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Will there be 64 vs 64 modes in final?
So far I've noticed it's a lot of 32 v 32, or 8 v 8, but what I'm wanting to know is if we will see large scale conquest and other large scale modes which will feature 64 v 64. Absolutely loving the game so far, and 32 players feels really good, maybe it's just me being greedy and wanting more people running around.xToo_Palex15 minutes agoNew Adventurer1.2KViews2likes5CommentsThe proposed changes are gonna send this to the grave just as they did with BF4
The devs need to cook on their own, all the feedback from people who don't understand, and/ or have never played competitive battlefield in its heyday (1942, Vietnam, 2, 2142) are suggesting things that make zero sense to the franchise, and complaining about problems that boil down to skill issue, not game design flaw, this is the reason everyone quit in BF4. the devs listened to players with loud voices and little experienceSwashed23 minutes agoNewcomer10Views0likes1CommentGeneral feedback to the development team regarding my experience with the Beta
Good evening. Here are two points I'd like to make regarding my experience playing the 2 open betas and early access (Some other issues I would've pointed out are already going to be addressed from what it seems like map sizes and movement (slide cancel/bunny hopping, specifically): 1- Closed Weapons Closed weapons have always been a part of the class system in battlefield and as some have pointed out in other threads, restricting it to those very same specific classes forces diversification. There should be no One-Man-Army such as on CoD and as much as 2042 tried to "CODify" Battlefield with unlimited tactical sprint, operators, open weapons, crazy skins and almost no map destruction, 6 should stay as far as possible from its previous entry, besides, universal weapons such as carbines, shotguns and DMRs are already in the game. Let Battlefield remain pure to its core as this is supposed to be a new beggining for the franchise. Not one of the the previous main entries (BF3, BF4 and BF1) were made to please everyone and still achieved massive success, stabilishing Battlefield as the franchise it is today! 2-Vehicles Now, this is where it gets really bad. Vehicle sensitivity values are already different from infrantry ones (unlike 2042 even, where both shared the same scaling) but on top of that, 1st Person and 3rd Person sensitivties on vehicles don't scale correctly, making the first person sensitivity completely slow as opposed to the third person one regardless of both sharing the same sensitivity slider. There is no consistency. This needs fixing before launch and needs fixing bad. Secondly; the vehicle movement is atrociously bad. Tanks, Helos and Jets feel slow and unresponsive. Flying the Apache is like trying to get a house airborne. You apply full nose down attitude and it takes the whole Everestt of vertical clearance to level the aircraft. Again, as much as 6 should remain as far away as possible from 2042 design, even 2042 had better vehicle physics in its beta. I'd personally like physics as close to 4 as possible, much as that might be asking for too much at this point. Anyway, that is all. Cheers.24Views1like2CommentsBF Vet Beta Feedback: Game Pacing is Too Fast, 3 Easy Fixes
This post is largely copy pasted from a reddit post I made which garnered 2M+ views, 10k+ likes (95% upvote ratio), and 1000+ comments in agreement, found here: https://www.reddit.com/r/Battlefield/comments/1mlf1n8/i_got_to_max_level_and_completed_all_challenges/ BF vet here, I've been playing the BF games since BC2. After spending considerable time on the closed beta and mostly enjoying it, I want to say I am impressed with the current state of the game. It feels like a huge improvement over BF2042 and reminiscent of BF3/BF4 era. I'm hopeful that battlefield is back. That being said, it still doesn't feel like a true return to form, and this is largely due to the game's pacing. BF6 is too fast paced to be considered on the same level as the games during the golden era of battlefield. When I say fast paced, I do not mean movement. The player movement actually feels really true to BF3/BF4 movement; it feels grounded and realistic, and deservingly punishes those who try to slide and bunny hop their way through battles. The problem with game pacing is due to a number of other reasons, and from what I can tell, the largest offenders are (1) the absurdly easy target acquisition due to the current spotting system, (2) the utterly underwhelming suppression effect, and (3) the insanely fast passive health recharge. Target Acquisition/Spotting System The target acquisition system in the BF6 Beta is overly generous in revealing enemy locations. From what I can determine, it seems that, as long as an enemy is in your line of sight and within something like 10 degrees from the center of your screen and up to a whopping 35m or so away from you, the game automatically puts a large red dot above the enemy's head, giving away their position. This is before the enemy is even spotted. Oftentimes, this leads to me identifying enemies far before I even see their character model. From what I can tell, this mark is only visible to you, but it allows for easy target acquisition and a quick follow up spot, at which point they would then be marked similarly for the rest of the team. Screenshot for reference: As you can see, there is a red dot above the head of the enemy in front of me, who is by my estimation ~35m away from me. He is not spotted, which can be verified by his lack of a presence on my minimap in the lower left hand corner. The enemy directly behind me and firing at me is painted on the minimap, but the target pictured is not. This is what I mean when I refer to BF6's target acquisition system being overly generous. The target is far enough away from me that his character model can hardly be seen, yet there is still a large red dot above his head, giving away his position to me. And he isn't even spotted yet. Previous battlefield titles had a system similar to this, where the enemy's name or a red dot would appear above their head if you were aiming close to them, but the distance that this happened at away from the player was very close ranged. I don't have the exact numbers, but from what I remember in BF3/BF4, enemy locations were not revealed this way unless they were within ~10m of you. The current ~35m that this happens at in BF6 is beyond excessive, and it allows you to easily identify enemies very far away from you, and then enables you to spot them, at which point their location will be revealed in a similar fashion to every member on your team. This of course goes both ways, which means that if you happen to be found by an enemy in this manner, it is likely that you are spotted by the entire enemy team. This leads to a far greater number of enemies being spotted in BF6 than in previous BF titles, and oftentimes it seems that every enemy on the opposing team is running around with a red dot above their head, which takes careful environmental observation out of the battlefield skill set in favor of a brainless "see red, shoot red" strategy. This also contributes to the feeling that as soon as you turn a corner or find yourself out in the open, even for a fraction of a second, the entire enemy team and their mothers are shooting at you. This is a common complaint amongst BF6 beta testers. The combination of the crazy long target acquisition distance and the strength of spotting in general in this game really speeds up the pacing of the game, and makes it play more like an arena shooter than an entry into the battlefield franchise. Suggestion: Reduce the target acquisition distance to 10m, and remove the red dots above enemies for manual spotting. This would make it so that, under a base level manual spot, an enemy's location will only be revealed on the minimap, and no red dot would appear above his head. Think BFV style. This would do wonders in slowing down the pace of the game, and give players an actual chance to reposition without immediately being gunned down by 15 enemy players. Recon class should then have an improved spot mechanic made available to them, either as a core part of the class or as a passive unlocked as part of one of their field spec paths, that would allow them to spot enemies for the team with the red dots above their head in addition to the base level revealing their location on minimap. This would give the Recon class much needed class identity, especially if weapon types continue to be unlocked across classes and the deploy beacon is moved to the Assault class's toolkit. Weak Suppression Effect As it currently stands, the suppression effect is so weak in this game that oftentimes I don't even realize when I'm being suppressed. There is almost no noticeable increase to gun recoil, aim down sight sway, or even an observable visual cue. If I'm shooting at an enemy, and another enemy tries to "suppress" me by shooting at me, 99% of the time I am able to secure the original kill I was going after and then take cover like nothing even happened. To the best of my knowledge, the ONLY effect suppression has in this game is preventing passive healing from occurring. This weak suppression effect is another huge contributor to the extremely fast pacing of the BF6 beta. In previous Battlefield titles, the suppression mechanic would make it considerably harder to take out enemy players if you were receiving fire from another enemy. Your recoil and sway would increase drastically, oftentimes causing you to lose the ability to secure the kill. It also rewards teamwork, as a player could oftentimes protect their allies from harm by being aware and returning fire on an attacking enemy, even if they themselves are unable to secure the kill. In my opinion, it is no coincidence that the Battlefield games often referred to as the best entries in the franchise also had a heavy suppression effect. It worked wonders for controlling the pacing of the game by prolonging engagements with the enemy. Suggestion: Drastically increase the effects of the suppression mechanic, or implement new effects if they are not present at all. I honestly can't tell if the suppression system even affects recoil or gun sway in BF6, that is how pathetically weak it is. A good, heavy suppression effect should do the following things: Drastically increase aim down sight sway, even by a factor of 2x or 3x. Additionally, suppression should prevent players and knock them out of the hold breath to steady scope mechanic. This will make sniping more difficult while suppressed. Drastically increase gun recoil, even by a factor of 2x or 3x. This will make returning fire with an automatic weapon more difficult while suppressed. Involve a heavy but not impeding visual effect on the suppressed player. This will allow players to more easily tell when they are being suppressed. Prevent passive health regeneration (this one is already in the BF6 beta). SUPPRESSION SHOULD NOT AFFECT BULLET SPREAD. Learn from the mistakes made in suppression adjustment during BF3 and BF4. Suppression maximizing the spread of the gun left too much up to pure luck or chance. A suppressed player should be able to win engagements, if the skill gap between engaged parties is large enough. Suppression affecting bullet spread is too suffocating. Passive Healing Speed Passive health regeneration is crazy fast in this game. Health begins regenerating after a 5 second delay, and then it beings to heal probably something around 20 health per second. This means that after taking critical damage, a player will passively be healed back up to full health within 10 seconds. That means that a medic has ~10 seconds to give you medical support for it to actually be effective. This is Call of Duty levels of health regeneration. It works in CoD because CoD is a fast paced arena shooter, and there is no class that is dedicated to offering medical support. In Battlefield, however, health regeneration this fast takes away from the medic class, and helps to establish a pacing that is far too fast for the Battlefield feel. If soldiers are getting back into the fight faster, it speeds up battle engagements and ticket draw. Suggestion: Return passive health regeneration to the levels found in BF3/BF4. This would help slow down the pacing of the game and return much needed importance to team play, especially in the case of the Medic class. I would suggest keeping the health regeneration delay at 5 seconds, but then slowing down health regeneration so that it requires 15 seconds to heal back up to full health. In totality, this will require 20 seconds for a player to heal back to full health, if their entire health bar was missing. It's also important to note that if this change were implemented, the Assault class would still heal to full health in just 10 seconds because of their passive improvement to health regeneration that is already in the BF6 beta which cuts both the healing delay and also the time required to heal to full health after health regeneration has started in half. This keeps the Assault class on this fast paced health regeneration, giving them a legitimate opportunity to shine as the true run and gun class. Despite this wall of text of grievances and suggestions, I am finding myself enjoying the BF6 beta. I'm not posting this as a BF6 doomer, or someone trying to bury the game. I am invested in the success of this game, and have been waiting for years for another enjoyable, modern-time Battlefield title to come out. Anything I've brought attention to in this post is simply my experience of the beta so far, and the suggestions I make depict my opinion of what would make this game live up to its highest potential. Thanks for reading!twing1ea30 minutes agoSeasoned Novice998Views80likes50CommentsIt's Time, EA — Bring Back the Classic BF2 Maps We’ve Been Waiting For!
Hey Battlefield Team and fellow soldiers, Can we finally talk about the elephant in the room — the classic Battlefield 2 maps that many of us have been asking for for years now? BF2 wasn't just a game — it was a golden era that defined what Battlefield is supposed to be: tactical, boots-on-the-ground, squad-based warfare with unforgettable environments. So here’s the ask: Bring back the legends. Let us relive the glory days with remastered versions of these iconic maps Mashtuur City Dalian Plant The Iron Gator Warlord Devil's Perch Strike at Karkand Ghost Town Road to Jalalabad Highway Tampa Kubra Dam Check some of these maps out on youtube, google and below at the link. Maps of Battlefield 2 These maps weren’t just fun — they were tactically rich, with memorable chokepoints, flanking routes, and a perfect balance of infantry and vehicles. They defined Battlefield gameplay that many of us feel has been lost in the newer titles. Also — can we talk about the **Commander role**? This feature brought next-level strategy to the battlefield. Calling in UAVs, dropping supply crates, issuing orders, and yes — **artillery strikes**. It gave squads purpose and made teamwork rewarding. Bring that back too — and not watered down like in later titles. Expansion Pack Idea: BF2 Special Forces Revival Why not go even further? Bring back something inspired by BF2: Special Forces. Grappling hooks, night missions, zip-lines, and unique faction gear — but done right. No 2042 gadgets or sci-fi. Just grounded, gritty gameplay with added verticality and tactical options. Special Forces added new layers of strategy and felt fresh without breaking the core Battlefield identity. Why This Makes Sense Brings back veteran players who miss the classics Introduces new players to the roots of Battlefield Builds major hype and goodwill in the community Faster turnaround compared to designing maps from scratch So what do you say, EA/DICE? We’ve waited long enough. Let’s get this done. Which BF2 maps would YOU want to see return? Share your favorites and memories — let’s make this thread impossible to ignore. #RemasterBF2Maps #StrikeAtKarkandOrRiotking1paul49 minutes agoSeasoned Newcomer88Views4likes3CommentsTogether
I am little worried about nowdays matchmaking including BF. Please make it like it was back in the days. There was pesific map circulation and every map was played twise so you can start both end or do attack first, then defend. And you know what map is coming and when. That was good and people stay together and learn how to play together. Ofcourse sometimes there was no balance with teams but it was still better than what it is now. Every round is with different teams and same map with same starting end can come multiple times in row. After every round is matchmaking and rolling the dices. How you now put some server to favorite and play there every night and maybe meet same people night after night. Then it possible even find really good friends when you play more with same people. And if there is issues then change or avoin the server. Hopefully somebody catch what i try to say and sorry for writing errors. But wish: No matchmaking after every round. Only consistent map circulation.6Views2likes1CommentPlease Don't Nerf Movement
Im a battlefield veteran and I loved the movement in the beta. It was slower than call of duty but fast enough to have fun. You will take all of the fun out of the game nerfing the movement. The only people complaining about the movement are people that aren't good at video games. I wish we could have melee animations like BF5. That's was the greatest thing ever. The melee in the beta was slow and horrible. Please dont ruin the game by nerfing movement and if you want to make the game even better than the beta was, bring back BF5 melee animations. It would give me chills when I executed one of those animations lol.Crimsontide6782 hours agoRising Novice114Views3likes8CommentsThoughts on BF6 CLASS balance
I think Assault's dual primary weapons + incendiary grenades + adrenaline injectors are over-op. He's a completely solo player option because it's no longer a medic, resulting in little to no teamwork. Just a cycle of attack, charge, die. Giving him a recon beacon only leads to the meat grinder becoming even more of a meat grinder. And unlocking weapons would cause the changes to respawn beacons to become pointless. Assault can continue to abuse the respawn beacon as long as it's equipped with a sniper rifle, while dual weapons cause it to become a more powerful sniper than recon. And with recon being too weak in melee compared to the other three classes, losing the beacon will only make recon weaker. I think Assault should be reinstated to reprise his role as a doctor. Remove his adrenal needles, force him to drop his medkit, and provide more teamwork. Only two guns can be used. If you use dual primary weapons, you can't use pistols. Could nerf Assault somewhat. This would also allow SUPPORT to revert back to using light machine guns for medium to long range combat. Giving the adrenaline needle to the recon makes him less vulnerable in melee and more suited to flanking and providing respawn points for his teammates.kainehell3 hours agoNewcomer10Views0likes0CommentsDeploy Beacon to assault biggest mistake=Camping objects for Breakthrough/Rush
Seriously EA and DICE your changing Deploy Beacon to assault class havnt you learned anything lets use spawn beacons with assault classes it was too overpowered hence why spawn Beacons was changed to sniper class as it made that class balanced as now you'll just get everyone using the assault class as it will be overpowered with the Deploy Beacon especially for game modes like Breakthrough and Rush will be impossible to get through as you have just allowed Assault class to sit and camp on the objects with Deploy Beacons hence why other shooting game like call of duty and other shooting games and yourselves always have sniper with deploy Beacon to stop the Camping on objects as the Deploy Beacon are too overpowered with assault classes. As there for you taken the Deploy Beacon from the Recon class it's not balanced so allow the Recon class to go back to full stealth with no glint as the Deploy Beacon made the Recon class balanced and good to use but now the Recon class is pointless without the Deploy Beacon as you'll just get spotted with the glint so bring back and allow the Recon class to go back to full stealth mode with no glint. EA and DICE you have just allowed Assault class to camp on objects and made it impossible to get through on Breakthrough/ Rush game modes you have tried this before and it didn't work as the community made it clear it was impossible to get through on Breakthrough before when the assault class had Deploy Beacon. As you taken the best gadget in the game from the least used Recon class and gave it to the most overpowered class already and made the assault class even more overpowered. You have left the Recon class with nothing now as the Deploy Beacon made the Recon class balanced but now it's gone to assault it's like just saying hey I'm over here with getting spotted with the glint as the Recon class should now be full stealth mode class with no glint as the least used Recon class is pointless to use as most used that class for the Deploy Beacon.JRVolts4 hours agoSeasoned Adventurer98Views1like12CommentsThe vehicles in Battlefield 6 are too weak.
I am extremely disappointed with this beta test. The Battlefield franchise now feels like it has completely abandoned its roots. This test did not give me the feeling of a return to Battlefield 1 or Battlefield 4. Battlefield 6's core gameplay loop feels fundamentally similar to 2042, and vehicle handling has somehow regressed even further from that title. My EA ID is: hayaseyuuka100kg. In Battlefield 2042, my career stats include 10,000 vehicle kills and 30,000 infantry kills. I believe this gives me sufficient experience to discuss infantry vs. vehicle balance. Vehicles in Battlefield have always served a crucial role in breaking through defenses. Battlefield 6 completely discards this function. Ground vehicles, including Main Battle Tanks and Infantry Fighting Vehicles, are far too fragile. The fact that Engineers can carry 5 RPG rocketsis excessive. Tank first-person sensitivity is inexplicably low, resulting in awkward and unresponsive handling. Furthermore, drivers lack access to APS, drastically reducing a tank's survivability. If the development studio harbors this much animosity towards vehicles, you might as well remove them entirely and just make a large-scale Call of Duty. There's no need to alienate and frustrate dedicated vehicle players like this. Specific issues compounding the problem: 1. Overpowered Counters:The Infrared Anti-Vehicle Mine deals excessively high damage and is incredibly difficult to spot. A single hit is devastating to any vehicle. 2. Lack of Self-Repair: Vehicles cannot perform self-repairs and tank also critically lack APS and reactive armor. Additionally, in Breakthrough mode, the attacking team has far too few reinforcements, compounded by questionable map design on certain levels. This combination makes it extremely difficult for attackers to achieve breakthroughs. 3. Poorly Placed Repair Stations:The locations of repair stations are extremely inconvenient and illogical.If you insist on keeping the repair station system, then at the very least make vehicle strength comparable to Battlefield V. 4. Result: Vehicles are suppressed from every angle, forced into passive "camper" roles. Coordinated pushes between infantry and vehicles are practically impossible. Air Vehicles are even worse: Helicopter Handling: It's catastrophic. The inertia is excessive, making them incredibly clunky and difficult to control. It's baffling how a studio could produce helicopters with such abysmal maneuverability. Combined with their pitifully weak armament, their ground suppression capability is effectively zero Jets:Jets are just as bad. They have far too little health and their weaponry is severely underpoweother. I hope to see a battlefield with genuine infantry-vehicle balance, not a situation where either side completely dominates the other after game out in oct.HayaseYuuka100KG7 hours agoSeasoned Traveler4.6KViews51likes131CommentsNetcode/HitReg and how it ruins DMRs (videos attached)
Plenty of posts about netcode and hit registrations so I won't delve further about TTK/TTD in general, but I attached a few videos where it is too obvious to ignore. You can also see I have debug displayed on the top left. Netcode is a severely wide spread issue but it's not always obvious because the server missing one hit from an automatic weapon may not be detrimental given the rapid fire nature would quickly follow up another hit that could register. In cases like this we may feel it took a bit longer but we could attribute to weapon inaccuracy or bloom. However, DMRs are about precision, missing one hit through the scope is obvious and can often be a life or death situation. This essentially renders DMRs unreliable in head-on engagements where each hit is like rolling a dice. BF1 and BFV didn't suffer from this even where most rifles are semi-auto like DMRs. BF4 and 2042 had grave netcode issues but I don't recall being this unreliable. Either way, hopefully it's just the beta, but I hope the devs take notice and alleviate this issue on launch.92Views3likes13CommentsMenu and settings
The settings menu is hard to navigate. Its hard to find things that are buried in different tabs. We need to be able to adjust our loadouts before the game starts. Also after you die and you're trying to make adjustments in the menu the cursor is missing. I have to keep pressing different buttons till an option gets highlighted. Even after that i lose the highlighted option and have to push buttons again till it returns. I think what is happening is the big map is still active after i open the settings menu. Another issue i have and other friends of mine had was the feel of the game. I used the same settings as 2042 and regardless of the input curve i chose the game feels off. Somthing isn't right and i don't know what it is. 2042 had ADS field of view and i feel like that could be the difference. Somthing about the sensitivity just didn't feel right. I made adjustments for hours and the game never really felt good. When i left and played 2042 it played better and movement/aim sensitivity felt good again. Somthing is off with the settings for BF6 and i never could figure it out I'm not the only one with this issue. Another issue i ran into is the big map controls being binded to the sticks on my controller. Controllers basically come out of the box with stick drift and it makes it a nightmare to even use the big map to spawn. I have to fight the stick drift to try and spawn on squadmates. Thousands if not millions of people will be fight with this so can you give us the option to bind big map cursor movements to the D-pad? The game needs an aim trainer with actual moving and running bots on a map so we can use them for settings purposes. The indicator dots over enemy's heads were too high. I foud myself shooting over people's heads often. The hit markers when shooting an enemy were hard to see and hard to hear. There where times i thought i killed an enemy and they were still alive. I couldn't hear an audible kill shot sound. My head set is excellent on 2042 so it may be a BF6 sound issue. Is there any way you could limit the dust and smoke. Its soo hazy at times i couldn't se an enemy that is shooting me. I don't like the point system for weapons. When/if grenade launchers are available it will cost me half the attachments to have an under barrel grenade launcher. But assault gets 2 primaries, a secondary and a grenade launcher? If i unlock it i should be able to attach it. Engineers get 2 separate rocket launchers a primary and a secondary weapon. If you're going to do points give us more points. Its useless to unlock things we cannot attach because we don't have enough points.5Views1like0CommentsUltimate Feedback for Battlefield 6 Open Beta
Hi, as a long time player of Battlefield this is my favorite series and since I'm very passionate about it I wanted to give a big and detailed feedback to you dear developers. Because you already made a very enjoyable game but why it wouldn't be a masterpiece and very well-known entry to this great franchise (It will be great as long as it's not release annually btw). I will write the articles as short as possible. I will start with the easily doable ones, which is accessebility and quality of life features. These are non-changing gameplay and no-harm to anybody, just improvements. Why wouldn't you add them, right?. For starters, I wanna say that, even in your trailers the UI is always (except BF4 launch trailer) closed because with that way everything become so much more cinematic and impressive. So when it comes the UI it's always "less is more". You have to remember that there is so many people who knows how to play a Battlefield game. At one point you will know every flag and you don't need nearly and UI. As in Beta this game has lack some essential accessibility features even BF4 and BF1 has. Basically you should add all accessibilty settings in BF4 and BF1 and even more. And please add them all. I will write the "Settings" part like the Settings menu layout in previous games. Anyway, let's start. Settings Controls Add "Soldier Zoom Sensitivity" (1X zoom, 1,5X zoom, 2X zoom etc.). Gameplay Basic Add "Lens Sight Reticle Visibility" and "Lens Sight Reticle Color". Add "Soldier Optics Reticle" settings (Size, glow, RGB component). Add "Vehicle Chase Camera Reticle" (Size, glow, RGB component) (it's so big for tank). Add "Vehicle Seat Layout Size" and "Vehicle Seat Layout Visibility". Add "Chat Log Size" and "Chat Log Visibility". Add "Kill Log Size" and "Kill Log Visibility". Add "Scoring Size" and "Scoring Visibility". Add an option to close the "... Resupplied You" indicator. Add an option to close top-right squad ping HUD, we can see them on the minimap and in front of us. Add an option to close the notification showing ticket percentage, that's literally the 1st grade math. In fact, there is no need for this in the first place. If you wanted to create extra tansion, it should start at 50%. Add an option to close the in-game briefing that appears on the spawn screen. Like that absolutely unnecessary "Maintain Control of More Objectives Than the Enemy" briefing. You shouldn't act your players like toddlers. Add "Commo Rose Scale" and "Commo Rose Visibility". Add an option to change the Commo Rose's appearance time (How long the player will hold down the Q). Add "Squad List Size" and "Squad List Visibility", why can't we close it entirely instead of just cut in half. Add "Inventory: Show - When Active - Hide". Add "Weapon Logos: Show - When Active - Hide". Weapon logos unnecessary too. I know which is which. Everyone knows upper one is the one on the hand. Add "Upgrade Indicator (Level 0-1-2-3 thing I mean): Show - When Upgraded - Hide". Add an option to change the placement of health bar. Add "Dot on Crosshair: Show - While Running - Hide". Add an option for jet bombardment reticle specifically, because it's very helpful but when you close jet HUD all of it goes, most other HUD elements unnecessary but this is not. Add an option to close all key bindings on the screen. I know my options, it's just filling the screen unnecessarily. And most importantly, add "Game Mode Info Size" and "Game Mode Info Visibility". Give us an option for changing the place of the Game Mode Info, we should put that above the minimap. (What follows is also important) Add an option for closing the ticket bars and changing their length. Add option to completely remove flags from the Game Mode Info, they are already on the minimap Add an option to only see tickets when the TAB key is pressed. The top of the scoreboard is available for this. Minimap Add "Minimap Size" (this doesn't work) and "Minimap Visibility". Add "Background Visibility" (For some reason it wasn't working, it didn't do any change). Add an option for size of the full map. Like as current style (fullscreen) or BF1 style (just wider). Add an option to change the minimap placement, top-left is completely empty. Add an option to run or walk with full map open. You can add an option to change the location of compass, above and below of the minimap is available, even inside of the minimap is possible. World Icons Add "Objective Icon Opacity". Add "Support Kit Boundaries: Show - When In - When Outside - Hide". (That's a problematic one actually, I'll write about this one later.) Advanced Add "Soldier Name Opacity". Key Bindings Add "Change Display" setting, we should close all HUD with one button And lastly there is a big complaint about the settings menu. To fix that problem you should add a search bar in the settings and you might want to add that classic screen display about what is every setting about, what changes with that. Before skipping to the things about game design and stuff I want to remind that, Battlefield is can be defined basically in two words. Battlefield game design is all about "Rock-Paper-Scissors" and "One for all, all for one". And clichés that I didn't wanna say are "Unity is strenght" and "Team work makes the dream work". Deficiencies I'll say server browser is essential and no one from the developers will care about it but I have to say that anyway. Especially in the long run lacking server browser will kill the game. At least you should add searching the Closed Weapon matches with Custom Search, at least do this. There's no option to change teams. I hope it's just because it's Beta. There's no "Request Order", "Sorry", "Go Go Go", "Get In", "Get Out" and "Need Backup" callings. There's reassignment for squad leader by the current squad leader but there's no feature for become one by saying "Request Order". Let people play whatever role they want, and more importantly, let those who will play as squad leaders be squad leaders. There's no indication/notification for appointment as a squad leader in the match. There's just a tiny indicator while waiting other players and that's not enough. Just a notificiation in the beginning of the match would be enough. Add player levels on scoreboard again. There's so much empty place anyway. Add revive counts on scoreboard again. That's probably the only good thing BF2042 has ever done. This pushes players to teamplay. You should definitely bring back the "Highlights" menu from BF1. It's literally the easiest way to encourage players to teamplay and play objectives. Having your name appear in the Highlights is the ultimate reward and gives that "Your hard work has paid off." Bring it back. Why did you delete the real flags on flags? My guess you thought it prevents realism, I'm sorry but no. That was one of the signatures of BF. And it will help those who turn off Game Mode Info. There's no Service Stars. There's no squad list on the spawn screen. You made WASD's function like BF4 instead of BF1 and that's make sense, but deleting squad list from spawn screen doesn't make sense at all. Oftenly an "in combat" status squad member overlap another and you cannot spawn on any of them. On weapon observing menu the camera is not movable. So weapon's half goes to out of frame. There's no stabbing animation for an enemy that reviving teammate. If there's it doesn't appear and that's a bug. BF Launcher is the second good thing that DICE has ever done. Hope you'll bring BF6 to it. BF4 Test Range needs to come back. Being able to change the loadouts during matchmakings would be good. Customization steals from the match time. Revive countdown circle indicator should be thicker. When a player is marked, it should slow down the skip time even if they press the spacebar. Because sometimes you can be marked at the last minute and the ticket will be wasted. You should return to your previous weapon or primary weapon when you press the key for weapon on your hand, you choose between these two. While holding the knife, mouse wheel up should mean primary weapon and down should mean secondary weapon. A hand gesture for spotting would be nothing but a positive addition. Assists as kills don't add to the kill count on the scoreboard. This game needs shouting from soldiers. Some say it wouldn't fit the setting. What? That's war and war is and always will be the worst thing ever. Most noticeably, the fallen soldiers do not act as if they have just been hit by multiple bullets. BFV was the best at this. When a downed player is marked, a call should come from the teammate. And also what is the exact difference between the moving lines and that frame that appear time to time around the neary teammates HUD? Moving lines is for the one who marked but what is the frame for? There needs to be a "New" indicator on that weapon and that weapon part when a new attachment is available for the weapon. Sometimes "New" appears but for some reason it comes after you already attached that attachment. Maybe it's a bug. It would be nice to be able to choose the gender of the soldiers. Actually, it would be a different style if you make that spawning by approaching to the map on the spawn screen. The transition from holograms to reality is not a bad idea. Squad order doesn't appear on Game Mode Info. There's no indicator on Game Mode Info about how much one specific flag has taken, it just constantly flashing. The person on F5 in Light Ground Transport can't peak outside, but in F4 it works, maybe it's a bug Exiting the stationary TOW is broke I think, it's either bugged or intentional, you can't exit it until it reloads. You can't peak with the RPG. Extra points should be given for revive with a fully charged defibrillator. We should see the class logos of the players who appear on the match summary. There's no taking back the placed C4. This should be so basic, maybe I didn't see it. We should be able to see the Weapon Mastery Level of the enemy who killed us. Deployables like spawn beacons, motion sensors etc. should have noticeable/audible sounds. This would just balance the game even more. Why wouldn't you bring back the greatest game mod ever made to the BF6, which is the Operations? You have two maps for every city already. It's a great opportunity to dive into the Operations again. Changing weather conditions was one of the best things that old BFs has. It would just a missed opportunity for these maps. A sandstorm in Siege of Cairo. Just think about how good would be clash in a severe snowstorm in Liberation Peak. Only then would it live up to its name and would be the peak. Everyone hopes for night maps in the future. And everyone hopes for naval combat after the release. Wrong Parts Throwing grenade animation is hilarious. You don't throw peanuts. Please slow down it. Shotguns has the quitest sound, and I'm playing War Tapes V.A.L. Auto-spawn system needs to be like the old games. You treat players like toddlers again. We know we pushed space and set the auto-spawn. In the current system, you have to constantly keep the cursor on the target or have to push space after the respawn time is over. The darkness on Commo Rose screen is unnecessary. Commo Rose is solely for communication, it shouldn't be a downgrade to visibility or anything. Squad leader "+" on minimap is straight out wrong. It looks like a Support. Everyone learned the harsh truth two days ago with a Reddit post. Squad leaders on the squad list always should be "1" or/and have a different logo Stabbing animation's dogtag part is too long, it makes you vulnerable to attack. It literally freezes you to death. Stabbing is dangerous from its nature, there's no need to make it more dangerous than as it is. As I said, BF Launcher is the Ninth Wonder of the World. Hope you change the menu design and make it more like (maybe even same as) BF Launcher. One can always hope. Reviving with defibrillator used to be more satisfying in old games. It may sound hilarious but that's one of the main reasons medic mains love reviving. To me, it was even more satisfying than killing the enemy. Now its animation moves so little it's as if you're poking soldiers with a defibrillator, or giving a tiny kiss. And it should definitely take longer to fully charge. The outline of the Support Kit is visible to the enemy team. This easily gives away enemy's position and vice versa. Also enemy's Support Kit's logos is visible to other team on the minimap. It may not be that critical on the minimap, but outlines should be deleted from the game. The outlines are not just visible on the walls that sees the kit, but it is visible from other side of the walls as well. Option for disabling wouldn't be enough as you see. I don't know how much work it needs or it requires completely changing ragdolls, however shotgun ragdolls, besides being so funny and make great BF moments, it throws you literally onto ceilings. It makes impossible to revive. Sometimes when you got shot and down somewhere on the top, you slide down the entire hill by bouncing without stopping and you go out of the map. You literally dragged more than 50 meters when you are still downed. This makes revive impossible as well. For my own experience, and I'm not that a good player, weapon mastery levels goes up so fast, they require ~5 kills. Before, unlocking an attachment was requiring 10 kills. And honestly it used to be felt more rewarding and satisfying. Open Weapons mods need to be the separated mods, not the other way around. Conquest and Breakthrough need to be selectively separated, rather than being a single "All-Out Warfare" title. Every mod needs a Closed Weapon version, please don't restrict it to only two mods. Don't. Lightning needs a readjustment. Seeing inside from outside and outside from inside is nearly impossible. Even when you are inside a partly collapsed building, you can't see out through that big hole. Barbed wire doesn't cause damage. You should reconsider enemy marks not being class logos. This was causing changing your playstyle from enemy to enemy and it was creating more dynamic gameplay. It becomes class logos after they kill you. Fatal Headshot animation is good, but way of death would be more noticeable for everyone by adding a flying helmet animation. Weapons need to start with iron sights not with Holo. Holo should be an unlockable attachment. Iron Sights should be 5 points on Sniper Rifles like every other weapon, there is no need to punish Sniper Rifle players this much. On the spawn screen, the spot where the player died should have a more prominent color, like orange or yellow. Stationary grappling hooks should be usable by continuously pressing the button, as if getting into a vehicle. When you play Conquest on Liberation Peak, if you spawn as a NATO soldier on the C flag, you'll likely spawn on that castle tower thing (I don't know the exact name) and be directly vulnerable to attacks from the Pax Armata side. You'll become easy prey for scouting. Basically spawn kill. Make it spawn point further, behind of that rock and that's it. When you play Conquest on Siege of Cairo, if you spawn as a NATO soldier on the A flag, you'll likely spawn on the left side of the A flag. That makes you close to Pax Armata HQ more than close to A flag. Normally you should be spawn on the right side of the A flag. Flag boundaries on Breakthrough can be wider, this way it could give that struggle and tug-of-war feeling more. As everyone said Breakthrough is unbalanced, especially on Liberation Peak, and on the first sector. People know and understand why did you decreased splash damage too much, but like I said it's too much. Maybe you can reduce the amount of rockets to four from five, and change amount of C4 too and increase the splash damage. And it wouldn't upset the balance of destroying tanks with Engineers. Because it's a teamplay based game and Assaults in charge of stopping the repairing Engineers, Supports in charge of providing more RPG's to Engineer and vehicle destroyed, mission accomplished. (And I ones saw 6 RPGs and 5 C4s, but I don't know why, I doubt it was a bug). Passive health regeneration is faster than Road Runner. Normally there should be a five-second delay before starting and ten seconds for full recovery. Totally fifteen seconds would be more ideal. Current system completely makes the Support insignificant. Where is the "One for all, all for one" game design? AH-64 fills most of the screen in first-person and you can't see anything. As everyone said, helicopter controls is need to change. Just look at BF3 and BF4. Being fun is more important. I don't say "It needs to be exact same". Why would it be? It should be even better than them if it is possible. There must be a little indicator for drivers that the vehicle is being repaired, because right now it's hardly recognizable on first-person. And because of that, some people just goes away with half vehicle health. Don't you think that still being able to do ADS while sliding feels off? Additionally, being able to only use hip fire while sliding forces you to constantly change your playstyle, and this way you can prevent unwanted repetitive combat more and more. (And I know you said you balanced sliding and jumping more.) Suppression should be buffed. LMG's making extra suppression on Sniper Rifles is a great idea. LMGs are long-range guns just like Sniper Rifles, and this way it would fit rock-paper-scissors game design. Maybe you won't want to punish the Sniper players that much, and you would want to extra suppression effect only for 4X and above scope users. Sniper Rifles should have glint only for 4X and above scopes. Explosive gadgets should not be self-loading. Not only that, it's too fast. Support just fastens the recovery but that's not how it should be. Support Kits everywhere anyway, why would it be self-loading? This just hurts the teamplay. The respawn time might be a bit longer. Right now, you die, wait two seconds, then skip and you're ready to respawn. Most matches ends with a big gap between ticket amounts, the balance is essential. About Gameplay Assault class doesn't need two primaries. It needs one more gadget/tool slot I think. Stun effect of Thermobaric Grenade Launcher takes too long, and often it's one shot one kill. Carabinas meant to be weaker Assault Rifles, but for some reason they are far too strong from they meant to be. And as everyone said Shotguns... Shotguns are the real Sniper Rifles. They need to be Shotguns again. Explosives on the map are useless. If they were bullet sponges this'd still be acceptable, but the problem is that, their explosion takes a long time, and it's not under the player's control. Pace of the game is little faster than other BFs but explosives gone completely reverse direction. They are definitely not suited to the strategic playstyle. Pinging and spotting after you fall is just a dumb feature. This feature is just punishing the killing. You changed kill cam because of that, and it's a great change, but this is even worse than that. If you dear developers, if you ask me, allowing to just one ping for the place of the enemy that killed the player is enough. One of the most important one, auto-spot needs to go, period. As you mentioned in your report, Recon class is the least preferred class, so give it to Recon. This makes Recon more preferable. You should reduce the recoil for DMRs, And make M39 gives 35 damage like SKS and make SVK gives 50 damage like RSC 1917. I know there will be much more on release but isn't 60 damage too much four you as well? Sweet Spot is a feature that's just as dumb as marking when you're down or even more dumber. No one does this intentionally. It feels unbalanced, more importantly unskillful. I even feel bad when I kill with Sweet Spot. The skill is being able to shoot the enemy second time or killing with the direct headshot. Humble Suggestions to Dear Developers You might consider giving support pouches to the Assault class. It could improve teamplay of Assault. It'd be like BC2 and BF3 system's colliding. Its just a thought. You might consider changing assist as kill to minimum 80 or more damage. It seems 1/4 health is still too much for a kill. 3-4 bullets easily means 75 damage. That's too easy. Cars can raise an alarm when got hit or shot. This improves the atmosphere and, more importantly, lets you know which direction the enemy is in. Can be used as a good advantage by cautious players. And who would hurt with one more detail to the game, right? There are three animations for the knife, one of which is stabbing. Right-click is empty. Maybe you could assign the stabbing animation to right-click, which would be a slower but more powerful attack. It would add a bit more depth to the already great gameplay. Maybe ATV driver would be able to pull out the secondary weapon when the ATV goes under a specific speed As I said before, passive health regeneration speed makes Support class insignificant. To prevent this, you can adapt GTA healh system into the passive health regeneration system. It would be like you heal quickly until half and then it slows to BF4 speed. Or it would work this way just with the Assault stim. Because everybody forgots to use it. And you know, because you would want Assault to be aggressive. In this way, the stim would be as important as a real Class Locked Tool. Or maybe you can change passive health regeneration speed from mod to mod and map to map like what you said about total player count. Day-night cycle would be the coolest thing ever. Night atmosphere on Empire State and Siege of Cairo, flying and dog fighting with jets on when dark comes to Operation Firestorm. Just visualize it dear developer, visualize it. You can easily make money by adding various national military uniforms. It's win-win for everyone. Some gadgets, tools and weapons that can be added; teaser gun, portable shield, electric wire, barbed wire, electrical barbed wire, medical gun, crossbow (that would be great), bow, explosive arrow, throwable knife, bear trap And make the maps that will come after the release generally large For extra, you already talked about parachute speed, TTD and Sniper glint, so I didn't include them. Finally, why isn't this game supported in Turkish? Why, exactly why? Dear DICE and other Battlefield Studios developers, I need to remind you that 23,000 of BF1's 200,000 reviews on Steam are currently in Turkish. One in ten people is Turkish, or even more. Turkish is the third most used language for BF1 reviews, after Chinese and English. It's in fifth for BF3, BF4 and BFV. And it's funny that it's in eighth for dearest BF2042 and it's one of three languages with mostly positive reviews. But when you look at it, it turns out there's absolutely no Turkish language support for this series except for BF1. After all this there's still no Turkish support for BF6, it sounds like a bad joke. Probably it sounds like harsh criticism, and even if so it would be a deserved one. I think that was it. It took two days and one night to write this. I hope I could help. Thank you for your time, appreciate all of you for your hard work. This was a pleasure.SafakBeratKam8 hours agoRising Newcomer18Views1like0CommentsKeep BF6 team based.
You guys made an awesome decision with the movement changes to keep idiots from doing COD nonsense on Battlefield. Now I'm requesting a big change, that this late probably can't be integrated. Maybe in the future or the next BF. I'm requesting that the scores and especially placement on the leader board be effected by team play actions mostly. Please look at MOH Warfighter's scoring model, you could have 100 kills and still be at the bottom of the list, because you didn't play your role or help your teammates. You want to stop this constant "kill whoring" and not playing the objectives, make it where kills are the least valuable action in game, except TDM...or don't have TDM 😏. The game is classed based, so make it reward utilizing your class to win. Revives, assists, Engineers killing armor and not players with rockets 😡, assault needs to be medic as well, and support should be ammo resupply as support should be. Make the scoring system like 98% based on team actions. If your camping with a sniper rifle, then spotting or intel gives you points, not a lot, but some. Stop rewarding people abandoning the objectives to go kill whoring. Sure you can go for all the kills you want, but it will hardly effect your score overall. Killing is just a way to move around and complete the objectives, not what it's about. Sure if you kill to cap or defend an objective, it will count a little more. Time to make BF team centric again.17Views1like0Comments3rd person view in armor.
I'm a tanker, just want to get that out of the way lol. Being stuck in 3rd person is so unrealistic that I basically skipped most of the beta. Going through the key bindings, game play etc, i could not find anything showing the switching of views other than scoping in. The vehicles have enough issues such as poor speed, poor handling, underpowered weapons, that those of us who like vehicle warfare are talking about not purchasing bf6 and instead switching to other games. Add in the 3rd person nonsense and its a game over situation. I hope this gets fixed as we would love to move from bf4 to the next level of bad **bleep** EA gaming. Fyi i own every title since bc2 and bf4 is what i play. Just my 2 cents. Anyone have the same issues?-bZ-Slash5_09 hours agoNew Traveler32Views1like3Comments[UPDATE] Battlefield 6 Update: On Secure Boot & Cheats
Hey folks, AC from the SPEAR Anti-Cheat Team here, hope everyone's having fun in the Battlefield 6 Open Beta! I wanted to take a moment to acknowledge some of the feedback around cheating in the game, especially around Secure Boot. On Secure Boot, I want to be clear that Secure Boot is not, and was not intended to be a silver bullet. Secure Boot is how you're helping us build up our arsenal. It’s another barrier that helps us make it harder for cheat developers to create cheat programs, and makes it easier for us to detect it when they do. There are certain signals that we can only trust when Secure Boot is enabled, which we spoke of before in our previous posts, like here https://steamcommunity.com/app/2807960/discussions/0/600785827026563959/. One example, Secure Boot prevents your machine from running with vulnerable drivers enabled. So if Secure Boot is running and we see those drivers loaded, we know something's a bit off. I also wanted to thank you all for taking the time to report cheaters, cheat programs and specific clips to us. Your reports help us zero in and lead us to finding up and coming cheat communities, reporting one actual cheater often can lead to new detection techniques and help us keep them from impacting your experience. Since Open Beta Early Access’s launch: Javelin has prevented 330,000 attempts to cheat or tamper with anti-cheat controls. You’ve reported 44,000 instances of potential cheaters during day one and another 60,000 so far today. We are already using these with our own Gameplay Integrity team to add and improve our detections for Battlefield 6. They are also working with the Battlefield Positive Play team, to actively remove those reported we confirm to be cheaters. Anti-Cheat isn't one and done, it's an ever evolving battlefield, and what has worked for us previously or in different games doesn't always work in all of them. I hope this helps, and please keep the reports coming in - we'll continue cleaning up the cheaters so you can have a fair game. We’re looking forward to the Open Beta tomorrow, and if you need to, the best way to help combat cheaters in Battlefield 6 is by reporting them via their profiles on the score screen. See you on the Battlefield! - ACAntiCheatWard10 hours agoEA Anticheat Team30KViews58likes222CommentsNeed an option to move minimap location
I would really like it if i could move it to the top left instead of it being located in bottom left. Please let me swap chat box and map locations. Makes more sense to have chat in bottom left and map in top left anyways. At least make it an option to move both of these things.Eternity22511 hours agoSeasoned Newcomer271Views8likes8CommentsGrenades and or grenade launcher reloads
I feel like you should be able to throw grenades farther. I didn't like how they were glowing either. Another issue i have is that players in a squad have to stick together. Its hard to keep up with the rest of the squad if I'm having to sit on an ammo box for 2 minutes to resupply my grenades. To resupply, cool down or recharge should not take so long. In 2042 if you run over a ammo box you instantly have a new grenade. Battlefield is fast paced and you can't play it that way sitting on an ammo box waiting on grenades. I hope i don't have to sit on an ammo crate for launcher grenades also.Sasquatchseesu12 hours agoNew Novice8Views0likes0CommentsShould we talk about the aircraft in the airbase, like in Battlefield 3?
I hope should battlefield 6 be have airbase & military base like same as the Battlefield Why'd I want to do this for some reason? Because I want to enjoy it. It was shocking to see that Battlefield will have the F-22 and F-16, but we've already seen the Su-57 in BF6 on the Battlefield 6 screen. I think the Flanker will be in Battlefield 6, given that the F-16 and Flanker were made years ago. I'm happy about Battlefield 6's aircraft having a free look, unlike Battlefield 2042, where you can only see backwards or forwards, not freely look around.7Views0likes0Comments
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