Classes are coming back to Battlefield very soon. Here's what you need to know.
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​We have known for a while now that DICE has been planning to re-introduce the traditional Battlefield Class system into Battlefield 2042. Today, DICE took the time to provide a lengthy write-up talking about the changes that are being made in order to add Classes into a game that really didn't have any.

DICE opens their write-up by saying that "Specialists at launch were polarizing to some of our players." That may be a wee bit of an understatement in the grand scheme of things. Still, DICE saw the feedback and started working on moving the Specialists into the distinct classes Battlefield fans are familiar with.

After multiple iterations of design improvements on Class gameplay, we gathered that very same group of players - along with more participants - to play our latest build.

The latest changes were received positively from the group, but they also told us some aspects were still lacking:

Readability of encounters - Ensuring that you’re able to recognize the Class and potential loadout scenarios that they may be carrying

Improve the sense of role - The changes were a great foundation to reintroduce Class gameplay to Battlefield 2042, however weapons needed to be included into this in some way.​
DICE continues on to give a general overview of what gameplay area each Class will have a focus on.

With all the changes that we’re introducing with the return to the Class system, it should now feel much better to perform the Class and role as it was originally intended to be, and as you are used to doing so from previous Battlefield titles.

Going in as an Engineer? Your job is to deal with vehicles at any distance, fortify spaces and ensure your team’s vehicles are stocked up with repairs.

Assault? You’re actively deciding to engage on the frontlines, taking the fight directly to the enemy through up close and personal combat, while also providing brute forced openings for your team to push up right behind you.

If you’re inclined to assist your teammates through more direct means, then Support may be the choice for you as you’re tasked with the resupplying of Ammo and ensuring your Squad gets back in the fight as quickly as possible through reviving.

Finally, if you’re looking to avoid direct confrontation you may be interested in Recon, they prefer to utilize vantage points to the best of their capabilities to detect enemy presence and immediate threats while also working to find backdoor opportunities for their Squad with sneaky Spawn Beacon placements.​
DICE says that with the move of Specialists into specific Classes, "it should now be easier to determine what you're about to come up against during an encounter." They cite an example with Irish and how he is now moving from an "Engineer" to the Support role.

With Irish moving from Engineer to the Support role, you will now be able to understand that if you encounter him on the field - he may be running with an Ammo Crate, Health Crate, Smoke Launcher or Claymores. Whilst also having the ability to revive anyone in the field, rather than only your Squadmates.

This in turn works for the enemy, as they’ll know to prioritize taking down the Support player first to prevent their team from staying in the fight through revives. We have also included Class Icons above all soldiers, allowing for more transparency on who you’re up against. Keep those eyes peeled!
Another major change here is a return to specific Weapon Proficiencies. Though all Classes will still have access to all weapons, there will be bonuses pairing a Class with the weapons that class is most "proficient" in.

Assault + Assault Rifles: 3 Extra Magazines
Engineer + LMG: Improved Dispersion while Crouched or Prone
Support + SMG: Faster Draw Time
Recon + Sniper Rifles: Immediate, constant and steady scope

The intent of Weapon Proficiencies is not to dictate what you equip yourself with, but rather to encourage and provide a recommendation on what may work best and bring further Class identity for those who enjoy that type of gameplay. In doing so, you will benefit from a passive improvement that should make your role more proficient.
Other changes coming with this Class rework is a unifying of Loadouts. DICE says that Loadouts will now be unified per Class. That means if you change your weapon, gadget, or throwables with Crawford within your Loadout, that same selection will be available to you when you choose another Engineer, like Boris. As a side-effect of this, when Update 3.2.0 releases, your current Loadouts will be reset to default.

DICE says that they will continue to take on feedback and make changes as necessary to the new Class system after the update is released.