Dedicated classes, thoughts?

I have heard that there will be dedicated class’s for pilots and tank drivers. Will that be it or will there be dedicated classes for other things. For cavalry or the zeppelin and armored train perhaps.

I’m guessing it will be like Star wars battlefront. As battle pick ups. I hope I’m wrong… Seriously..

My hope is that it’s going to be a 5th class.

Tanker and Pilot are the only vehicle classes. The vehicle is your primary weapon. Beyond that you get a pistol and melee weapon. Maybe a nade or 2.

Which I find to honestly be a nice change. It’ll keep people from playing cheap with vehicles. Like planes for instance. A scout class can’t just hop into a biplane, buzz off somewhere and crash it to have a nice snipers nest. Because A. Hopefully non-vehicle classes cannot use these machines. And B. The pilots should not be geared to jump off and use their bolt-action rifles to snipe people from the opposing base camp.

You can spawn as assault, but once you get into certain vehicles (tanks, aircraft) the vehicles class overrides. Jump in a tank and then back out … your a tanker. Spawn in a plane. You’re a pilot.

Tankers cannot repair their vehicles either. They are dependent on teamwork from Support.

Crazy as it may sound, but BF 1 is starting to look like steps toward competitive gaming and serious teamwork.

I took planes and jumped out to get to objectives on the enemy side really fast at the beginning of matches and then my buddy would spawn on me when I hit the ground.

Never to go off on a hill and snipe though. I never snipe.

Is that wrong? I always looked at it as helping my team get an instant and important foothold.

Depends on the skill of the enemy team pilots. You bail for a flag and then they take out 2 tanks, or a full transport. Vehicles are assets. To be honest I wish vehicles had a ticket value like infantry does. If your tank gets destroyed, well that cost the team 5 tickets. IFV/4, MAA/4 etc.

A lot of the time vehicles spawn on the flags and sometimes you gain assets like the gunship from capping flags, so as long as you’re capping an important flag I think it’s worth the sacrifice of one jet spawn.

We usually had it planned out so that we would drop in and cap a flag that spawned a tank/IFV, which we would then jump into and start wrecking the enemy with.

Also I like your idea about vehicles costing tickets. Man, the way we took out enemy armor it would have really put a hurting on their tix.

The whole scoop is over on CTE Reddit … long post. The basics where…

  • Add ticket values to Medium/Heavy assets. Tanks (5 tickets lost when destroyed) etc. Basic transports (jeeps, quads) no ticket value.
  • Align points earned for damaging/destroying vehicles with its threat level or Armor HP. Destroying a vehicle should be rewarded with more points. For example Tanks would max at 1000 points, MAA 750, IFV’s 800 etc.
  • Remove the ability for Medium and Heavy attack assets (Tanks, AH, MAA, Attack Boat etc) to effect the CP meter movement aka capture. IFV’s can capture if occupied with a minimum of 2 passengers (not including driver/gunner).These assets when “assisting” CP capture generally score heavily with kills as a force multiplier. A CP Capture Assist ribbon and bonus (100/150 points) can be awarded.
  • Bring back the pausing flag meter. In the older games when you entered a radius the meter would start changing as normal, but when you stepped out it would pause at its current location. The current system self refills, unless neutralized. Removing this feature forces out of radius players to move in and retake full control of the CP.
  • Introduce “Defender” ribbons/medals for objective modes. (e.g. Conquest Flag Defender, M-COM Defender, CTF Flag Return etc.)
  • Make PLD/SOFLAM assisted kills “count as kills” for the designator. PLD/Soflam assisted kills rewards a “Teamwork Bonus” for all parties involved. Promotes further teamwork.
  • etc etc etc

Don’t like the one about IFVs not capping with just the gunner/driver. There were many rounds that my gunner and I kept the team afloat in our IFV by crisscrossing the map capping flags.

Don’t see why that is a bad thing.

The IFV with only 2 people in it aren’t maximizing the vehicle’s potential, thus my reasoning. Maybe adjust it so that it couldn’t start capturing until there was at least a 3rd player in the vehicle. The burn would move like it was 3,4,5 etc players on flag.

The focus is to push armor/vehicles back into their roles as infantry support vs juggernauts.

If people actually rode in them I’d be cool with it, but they never do because the side machine guns suck balls. I would love to have a maxed out IFV that just rolls around capping at lightspeed but the passenger role is no fun.

They don’t because of the way the game plays now. If it was set like I stated you’d have a maxed IFV at least 50%+ of the time.

BF3/4 is lax as hell. Coming from 1942, Vietnam we didn’t have squads, get points for farting etc. Teamwork was pretty much a given.

Seriously though who wants to sit as a passenger the whole time in a full IFV while the gunner and driver shred fools. I guess they could dismount at flags and have 3 stay inside, although that level of teamwork seems impossible outside of multiple squads being in the same party chat, and as a basic game mechanic I’m afraid it would rarely be achieved rendering the IFV largely useless for capping flags.

You may be right Rev. I do hope it becomes more and more competitive and teamwork orientated. To actually have all forces working together for a goal would really make it feel all the better when you achieve victory.

It is an Infantry Fighting Vehicle. You roll up on a flag with infantry outside or in you know you’re going to dominate the kills.