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- u4gm Battlefield 6 Weapon Proficiency Guide
u4gm Battlefield 6 Weapon Proficiency Guide
11 ч. 52 мин. назад #34630
от iiak32484
iiak32484 создал тему: u4gm Battlefield 6 Weapon Proficiency Guide
In big team-based shooters, the whole idea of having classes is meant to keep the game tactical. You’ve got Assault, Engineer, Support, Recon – each with a clear role. But when every class can grab any gun and use it just as well as the others, that identity starts to fade. The fights turn into a free-for-all, and the team play suffers. What would really help is bringing back a system where classes feel different because they’re better with certain weapon types. Not a hard lock on gear, but small, natural bonuses that make sticking to your role worth it. In
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, that could mean an Assault who’s faster to aim down sights, or a Support who can keep an LMG steady for longer bursts. It’s about giving each class a reason to play like it’s meant to, without breaking the balance.Think about how this would play out in a match. An Assault player could reload their rifle quicker and snap into ADS faster than anyone else. A Support gunner would tame the kick of a heavy LMG, making sustained fire more accurate. Engineers, working with SMGs or carbines, would be deadly in tight spaces or when pushing on vehicles. Recon players could hold their breath longer and keep their scope steady, making them the go-to for long-range shots. These aren’t huge, game-breaking boosts – they’re subtle enough to keep things fair but noticeable enough to shape how you approach a fight.It changes how you read the battlefield too. If you spot a Support, you’ll expect them to pin you down with suppressive fire. See an Assault? You know they’re built for close, aggressive pushes. That predictability adds a layer of mind games – you start planning your moves based on who you’re up against, not just the weapon they’re holding. It’s less about chasing the “meta” gun and more about using your class’s strengths. This makes fights feel more varied and rewards players who really know their role, not just those with good aim.From a player’s point of view, this also makes progression more satisfying. Instead of just unlocking attachments in a straight line, you’d be improving your class over time. Play enough games as Support and your LMG handling gets better. Stick with Recon and your sniping becomes sharper. You’re not just levelling up a generic soldier – you’re becoming a specialist. That sense of mastery keeps you invested, because you’re building towards something that changes how you play, not just how your gun looks.It would work best as a tiered system. The more you play a class, the more you unlock small handling perks, faster reloads, or tighter accuracy for its main weapon type. These upgrades wouldn’t make you unbeatable – they’d just give you a slight edge that feels earned. And because they’re tied to a class, they encourage you to stick with a playstyle rather than jumping around for whatever’s strongest at the moment. Over time, you’d see players who are clearly experts in their chosen role, and that’s good for both team coordination and the overall feel of the game.In the end, a system like this would bring back the depth that’s been missing. Classes would matter again, firefights would feel more tactical, and progression would have a purpose beyond cosmetics. It’s the kind of change that makes every match more engaging – not because of flashy new guns, but because the roles themselves feel alive. If done right, it could turn every battle into a smarter, more strategic experience, and give players a reason to master their role in
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.
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