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No Match for a Good Blaster

Does anyone actually like BF2017's class system?

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Be honest, who actually likes this system? Give me some reasons why you think it's good if you do.

Replies

  • Don't hate it but don't love it. Wish they were a little more fleshed out. Need more weapons in particular.
    [+3748 posts]
  • Be honest, who actually likes this system? Give me some reasons why you think it's good if you do.

    I think that specialist with an A280 and infiltration is a best asault class. And sometimes, Assault with the 4th gun can be a better sniper in some maps
  • The system is meaningless, the game maps are not open enough.
    It feels like a knock off Battlefield game.
    If they had went the full way with it, it could have been an amazing experience. I doubt even the large mode will in anyway rectify this, way too late in games life cycle.
    The standard blasters for each class should have been modifiable and some weapons/starcards should have been usable by multiple classes.
    You can still see the entire thing was built around the loot crate system.
  • I dislike class systems in FPS games as a rule.
  • I don’t love it as such, but if the alternative is everyone running the strongest of everything, I’m for the class system.

    Initially I was totally against classes as I enjoyed mix and matching as well, but once the previous game devolved in to 90% of players running Bacta + Jumppack + Pulse Cannon, it got real old real quick.
  • I like it but it is very flawed.
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  • moondynemc wrote: »
    I don’t love it as such, but if the alternative is everyone running the strongest of everything, I’m for the class system.

    Initially I was totally against classes as I enjoyed mix and matching as well, but once the previous game devolved in to 90% of players running Bacta + Jumppack + Pulse Cannon, it got real old real quick.

    This is a false argument. Everyone would run the strongest of everything right now if they could, the reason that they don't is because the four classes are well balanced so that none is particularly stronger than another (once playstyle preference is taken into account).
    If everyone used jetpacks and bacta, it was because jetpacks and bacta were OP compared to other cards. It's nothing to do with the class system. If assault troopers could use the jetpacks from BF2015, then everyone would be playing assaults. If it was specialists who had jetpacks, everyone would be playing specialists.
    Pray tell, if the current cards and weapons weren't tied to particular classes, what is the loadout that EVERYONE would be using? There isn't one, because this time round there are no standout massively OP cards.

    So once again, no arguments in favour of the class system.
  • I like it. Needs more guns though to make more of a difference.
  • Somewhat. If we had more guns and star cards, then yeah.
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  • Errrr I like it, good variety, clear play styles for each, although assault and specialist are a little interchangeable. I've really enjoyed the classes
  • I like it because it is more balanced than 2015s. 2015s was a series of metas that almost forced you to run it or run a strong counter, and I don't feel as strongly with this game.

    What I wish for this game is:

    Unlock base weapons to all eras and factions. Add a couple of mods for them once you've unlocked all weapons for that class. I actually enjoy using some of the base weapons and would use them more if I could.

    Skins were opened up to classes and era but still restricted to faction. I would like to run the Twilek skin but don't play Specialist enough to enjoy it.
  • I like the class system in that each has their own pros, cons, and cards, but I wish that there was more load out customization like in Battlefront 2015. You only get to pick between 3 cards as it is, and some of them aren’t even viable.
  • I like the class system. You have different options and everyone isn’t always running the same loadout (bacta bombs and jetpacks anyone?). I do think some of the alien skins shouldn’t be just restricted to certain classes, but, besides that, I don’t see any problems with the system.
    Add more Extraction and SA maps please!

    What the ROADMAP should look like for 2019/2020:
    “Season” 4: Clone Wars Revival
    “Season” 5: Episode IX
    “Season” 6: Rogue One
  • Asymmetrical balancing, the reason this can never be competitive. Class system in general is only good for casual titles
  • Yes, i like it.

    But lack the enginer class and the medic class

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  • I like it overall.
  • SWymsa wrote: »
    The system is meaningless, the game maps are not open enough.
    It feels like a knock off Battlefield game.
    If they had went the full way with it, it could have been an amazing experience. I doubt even the large mode will in anyway rectify this, way too late in games life cycle.
    The standard blasters for each class should have been modifiable and some weapons/starcards should have been usable by multiple classes.
    You can still see the entire thing was built around the loot crate system.

    Battlefront was a mod for Battlefield in the first place before it got its own game. Let us not forget that the original 2 ALSO had classes. This just allows you to play with different weapons and gear.
  • Yes and no.

    A Class system is much better it terms of making a game more focused on teamplay. Usually with a create a class system you end up with one or 2 really good builds. newer Call of Duty games , and Battlefront 2015 are good examples.

    But the class system in battlefront 2 is flawed because the game is flawed. While we have effectively 6 classes assault, heavy, officer , specialist, Aerial , Enforcer.

    I am not counting heroes because they are more of killstreak/pointstreak rewards than classes compared to the reinforcement classes.


    There is no medic class. While some classes might have an ability to buff health or heal is certain situations there is no dedicated class. Look at some other games with class systems. Battlefield , Og battlefronts , Command and conquer renegade even call of duty 3. Each have classes that the ones that heal. Because a simple gadget lets them to do that. Plus most classes just have a way to heal themselves that provide no benefit to the team.

    Assault Toughen up - Heals only self not team
    Heavy - Mobile sentry - Heals self I think? It does have a radius but I don't think it heals others.
    Officer - Has no heal only a health buff not a heal.
    Specialist - Hardened infiltration , personal shield -No healing only damage reduction abilities.
    Aerial - Jump pack -Damage avoidance no heal at all.
    Enforcer- Health buff for self.

    I know their is another enforcer class that hasn't been released but if they do release it the class needs to have some type of heal.

    I could go on more about how the games lacks X. But I feel that people get it. The game either needs to be more like Battlefield or add more reinforcement classes that fill more roles.

    Like Command and conquer renegade.
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  • I don’t dislike it, but it needs work. Particularly worthless star cards that should be made more viable or replaced entirely, removal of some weapon restrictions and (just because I play it the most) an Officer rework. I feel like they got the core concept of Officer wrong and it needs more support functionality.
  • Old_fella_1963
    4697 posts Member
    edited February 10
    I would call myself a competitive but casual player only played video games in last three years .... I was against the class system / respawn as new class/setup before release and feel vindicated. In BF15 it was right . I'm nd old school sportsman...use roughly the same equipment and play what is in front of you....this is what bf15 did at first. You chose a starcard loadout at start of game , keep to it and play against whatever loadouts others had chosen . This is challenging and let's you develop your skill. The forums were full of 'FPS experts' who said it was not serious because there were no class. Classes were chosen because they allow 'depth' for those that crave it and the real reason upsell of outfits etc BF15 fell into some METAS simply because of poor later starcard combos introductions....The basic system was good but deliberately sabotaged by DICE....having common and very effective/competitive early weapons was the glue
  • I like the class system.
  • bfloo
    15696 posts Member
    This class system, no.

    None of the classes feel specialized, they can all fill every role.
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  • I love class systems, but this one misses the mark. Each class needs to have a distinct role, however in BF2017, each class can do everything really.
  • Yea enjoy the class system. Just want more appearances and weapons. Enforces or class types too.
  • I enjoy having different classes with different abilties & wepaons. The current system also prevents things like the jumppack spam from Bf2015 as each class is more unique. I just think there should be a few more weapons for each class and gender & species lock should be removed, so every class can be played as every species & gender.
  • Blows imo, the illusion it gives balance is just that, an illusion, when really it’s nothing more than restrictions. I’m not for classes but if I were I think they should be mission specific, in this game they all do the same thing.
  • Yes and no.

    A Class system is much better it terms of making a game more focused on teamplay. Usually with a create a class system you end up with one or 2 really good builds. newer Call of Duty games , and Battlefront 2015 are good examples.

    But the class system in battlefront 2 is flawed because the game is flawed. While we have effectively 6 classes assault, heavy, officer , specialist, Aerial , Enforcer.

    I am not counting heroes because they are more of killstreak/pointstreak rewards than classes compared to the reinforcement classes.


    There is no medic class. While some classes might have an ability to buff health or heal is certain situations there is no dedicated class. Look at some other games with class systems. Battlefield , Og battlefronts , Command and conquer renegade even call of duty 3. Each have classes that the ones that heal. Because a simple gadget lets them to do that. Plus most classes just have a way to heal themselves that provide no benefit to the team.

    Assault Toughen up - Heals only self not team
    Heavy - Mobile sentry - Heals self I think? It does have a radius but I don't think it heals others.
    Officer - Has no heal only a health buff not a heal.
    Specialist - Hardened infiltration , personal shield -No healing only damage reduction abilities.
    Aerial - Jump pack -Damage avoidance no heal at all.
    Enforcer- Health buff for self.

    Some corrections:

    Officer- Officer’s Presence decreases the time it takes for players around you to regain their health (team heal)
    Assault, Heavy, Specialist- Survivalist decrease health regen time individually
    Add more Extraction and SA maps please!

    What the ROADMAP should look like for 2019/2020:
    “Season” 4: Clone Wars Revival
    “Season” 5: Episode IX
    “Season” 6: Rogue One
  • I think they’re okay. Least fave/ least played is the heavy for me as I find the options too boring. I only use heavy when there’s an annoying at st or vehicle spam because then I can use the Ion turret and the Ion shot. I wish the Ion grenade was included with the heavy instead of the pathetic impact grenade.

    I do really miss the technician. Slicing in to vehicles was epic.

    pH
  • Ye I think it's fine
  • tommytom64
    1089 posts Member
    edited February 10
    I was initially for the class system, and while I don't think it's bad, I personally think it's sort of poorly executed in this game. The classes aren't distinguished enough; all they're really used for is to divvy up the Star Cards, but even then, a lot of the classes' Star Cards are questionable in terms of "why does this class have this Star Card and not this class" or "why is this Star Card absent from this class" or "why does this Star Card even exist in the first place." Honestly, I think the Star Card system is also just bad, but that's another issue. All the classes are capable of playing the same ways, competing at the same ranges, and they all have similar blaster types.
  • moondynemc wrote: »
    I don’t love it as such, but if the alternative is everyone running the strongest of everything, I’m for the class system.

    Initially I was totally against classes as I enjoyed mix and matching as well, but once the previous game devolved in to 90% of players running Bacta + Jumppack + Pulse Cannon, it got real old real quick.

    This is a false argument. Everyone would run the strongest of everything right now if they could, the reason that they don't is because the four classes are well balanced so that none is particularly stronger than another (once playstyle preference is taken into account).
    If everyone used jetpacks and bacta, it was because jetpacks and bacta were OP compared to other cards. It's nothing to do with the class system. If assault troopers could use the jetpacks from BF2015, then everyone would be playing assaults. If it was specialists who had jetpacks, everyone would be playing specialists.
    Pray tell, if the current cards and weapons weren't tied to particular classes, what is the loadout that EVERYONE would be using? There isn't one, because this time round there are no standout massively OP cards.

    So once again, no arguments in favour of the class system.

    Ironic. You just defended the class system by explaining how it regulates one class or a set of cards being too overpowered.
  • Alex64
    7649 posts Member
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  • I like the class system in that each has their own pros, cons, and cards, but I wish that there was more load out customization like in Battlefront 2015. You only get to pick between 3 cards as it is, and some of them aren’t even viable.

    But there aren't pros, only cons. Without a class system, you could still use all the exact same loadouts that each class can use now, PLUS your own combinations.
  • Edalin007 wrote: »
    moondynemc wrote: »
    I don’t love it as such, but if the alternative is everyone running the strongest of everything, I’m for the class system.

    Initially I was totally against classes as I enjoyed mix and matching as well, but once the previous game devolved in to 90% of players running Bacta + Jumppack + Pulse Cannon, it got real old real quick.

    This is a false argument. Everyone would run the strongest of everything right now if they could, the reason that they don't is because the four classes are well balanced so that none is particularly stronger than another (once playstyle preference is taken into account).
    If everyone used jetpacks and bacta, it was because jetpacks and bacta were OP compared to other cards. It's nothing to do with the class system. If assault troopers could use the jetpacks from BF2015, then everyone would be playing assaults. If it was specialists who had jetpacks, everyone would be playing specialists.
    Pray tell, if the current cards and weapons weren't tied to particular classes, what is the loadout that EVERYONE would be using? There isn't one, because this time round there are no standout massively OP cards.

    So once again, no arguments in favour of the class system.

    Ironic. You just defended the class system by explaining how it regulates one class or a set of cards being too overpowered.

    No, try to read what it actually says. The class system doesn't regulate that, the cards themselves regulate that. Didn't you bother reading the bit about how if one class had jetpacks, everyone would be using that class? My point is that the cards are well balanced across the board, whereas in BF2015, they were not, which is why certain cards got used overwhelmingly more often.
  • Edalin007 wrote: »
    moondynemc wrote: »
    I don’t love it as such, but if the alternative is everyone running the strongest of everything, I’m for the class system.

    Initially I was totally against classes as I enjoyed mix and matching as well, but once the previous game devolved in to 90% of players running Bacta + Jumppack + Pulse Cannon, it got real old real quick.

    This is a false argument. Everyone would run the strongest of everything right now if they could, the reason that they don't is because the four classes are well balanced so that none is particularly stronger than another (once playstyle preference is taken into account).
    If everyone used jetpacks and bacta, it was because jetpacks and bacta were OP compared to other cards. It's nothing to do with the class system. If assault troopers could use the jetpacks from BF2015, then everyone would be playing assaults. If it was specialists who had jetpacks, everyone would be playing specialists.
    Pray tell, if the current cards and weapons weren't tied to particular classes, what is the loadout that EVERYONE would be using? There isn't one, because this time round there are no standout massively OP cards.

    So once again, no arguments in favour of the class system.

    Ironic. You just defended the class system by explaining how it regulates one class or a set of cards being too overpowered.

    No, try to read what it actually says. The class system doesn't regulate that, the cards themselves regulate that. Didn't you bother reading the bit about how if one class had jetpacks, everyone would be using that class? My point is that the cards are well balanced across the board, whereas in BF2015, they were not, which is why certain cards got used overwhelmingly more often.

    Or at least the good cards (jetpacks for example) are tied to a reinforcement class not a standard trooper class. To be honest, I am surprised I don’t see more people playing as Officers in GA.
    Add more Extraction and SA maps please!

    What the ROADMAP should look like for 2019/2020:
    “Season” 4: Clone Wars Revival
    “Season” 5: Episode IX
    “Season” 6: Rogue One
  • I like the class system in that each has their own pros, cons, and cards, but I wish that there was more load out customization like in Battlefront 2015. You only get to pick between 3 cards as it is, and some of them aren’t even viable.

    But there aren't pros, only cons. Without a class system, you could still use all the exact same loadouts that each class can use now, PLUS your own combinations.

    Pro: I don’t get bored when going up against enemy soldiers who have the same loadout each time (jetpacks and bacta bombs anyone?).
    Add more Extraction and SA maps please!

    What the ROADMAP should look like for 2019/2020:
    “Season” 4: Clone Wars Revival
    “Season” 5: Episode IX
    “Season” 6: Rogue One
  • I like it.
    I think the class system induces players to play as a team, 'cause the classes' abilities, when combined, make the team stronger.
    SWBF 2015 customisation freedom makes it easy to play as a "Rambo" farming kills.
  • The classes need more weapon variety
  • RyanK388 wrote: »
    The classes need more weapon variety

    This. It's been over a year so most players all ready know their setup.
  • Yes, I like the class system.

    Each class provide different benefits to teams during different phases etc.
  • No, I don't like it. Let me pick and choose and create my own variations.
  • Be honest, who actually likes this system? Give me some reasons why you think it's good if you do.
    I like it.

    In the last game, everything just funneled down to the 3-5 best cards to use, and if you weren't running a jetpack and Bacta then you were just putting yourself out of competition. Got super boring super fast, and didn't really feel like Star Wars or like Battlefront.

    Each class needs some new cards, some new blasters, some Trooper skins for each faction, and an increase to the class level cap. Maybe a Legendary tier added to each card. Even just two or three of those would help a lot.
  • Moojammin_10
    2221 posts Member
    edited February 11
    RyanK388 wrote: »
    The classes need more weapon variety

    I agree..but not too much. Unlock all skins for all classes though and that would be fun
  • I was initially not a fan when I heard classes were being introduced but I think they did a good job with them. I’m sure someone could come up with tweaks here and there but the classes I was impressed with. Mostly the people I see complain about it just want to take the good parts of each class to create an overall meta and I’m glad we have to pick and choose based on situation.
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  • Also, Specialist needs balanced out better for its playstyle. Make the thermal binocs worth using. Get rid of the bubble, give them the flash pistol instead. Give them one or two more trap device cards -- a shock detpack, a short-range area defense Droid. Give them more score points for doing what they do (Scramble, etc).
  • JackTHorn wrote: »
    Also, Specialist needs balanced out better for its playstyle. Make the thermal binocs worth using. Get rid of the bubble, give them the flash pistol instead. Give them one or two more trap device cards -- a shock detpack, a short-range area defense Droid. Give them more score points for doing what they do (Scramble, etc).

    I actually think it's fine as it is . Binocs are fine. Bubble is easy to counter if you think a bit. Defense droid totally unnecessary. They have stinger pistol which is awesome against hero's. Maybe a slight point increase if anything.
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