Weapons we would like to see
So I thought it would be good to make a thread to help the Devs see what weapons we would like to see be included or return from BF1. Make sure to include what class the weapon would go to, fire mode and damage, and any potential attachments you feel would fit on the blaster. Any images or facts are welcome!
Here’s some I’d like to see get added:
Here’s some I’d like to see get added:
- T-21: Heavy/Full Auto Low RPM/High Damage/High Accuracy/Recoil Reducing Stock, Low power scope, Extended Range Barrel
- DC-17m: Assault/Full Auto Moderate RPM/Moderate Damage/Moderate Accuracy/Foreward Grip(reduced spread), Barrel Extension(increased bolt speed), Secondary Fire grenade launcher
- ACP Repeater: Assault/5 round Burst High RPM/Low Damage/Moderate accuracy/Improved Power Cell(fire longer before overheat), Improved Burst(+1 shot), Particle shells(reduced damage to shields, vehicles, turrets/increased damage to infantry and heroes) *its from Republic Commando used by Trandoshan slavers and its pretty awesome*
- T-21b: Specialist/Semi Auto Low RPM/ Mid-High Damage/ High Accuracy/ Dual Zoom Scope, Barrel Extension(increased bolt speed), Hair Trigger(increased fire rate)
- Adventurer Slugthrower: Specialist/ Semi Auto Low RPM/Extreme Damage/High Accuracy/Slug mod(changes the projectile to a solid slug that passes through shields but overheats after every shot), Night Scope, Vibro-Bayonet(increases melee damage) *this was Aurra Sing’s rifle in the Clone Wars Show*
- E-11d: Assault/ Semi Auto Moderate RPM/Mid-High Damage/High accuracy/ low power scope, hair trigger, Recon Barrel(Shots are muffled and no longer show on radar) too OP?
- DT-57: Officer/ Semi Auto Moderate RPM/High Damage/Moderate accuracy/ Improved Power cell, Reinforced barrel(reduced recoil), Particle Shells? *Grievous’ pistol for anyone who didn’t know it’s so uncivilized*

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Replies
Another I’d like to suggest is a bit unique, but it makes sense for the heavy class crowd controlling.
I hope at some point all classes receive a secondary fire weapon to make the playing field a little more even.
That would make a lot of sense to have added in the game for the Specialist and not just lando. They have the A280-CFE but it can’t be used reliably at close range so a pistol type weapon would be great for the Specialist so they can be a little more flexible. That’s how I used it in BF1
The shoretrooper's E-22 would be nice as a fifth unlockable weapon for Assault class too - it is a double barrelled blaster so is sufficiently different from the other ones.
I've submitted my own concept for how every configuration of the A180 can be implemented in a way that works with the current star card system. Specialist is the only class that can properly utilize every configuration. And the beautiful thing about having the A180 in pistol configuration as a side arm like the Flash Pistol is that you can still run and gun with it as a primary weapon just like you could in Battlefront 2015.
The one from BF2015 was underrated. You could use it for Walker Assault or even smaller modes if you landed headshots. Loved using it with the smoke grenade.
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@WildSpace isn't the DLT19d the FO sniper rifle? Or is that the DLT19D, and there's some differences?
#COOMCAIBDJF
I'd have to disagree with an SMG for the specialist. The specialist is primarily a sniper class, though obviously not exclusively. Just how I think the A280-CFE is really an "off" primary weapon for the specialist.
"Do, or do not. There is no try"
#COOMCAIBDJF
I’d also like to see the FC-3 flechette launcher for the heavy, its a triple barrel shotgun about the size of the T-21.
#COOMCAIBDJF
That's why I'm not in favor of SMGs for the specialists. To me at least, I think it would lose the main focus of the class. I like where your head is going, but I would also have to disagree with the shotgun idea. Not for a specialist who is supposed to me more of a stealthy class in CQs. I actually quite like the EE-4 as a secondary weapon, but I think they should make it more of a permanent installment instead of timed. Maybe keep the customizable infiltrations on timers, but make the vanilla infiltration a changable mode. The specialist is still weak enough that people are unlikely to go on any super crazy killstreaks with it. Though I think some might still find a way, so that may be too op. Maybe just extend the duration for it? I don't know.
I'm more in favor of making the specialist more of a trap layer behind enemy lines. @bluebw posted in a thread to give the specialist something like Lando's disabler, where it would function like the scan dart, and you could toggle a shock. I'm also a big fan of making the shock grenade a paralyzing shock instead of just slowing enemies down, since you can still roll out of the shock area.
Forgive my tangent, I know I'm in the wrong area for my suggestions right above, but I just really love my specialist!
"Do, or do not. There is no try"