There are a bevy of classes and roles, and both can be switched on each respawn
Frontlines' multiplayer takes several familiar gameplay elements and combines them with an interesting frontline mechanic. Action centers on the dynamic frontline, which teeters back and forth as the two sparring factions capture objectives. The tug-of-war between sides is the essence of the multiplayer game, with a goal of a keeping action centered on near the frontline. Players choose from six classes (Assault, Heavy Assault, Anti-Vehicle, Sniper, Special Ops and Close Combat) and four roles (Ground Support, Air Support, Drone Tech and EMP Tech), and the class/role combination can be changed prior to each re-spawn.
The multiplayer beta offers up two maps, the urban Streets and less-dense Oil Field. Thanks to dedicated servers, finding an active game is easy, and there were a dozen or so very active low-ping matches at any given time (I'm in the Northeast U.S., so the New York servers worked best for me). The in-game server browser is a bit rough around the edges, and with so many game options a more capable filtering system would make searching for specific matches easier. Once connected, it's a matter of selecting an initial class and role, and then the action begins. I popped into my first few matches cold - without reading up on any of the classes and roles - and my ignorance proved fatal. But after several re-spawns, I was starting to get a handle on the weapons and abilities available to each of the classes and roles.
Frontlines' backstory, including weapon, vehicle and faction details, are available in-game
Game details can be viewed for each available server, though the server browser itself has minimal filtering options
Teamwork: Not Just A Buzzword
My multiplayer FPS roots are firmly planted in deathmatch, and the only game that's pulled me away from that game type is the excellent Team Fortress 2. Valve's multiplayer masterpiece has introduced me to the concept of working with a team, and though Frontlines has a different style than Team Fortress 2, the class system is similar. Before long, I was able to switch roles on the fly as a match progressed, selecting classes based on the current map situation. As objectives are completed and the frontline moves, switching classes and roles becomes necessary. A losing side on the Oil Field map may find themselves without access to the all-important vehicles, so switching to the Anti Vehicle class is the only way to regain lost footing. On the flipside, well-positioned snipers and turrets are a boon on Gnaw, a busy "streets"-style map, and efficient use of explosive drones can help to stem an imminent loss.
Proper teamwork is crucial for success, but communication is weak in the multiplayer beta