them, or I can recharge their star cards. Gimme more to work with, and let it be the classless freedom we had before, so that someone else can choose a heavy machine gun but (for whatever reason) also have that ungodly shotgun that everyone wanted nerfed near launch.

    you seem to be brainwashed because BF1 doesnt give players freedom over the top.
    for example
    - No serverbrowser
    - No team selection
    - No spawnpoint selection
    - Every game follows a script
    tVsNOoH.gif
  • Goblin_Boy wrote: »
    I agree. BF1 went over the top with the amount of freedom it gave the player, but I feel like support has been swept under the rug in this game. The officer has 2 offensive cards or maybe a disruptor and bomb diffuser. The squad shield is supportive, I suppose, when it’s not obtrusive to the other players, but I want the freedom to select several buffs and healing cards and run around like a chicken with my head cut off keeping other players in the fight. Rn I can buff them, or I can recharge their star cards. Gimme more to work with, and let it be the classless freedom we had before, so that someone else can choose a heavy machine gun but (for whatever reason) also have that ungodly shotgun that everyone wanted nerfed near launch.

    you seem to be brainwashed because BF1 doesnt give players freedom over the top.
    for example
    - No serverbrowser
    - No team selection
    - No spawnpoint selection
    - Every game follows a script

    Does any of that have to do with classes and their makeup?

    I don't know what Battlefront II is.
  • TheScape
    2222 posts Member
    Goblin_Boy wrote: »
    t3hBar0n wrote: »
    They shouldn't be ranked. They should do away with the whole "classes" idea entirely and just let you pick the perks/weapons you wish to use. That is how I played Battlefield 3 and 4 if I remember correctly... I used the same carbine weapon loadout for every class, only differences were secondaries based upon the situation.

    I agree. BF1 went over the top with the amount of freedom it gave the player, but I feel like support has been swept under the rug in this game. The officer has 2 offensive cards or maybe a disruptor and bomb diffuser. The squad shield is supportive, I suppose, when it’s not obtrusive to the other players, but I want the freedom to select several buffs and healing cards and run around like a chicken with my head cut off keeping other players in the fight. Rn I can buff them, or I can recharge their star cards. Gimme more to work with, and let it be the classless freedom we had before, so that someone else can choose a heavy machine gun but (for whatever reason) also have that ungodly shotgun that everyone wanted nerfed near launch.

    While freedom is nice, I actually love how the class system gives you freedom of playstyle if you are willing to switch classes and or cards. If you want to give support the only class that can do it is Officer (even if the choices in cards are limited). Do you want some flanking/snipe gamestyle? You can pick up Specialist. Something more tankier? Go for Heavy. And for anything else you can go Assault, which already has a diverse list of cards (from a good grenade, to a gas greande, a scanning dart, a regen card or a flashing gun).
    May your heart be your guiding key.
  • Spiito
    1846 posts Member
    TheScape wrote: »
    Goblin_Boy wrote: »
    t3hBar0n wrote: »
    They shouldn't be ranked. They should do away with the whole "classes" idea entirely and just let you pick the perks/weapons you wish to use. That is how I played Battlefield 3 and 4 if I remember correctly... I used the same carbine weapon loadout for every class, only differences were secondaries based upon the situation.

    I agree. BF1 went over the top with the amount of freedom it gave the player, but I feel like support has been swept under the rug in this game. The officer has 2 offensive cards or maybe a disruptor and bomb diffuser. The squad shield is supportive, I suppose, when it’s not obtrusive to the other players, but I want the freedom to select several buffs and healing cards and run around like a chicken with my head cut off keeping other players in the fight. Rn I can buff them, or I can recharge their star cards. Gimme more to work with, and let it be the classless freedom we had before, so that someone else can choose a heavy machine gun but (for whatever reason) also have that ungodly shotgun that everyone wanted nerfed near launch.

    While freedom is nice, I actually love how the class system gives you freedom of playstyle if you are willing to switch classes and or cards. If you want to give support the only class that can do it is Officer (even if the choices in cards are limited). Do you want some flanking/snipe gamestyle? You can pick up Specialist. Something more tankier? Go for Heavy. And for anything else you can go Assault, which already has a diverse list of cards (from a good grenade, to a gas greande, a scanning dart, a regen card or a flashing gun).

    Classes lock you into play styles, characters, and don't allow for much diversity or immersion (when you can't feel emotionally connected to your character.) You're free to play a certain way; IF you change class. Which isn't really all that freely.
    If I wanted to be a jet packing pancake sniper medic, or an ungodly speedy twi-lek heavy gunner runner, I was able to do so, in the last game. Although I mostly stuck to using a pistol (which is why I'm currently locked into being an Officer.) The options in swbf15 to use whatever whenever how ever on whoever, was pure freedom. (Playing swbf15 for the first time... It was a breath of fresh air, in contrast to ME3mp, for me. ME3 was another game which had me locked into specific classes and aliens. When Mass Effect had cloaking devices, and an array of various technologies, it was unfair that a Krogan couldn't use stealth abilities or be assigned to a stealthy class. Not even a Krogan female, which tended to live in hiding most of their lives...)
    "A fair fight is where everyone loses."
  • Dash
    11568 posts Member
    edited June 2018
    Classes should Rank Laterally as Follows:

    Assault-Heavy-Officer-Specialist. All Same/Equivalence of Importance to a match.

    After that it comes down to the Individual. Plain and Simple.
    Origin ID: "NWG_Dash"

    Youtube: https://www.youtube.com/channel/UCyUQ3FFqM-TQd-3xtZmHOGQ?view_as=subscriber
    Link to all my Guides here in Tips & Tricks: https://battlefront-forums.ea.com/discussion/113241/custom-class-hero-loadouts-builds-revisited-pt-2-6-14-2018#latest

    "When you ask for trouble, you should not be surprised when it finds you". - Plo Koon
    rjy4wg9w86wa.gif





  • Assault, officer, heavy, specialist
    "DEW IT."
    p1jlhhgtai3b.png
    "I am the Senate."
  • TheScape
    2222 posts Member
    Spiito wrote: »
    TheScape wrote: »
    Goblin_Boy wrote: »
    t3hBar0n wrote: »
    They shouldn't be ranked. They should do away with the whole "classes" idea entirely and just let you pick the perks/weapons you wish to use. That is how I played Battlefield 3 and 4 if I remember correctly... I used the same carbine weapon loadout for every class, only differences were secondaries based upon the situation.

    I agree. BF1 went over the top with the amount of freedom it gave the player, but I feel like support has been swept under the rug in this game. The officer has 2 offensive cards or maybe a disruptor and bomb diffuser. The squad shield is supportive, I suppose, when it’s not obtrusive to the other players, but I want the freedom to select several buffs and healing cards and run around like a chicken with my head cut off keeping other players in the fight. Rn I can buff them, or I can recharge their star cards. Gimme more to work with, and let it be the classless freedom we had before, so that someone else can choose a heavy machine gun but (for whatever reason) also have that ungodly shotgun that everyone wanted nerfed near launch.

    While freedom is nice, I actually love how the class system gives you freedom of playstyle if you are willing to switch classes and or cards. If you want to give support the only class that can do it is Officer (even if the choices in cards are limited). Do you want some flanking/snipe gamestyle? You can pick up Specialist. Something more tankier? Go for Heavy. And for anything else you can go Assault, which already has a diverse list of cards (from a good grenade, to a gas greande, a scanning dart, a regen card or a flashing gun).

    Classes lock you into play styles, characters, and don't allow for much diversity or immersion (when you can't feel emotionally connected to your character.) You're free to play a certain way; IF you change class. Which isn't really all that freely.
    If I wanted to be a jet packing pancake sniper medic, or an ungodly speedy twi-lek heavy gunner runner, I was able to do so, in the last game. Although I mostly stuck to using a pistol (which is why I'm currently locked into being an Officer.) The options in swbf15 to use whatever whenever how ever on whoever, was pure freedom. (Playing swbf15 for the first time... It was a breath of fresh air, in contrast to ME3mp, for me. ME3 was another game which had me locked into specific classes and aliens. When Mass Effect had cloaking devices, and an array of various technologies, it was unfair that a Krogan couldn't use stealth abilities or be assigned to a stealthy class. Not even a Krogan female, which tended to live in hiding most of their lives...)

    While they lock you into playstyles, they still give you a fair share of options in this game. If you think about it, if you wanted to play a certain role before, you just grouped the cards you wanted. Now these cards usually fall into one of the current 4 classes. The card allocation is quite great in the sense with a few exceptions. I also like seeing different classes on each side and being able to differentiate between them just by looking at their clothes. It gives you the illusion you are playing with a tactical team in a battle (even if it's just an illusion).

    I mean, I agree with you, I had the same feeling when playing BF2015. And if you are talking about locking skins behind classes I also share the same feeling with you (we have to pay for some of them twice and I would love to use the same alien skins on any trooper if playing the Rebels/Resistance). However, the big issue is at the end of the day when everybody has played the game there are only a few builds that everybody is using. With the class system, you can enforce more variety by forcing to choose one of them. Assault is a great example of that since I have seen a lot of builds for it. Officer is probably on the other end of the spectrum with a cookie cutter build everybody tries to use to chase BP.

    I also agree that by jumping into different classes/characters it doesn't feel like I'm playing a character. But personally, I prefer the feeling of stepping into somebody else's shoes while fighting. It is another kind of immersion that works for me.

    May your heart be your guiding key.
  • Empire_TW
    6081 posts Member
    Classes should be balanced and one shouldn't be any better then the other but if I had to list them:

    Assault- They have the appearance and the equipment of standard foot soldiers.

    Heavy- They look like a tougher version of the assault and have equipment to give support to assaults.

    Specialist- They have the appearance of sharpshooters and have limited use on the battlefield.

    Officer- These are the commanding officers that command from behind.

    I judged these mostly by their appearances but again it is best that all classes have strengths and weaknesses and all should be viable at all times.
    Janina Gavankar/Iden Versio Fan
    hojevrxvarht.png
    PSN: Empire_TW. Twitter: Empire_TW. Youtube: Empire_TW.
  • Spiito
    1846 posts Member
    TheScape wrote: »
    Spiito wrote: »
    TheScape wrote: »
    Goblin_Boy wrote: »
    t3hBar0n wrote: »
    They shouldn't be ranked. They should do away with the whole "classes" idea entirely and just let you pick the perks/weapons you wish to use. That is how I played Battlefield 3 and 4 if I remember correctly... I used the same carbine weapon loadout for every class, only differences were secondaries based upon the situation.

    I agree. BF1 went over the top with the amount of freedom it gave the player, but I feel like support has been swept under the rug in this game. The officer has 2 offensive cards or maybe a disruptor and bomb diffuser. The squad shield is supportive, I suppose, when it’s not obtrusive to the other players, but I want the freedom to select several buffs and healing cards and run around like a chicken with my head cut off keeping other players in the fight. Rn I can buff them, or I can recharge their star cards. Gimme more to work with, and let it be the classless freedom we had before, so that someone else can choose a heavy machine gun but (for whatever reason) also have that ungodly shotgun that everyone wanted nerfed near launch.

    While freedom is nice, I actually love how the class system gives you freedom of playstyle if you are willing to switch classes and or cards. If you want to give support the only class that can do it is Officer (even if the choices in cards are limited). Do you want some flanking/snipe gamestyle? You can pick up Specialist. Something more tankier? Go for Heavy. And for anything else you can go Assault, which already has a diverse list of cards (from a good grenade, to a gas greande, a scanning dart, a regen card or a flashing gun).

    Classes lock you into play styles, characters, and don't allow for much diversity or immersion (when you can't feel emotionally connected to your character.) You're free to play a certain way; IF you change class. Which isn't really all that freely.
    If I wanted to be a jet packing pancake sniper medic, or an ungodly speedy twi-lek heavy gunner runner, I was able to do so, in the last game. Although I mostly stuck to using a pistol (which is why I'm currently locked into being an Officer.) The options in swbf15 to use whatever whenever how ever on whoever, was pure freedom. (Playing swbf15 for the first time... It was a breath of fresh air, in contrast to ME3mp, for me. ME3 was another game which had me locked into specific classes and aliens. When Mass Effect had cloaking devices, and an array of various technologies, it was unfair that a Krogan couldn't use stealth abilities or be assigned to a stealthy class. Not even a Krogan female, which tended to live in hiding most of their lives...)

    While they lock you into playstyles, they still give you a fair share of options in this game. If you think about it, if you wanted to play a certain role before, you just grouped the cards you wanted. Now these cards usually fall into one of the current 4 classes. The card allocation is quite great in the sense with a few exceptions. I also like seeing different classes on each side and being able to differentiate between them just by looking at their clothes. It gives you the illusion you are playing with a tactical team in a battle (even if it's just an illusion).

    I mean, I agree with you, I had the same feeling when playing BF2015. And if you are talking about locking skins behind classes I also share the same feeling with you (we have to pay for some of them twice and I would love to use the same alien skins on any trooper if playing the Rebels/Resistance). However, the big issue is at the end of the day when everybody has played the game there are only a few builds that everybody is using. With the class system, you can enforce more variety by forcing to choose one of them. Assault is a great example of that since I have seen a lot of builds for it. Officer is probably on the other end of the spectrum with a cookie cutter build everybody tries to use to chase BP.

    I also agree that by jumping into different classes/characters it doesn't feel like I'm playing a character. But personally, I prefer the feeling of stepping into somebody else's shoes while fighting. It is another kind of immersion that works for me.
    Admirable perspectives...

    "A fair fight is where everyone loses."
  • DrX2345
    2888 posts Member
    edited June 2018
    Assault should be a jack of all trades, master of none - which it sort of is. It's versatile, deadly in the right hands, good at offence and defense, excelling at close/medium range.
    Heavy should be the tank - able to absorb a lot of damage, especially with the shield. And deal a decent amount of damage at mid range, but at that range it's going to be mainly suppression than actual takedowns. And good at playing an Anti Vehicle role.
    Officer should be good at short range combat but not much else combat wise, instead allowing other teammates to do their job more effectively.
    Specialist should be the master of long range and flanking, but I think it needs more options for going behind enemy lines and more in the way of traps as well. A fast firing and precise weapon that's deadly at ~20 metres but not very good past that, which can be suppressed would be ideal, and just more viable traps and better trap placement options. Something like the build mode in Fortnite - where there's a sort of holo effect showing where the item will be placed.

    Overall I think Assault and Heavy both do their jobs well now, just need some more varied guns (like a T-21 type weapon for Heavy and a fast firing semi-auto for Assault). Officer needs some tweaks, but it does its job well - maybe too well. At least, it's rewarded too much for what it's doing. Specialsit is good at sniping, and I think it'll become more viable at mid range with the health buff coming soontm.
    OOM19 wrote: »

    Imagine it

    A horde of Bipedal Millennium Falcons with cheeseburgers for legs
    If there seems to be random words or phrases in my post that don't make sense, blame Autocorrect.
    #COOMCAIBDJF
  • DrX2345 wrote: »
    Assault should be a jack of all trades, master of none - which it sort of is. It's versatile, deadly in the right hands, good at offence and defense, excelling at close/medium range.
    Heavy should be the tank - able to absorb a lot of damage, especially with the shield. And deal a decent amount of damage at mid range, but at that range it's going to be mainly suppression than actual takedowns. And good at playing an Anti Vehicle role.
    Officer should be good at short range combat but not much else combat wise, instead allowing other teammates to do their job more effectively.
    Specialist should be the master of long range and flanking, but I think it needs more options for going behind enemy lines and more in the way of traps as well. A fast firing and precise weapon that's deadly at ~20 metres but not very good past that, which can be suppressed would be ideal, and just more viable traps and better trap placement options. Something like the build mode in Fortnite - where there's a sort of holo effect showing where the item will be placed.

    Overall I think Assault and Heavy both do their jobs well now, just need some more varied guns (like a T-21 type weapon for Heavy and a fast firing semi-auto for Assault). Officer needs some tweaks, but it does its job well - maybe too well. At least, it's rewarded too much for what it's doing. Specialsit is good at sniping, and I think it'll become more viable at mid range with the health buff coming soontm.

    Perfectly said.
    "DEW IT."
    p1jlhhgtai3b.png
    "I am the Senate."
  • DrX2345
    2888 posts Member
    DrX2345 wrote: »
    Assault should be a jack of all trades, master of none - which it sort of is. It's versatile, deadly in the right hands, good at offence and defense, excelling at close/medium range.
    Heavy should be the tank - able to absorb a lot of damage, especially with the shield. And deal a decent amount of damage at mid range, but at that range it's going to be mainly suppression than actual takedowns. And good at playing an Anti Vehicle role.
    Officer should be good at short range combat but not much else combat wise, instead allowing other teammates to do their job more effectively.
    Specialist should be the master of long range and flanking, but I think it needs more options for going behind enemy lines and more in the way of traps as well. A fast firing and precise weapon that's deadly at ~20 metres but not very good past that, which can be suppressed would be ideal, and just more viable traps and better trap placement options. Something like the build mode in Fortnite - where there's a sort of holo effect showing where the item will be placed.

    Overall I think Assault and Heavy both do their jobs well now, just need some more varied guns (like a T-21 type weapon for Heavy and a fast firing semi-auto for Assault). Officer needs some tweaks, but it does its job well - maybe too well. At least, it's rewarded too much for what it's doing. Specialsit is good at sniping, and I think it'll become more viable at mid range with the health buff coming soontm.

    Perfectly said.
    Thanks
    OOM19 wrote: »

    Imagine it

    A horde of Bipedal Millennium Falcons with cheeseburgers for legs
    If there seems to be random words or phrases in my post that don't make sense, blame Autocorrect.
    #COOMCAIBDJF
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