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- JohnnyRawRaw15 seconds agoSeasoned Newcomer57Views3likes7Comments
Import Keybinds and Settings From Beta
Hello, I had taken part in the beta for Battlefield 6 and spent hours fine-tuning my FOV, mouse sensitive, keybinds, graphical settings etc. I tried opening the beta game so that I could at least see what my previous settings were to apply them to BF6 once I get it installed to save time. However, I can no longer open it to see my settings. Is there a way to see what my previous settings were? Possibly a file that's still on my PC from the beta installation? Or possibly have a feature to give BF6 the option to import those settings if you took part in the beta? It would be awesome and save me a ton of precious time! Thanks!iBringsTheRuckus2 hours agoSeasoned Novice19Views3likes1CommentOpen & closed weapons and classes fix update
Changes, suggestion, and additions for the game. Mostly just for fun but I'll try to stick to the current games format. Tried to make it work with open and closed weapons. Ill start with vehicles, ill keep them mostly as is, as their equipments have a wide variety, that should give vehicle player a good variations to chose from. As it is, the game's regular bullets can cause dmg to vehicles, if players add reinforced plating to vehicles, then vehicles will no longer take dmd from bullets except for the use of tusken/piercing ammo. Tanks will not take dmg unless its explosives and will take less dmg if reinforced plating is equipped. Would like to add weather and night time for maps, this will help add types of visions you can choose. If nights battles are introduced, adding night vision would allow for a very defined view of the field in the dark but won't help spot enemies. infrared vision could be a nice addition as well as it would give more define characteristics of the field and allow for easier spotting but only works at shorter range. Thermal is great at spotting but won't help when trying to traverse the field and it shouldn't help with identifying enemies (remove names and dorito mark unless manually pinged). I’ll keep most 6 ammo types as they are, with the exception of the7th tusken/ pierce rounds, ill add light armor shredding to it (this will shred chest plates and help dmg light vehicles with reinforced plating but won't affect heavy armor vehicles) Sweet spot mechanic, rather then using distance to activate it, how about adding it to hold breath mechanic. Simply aiming won't do, recon will have to hold his breath and hold for a brief moment when he feels the sight completely steady for the sweet spot mechanic to activate otherwise it will be a regular shot. (This will make sweet spots shots more deliberate and less trigger happy). You can still shoot as a trigger happy player but you won't get the benefit from sweet spot. Adding a stamina bar could help track how long you can run and hold your breath. Melee weapons, hunting knife should get the option of throwing with a 1 hit ko on the head (carry 3), combat knife will remain the same, and sludge hammer will take more hits and time to destroy walls and structures unless it destroys a support beam (more likely to create peek holes for better fire behind cover, this way explosives will be the preferred choice for destroying walls and structures quickly) I’ll change throwables as such; smoke, flash, and standard grenades will be open to all classes. Assault will also get stunt and mini grenades, engineers will get AT and impact grenades, support will get gas and incendiary grenades, finally recon will get proximity and EMP grenades (disrupts or destroys electronics). From here on I will make most changes to classes to be more in line with their roles but also lower their stats across the board so that their classes will raise them to what we currently have. Such as: delaying health regen (start & speed), resupply speed, gadget and equipment cooldown. health regen is already getting a debuff but just humor me as each class will counter this debuff to roughly keep this the same (re-scaling will be needed). Signature weapon will change to weapon gatget as each class will essentially get a free accessory specific to them, you can change it but will lose the benefit and should work regardless of your preference for open or closed weapons system. Path ability will change it to be more of a team ability so your squad will also benefit from it. ENGINEER will keep its signature gadget repair tool as is (repair and destroy vehicles and gadgets). Weapon gatget will be standard “under barrel” this will reduce mobility of vehicles and infantry with all explosives. Signature trait will stay as is mechanized infantry (while near a vehicle, reduce explosive dmg and block enemies from stealing vehicle, repair to prolong effect). This will make this class the preferred choice for those who enjoy explosives and vehicle play. Class will be more of a back liner or tag along with vehicles. Gadgets will be mostly the same; rocket launchers (stinger, RPG, javelin, guided, law), mines (AT, acoustic/sound, tripwire), EOD bot, and supply create (faster ammo resupply and equipment cooldown for vehicles nearby). I would add mortar to this class as it focuses on explosive dmg would hinder enemies advancement. COMBAT ENGINEER his ability will change to “mobile station” this will boost vehicle resupply and repair tool (fix or destroy capability on the go). His initial skill will remain as gadget fortification (overheal gadgets). Next skill will change to "equipment tinkering” (vehicle equipment cool down will be reduced when fixing or riding the vehicle). Last skill will remain as vehicle regeneration (start vehicle health regen if health is critical but will have an extended cool down). This path will focus on vehicle survivability. ANTI ARMOR ability will change to “mobile station”. His initial skill will stay as extra rockets (+2). Next skill will stay as launcher proficiency (+15% reload speed and missiles will fly faster), and the last skill will remain as devastating impact (reduce fix rate and briefly block health regen for vehicles). This path will focus on crippling and destroying vehicles. SUPPORT I will keep signature gadget as supply bag (heals, resupplies ammo, gadgets and explosives). Weapon gadget will be standard “barrel or muzzle”, this would slightly blur enemy vision and block health regen (effect will scale with prolonged fire at enemies but will also fade if fire is not sustained. This allows self and allies to take less fire from suppressed enemies, however reloading will terminate the effect). Signature trait will remain as squad resupply (resupply ammo and start health regen upon contact). This class will focus on survivability of self and allies as well as Keeping everyone resupplied and ready for battle. Gadgets will mostly stay the same; defibrillator, interceptor (anti grenade and anti missile), deployable cover, and pouch (pouch will boost heal speed, supply ammo speed, and remove debuffs but cooldown will be slow). COMBAT MEDIC his ability will change to “adrenaline injector” (sprint speed boost, brief resistance to explosives, incendiary dmg and clears debuffs). Initial skill will remain as urgent aid (quicker drag and heal regen from contact or supply bag). Next skill will remain as revive recovery (quicker revives and immediate health regen activation upon revive or near supplies bags). Final skill will change to “rally squad” (nearby allies will receive a temporary adrenaline effect when using the injector, can be extended once by being near a supply bag or support player). This path will focus on reviving, Keeping allies healthy but also removing debuffs. FIRE SUPPORT his ability will change to “adrenaline injector”. Initial skill will remain as logistic expert (faster resupplies for ammo and explosives). Next skill will change to “personal protective equipment or PPE” (resistance incendiary, explosive, and gas dmg). Last skill will change to “overheat control” (-50% heat buildup from gadgets and mounted weapons). This path will focus on resupplying and holding positions on foot and vehicles) ASSAULT signature gadget will change to “chest plate” this only protects chest, everywhere else still vulnerable including the back. Plate won’t help you against piercing rounds or explosives (changing plates takes time). Weapon gadget will be “side rail”, allowing you to set 2nd ammo type for free, which can be chosen from the 7 types available. Signature trait will remain as mission focused (faster objective progression, quicker out of combat cooldown which allows faster allies respawn). The tip of the spear, this class is the first to engage enemies, carrying different types of ammunition will add to its versatility to put down enemies and take objectives. Gadgets will remain mostly the same; launchers (HE, incendiary, smoke, and breach), incendiary shotgun, and beacon. (assault won’t have weapon sling in exchange for weapon gadget and chest plate) FRONTLINER will gain the ability “dress for the occasion” this will allow near squad mates to also equip chest plates. Initial skill will change to “light on your feet” this will slightly reduce fall dmg and movement mechanics penalties). Next skill will change to “ready and loaded” this will boost weapon draw and reload time). The final skill will change to “drill sergeant” this will boost reload speed for all weapons and gadgets in your squad (including chest plate). This path will focus on prolonged confrontation and being ready to engage with minimum down time BREACHER will get the ability “dress for the occasion”. Initial skill will remain as extra grenades, +1 to throwables and gadgets. Next skill will remain as “agile shooter” this will reduced ADS penalty to movement speed while shooting and moving). Final skill will change to “danger intuition” (this will give it a warning when enemies are nearby to avoid being ambushed, the closer the enemy is the faster your heart beats, the further away enemies are the calmer your heart beat becomes). This path will focus on moving and clearing urban areas with minimal effort in addition to its ability to know when trouble is near. RECON will change his signature gadget to “laser designator” (will function the same). Weapon gadget will be “top rail/ accessory” this will allow recon to set a 2nd visual option for his scope. Others are; night (hope), IR (hope), thermal, and regular vision). Signature trait will change to “in the zone” (longer and steadier breath control which helps keep your aim steadier, sprint longer, and activate sweet spot). This class will focus on gathering information and relaying it to their team, best class to sustain prolonged movement and retain focus. Gadgets will mostly be the same; motion sensor, C4, decoy, claymore, dart gun (Would like to add a EMP version or just replace it since laser designator has become the signature gadget), flares (this will spot enemies and allies alike in the area for vehicles and mortar) enemies and allies hiding behind cover will not be spotted (use common sense). I would like to move ladder to this class as it would help with better positioning SNIPER his ability will change to “covert ops” this will share initial skill with squad mates, allowing them to blend with their environment for a short period as long as they remain within proximity. Initial skill will change to “camouflage” (snipers uniform will match the background color of the field, wear a ghillie suit). Next skill will remain as target acquired (inflicting dmg on enemies spots them, marking their position in world and mini map). Final skill will remain as confirmed kill (enemies can't be revived from a head shot by a bolt action rifle). This path will focus on trimming down or assassinating enemies from long range. SPEC OPS his ability will change to “covert ops” this will share initial skill with squad mates, allowing all to remain un-detected to thermal for a short period. Initial skill will change to “thermal block” this will equip thermal resistant clothing, this will hide player from thermal scope. Player will remain visible in regular sights or night vision. Next skill will remain as gadget awareness (spot nearby enemy gadgets unless sprinting). Final skill will change to “stealth tactics” this will reduce sound unless standing, quicker takedowns with melee weapons, and reduce movement speed penalty while squatting. This path will focus on stealth and maneuvering behind enemy lines. Notes Confirmed kill with all weapons: was thinking of mixing this skill with sweet spot and allow recon to get the effect with all weapons but not sure. Its balanced since sweet spot mechanic would make it difficult to use as a fire spree but I would prefer to extend this ability to DMRs. What do you guys think Assault team ability changed this to squad getting chest plates as i felt this would fit better for both paths and gave the previews ability to breach path as he is the one meant fight in tight quarters Lowering the infantry stats would be preferred but it shouldn't make much of a difference, except it would make the medic less useful except for the debuff removal123Views3likes9CommentsRequesting HOTAS support once again :)
Love the videos and the information so far, looks like an amazing game! I wanted to put in a request for the return of HOTAS support - allow us to map to the axis of control for our own controllers of choice. I am a long time BF flyer, but the last couple versions no longer support HOTAS configuration. Hoping this returns in version 6!ArchBuck8 hours agoSeasoned Newcomer746Views21likes13CommentsIts unfair that console players can disable crossplay and PC cant
Im not against console players disabling crossplay, but It IS unfair that PC players are stuck with them. PC players should be able to disable crossplay as well. Its about having the same options at this point. We all should have that choice, instead of It being reserved for a few players. (CM: Thread moved from ES Battlefield 6 to EN Battlefield 6. Please post in the language of the board.)greywargo9 hours agoNew Traveler439Views13likes31CommentsFor future Battlefield — class philosophical notes and chain of command.
Hi! Since classes are core of every Battlefield experience, their roles are always under huge debate. I feel, that we have gone absurd direction in order to solve teamwork & coordination issues between players. We need to make classes and chain of command more clear and dedicated in their duties and tools available. People understand better straightforward tasks than complex hidden sub-role thinking. I wonder though, is this even goal of franchise anymore, to make teamwork primary. Focus seems to be on kill-focused personal objectives. It gets boring so fast, to minimize gameplay loop to absolute minimum. Here's what renewed class philosophy and its roster could look like: Assault - Primary role is to engage in combat with enemies at medium range. Could be able to destroy fortifications. Equipped with assault rifles, underbarrel launchers/underbarrel shotguns and bodyarmor supply bag. Medic - Primary role is to revive and heal teammates. Could be able to build fortifications. Equipped with carbines, defibrillators and medical bags. Anti-Tank/Demolition - Primary role is to undertake anti-vehicle warfare. Could be able to destroy fortifications. Equipped with submachine guns/shotguns, anti-vehicle launcher and signal jammer. Engineer - Primary role is to repair or destroy vehicles. Could be able to build & destroy fortfications. Equipped with shotguns/submachine guns, repair wrench and anti-vehicle mines. Support - Primary role is to provide suppressive fire against enemies and resupply teammates. Could be able to build & destroy fortifications. Equipped with machine guns, ammunition box and field mortar/interception trophy system. Special Forces - Primary role is carry out stealth and sabotage missions. Could be able to destroy fortifications. Equipped with sound suppressed carbines, C4 and combat ladders/zipline. Sniper - Primary role is to engage targets at long distances. Could be able to build fortifications. Equipped with DMRs and SRs, Spy drone/PLD-Soflam and Claymore. Squad leader - Primary role is to lead a squad and guide players. Equipped with carbines, binoculars and spawn beacon. Commander - Primary role is to lead a team and manage Commander resources. Equipped with SMGs, turret emplacements for base defenses and repair wrench. About Commander position from Battlefield wiki: At the start of a round, players can apply for the commander position. The senior-most applicant (in terms of experience) is offered command, which can be accepted or denied. A player who accepts command gains the ability to use Commander view, commander assets, voice chat with other squad leaders, and issue orders. Successful commanders make the most of these tools, and the extra intelligence afforded. Commanders can resign their role at any time, and resume play as a regular player. Other players can also call a vote to mutiny against the current commander; a successful vote demotes the commander, opening the role for applications. Commanders need to take extra care, since assets cannot be used while the commander is critically wounded or dead. The commander authorizes all use of resources, although squad leaders can request a specific asset via the Commo Rose. All resources have a separate cooldown timer, recharging at round's start and each use thereafter. Some resources have a delay before activating. Each resource (aside from the Supply Drop and the Vehicle Drop) is tied to a specific strategic object that must be in operating condition in order for the resource to be used. Assets can be destroyed by the Special Forces kit's C4 and other explosives, and repaired with the Engineer's Wrench or supply drop. Supply drops are available at any time, but can be destroyed by weaponry. Commander view gives a pseudo-satellite view of the map, along with regions that are marked off-limits to ground and air forces. From here, the commander can use special tools to alter the flow of battle. The map functions like a regular soldier's Map view, but with an additional real-time view that can show a small region of the battlefield. Spotting in Commander screen: The commander can spot any enemy on the battlefield, even those inside buildings or cloaked. Like regular spotting, the markers will briefly track the enemy. These spotting benefits do not apply to a commander's first-person view. Assets in Commander screen: At the bottom of the screen, commander resources are given their own button and two meters indicating their health and cooldown status. Supply drops, which cannot be disabled by the enemy, do not have a health meter. Pressing a button will bring up a targeting reticule for the asset. Primary fire will deploy the asset; secondary fire will cancel the action. Squad screen of Commander: A shelvable squad screen appears in the upper left corner. Hovering the cursor over a squad shows its members, their kits, and any vehicle they may be occupying as icons. Clicking on a squad or pressing the number keys on a keyboard selects a squad for issuing orders, and shows their current objective as an icon and a line between the squad leader and the objective location. A star icon appears for commander orders, and disappears when the squad leader accepts, rejects, or ignores the order. Special icons appear when a squad leader requests orders (question mark) or assets (icon for asset). https://battlefield.fandom.com/wiki/Commander_(Feature) https://battlefield.fandom.com/wiki/Commander_resources https://battlefield.fandom.com/wiki/Commander_viewAQ-Ukki_Akira11 hours agoSeasoned Adventurer84Views3likes2CommentsOpen/Closed Weapons: A Hybrid Solution
Premise: To resolve the Open/Closed weapon debate in a way that does not split the player base into two separate playlists, I am proposing a hybrid solution be adopted that incorporates both the open and closed weapons playstyles together into a single rebalancing of the class system. The main idea is to make the open weapons playstyle part of the Assault Class's toolkit. This strengthens EA's new intended identity for the class as a an objective-oriented, jack-of-all-trades class that can equip itself with any tool that is required to help them capture flags. The other 4 core classes (Medic, Support, Engineer, and Recon) are each given a choice between three weapon types, one being the Signature weapon of that class and the secondary options being shared between all classes. The signature weapon type each of the core classes has access to is designed to best complement the team-oriented role that class is intended to play. Locking the weapon types of the other 4 core classes but providing an open weapons outlet in the objective-oriented Assault Class strengthens the identity of each class while at the same time avoiding some of the problems the open weapons system creates in certain weapon/class combinations. Additionally, it funnels the players that would rather play to a specific weapon type vs class into an objective-oriented role, if they were really intent on breaking the class/weapon status quo. At the same time, however, there are very few situations in which playing the Assault Class with a signature weapon from one of the other classes would be more desirable than just playing the class of which that weapon is signature to. The obvious exception being if the player wants to play with a carbine on an infantry-only map, where the Engineer's kit is mostly unnecessary. This dynamic helps to push players toward one of the more team-oriented classes, rather than playing the Assault Class equipped with one of the other class's signature weapons. The proposed class/weapon rebalancing is as follows: Assault Class Primary weapon choices: Assault Rifle (Signature and Exclusive) SMG LMG Carbine Shotgun DMR ***Notably absent are Sniper Rifles Weapon sling choices: Shotgun DMR Notes: This class remains as the true "open weapons" pick. Giving the Assault Class access to most weapon types fits its identity of an objective-oriented front-liner that is able to utilize any tool that is required to help them drive the team forward. Exclusive to this class is the Assault Rifle, but it also has access to each of the signature weapons of the other classes. Notably absent from this list is the Sniper Rifle, which has been made unavailable to encourage objective-oriented use of the Deploy Beacon. If utilizing the weapon sling, this class can also equip one of the shared primary weapons (Shotgun or DMR) as a second primary. Medic Class (New Class) Primary weapon choices: SMG (Signature) Shotgun DMR Notes: This class is being added as a 5th class and is separate from the Support Class. Separating Medic from Support allows each class to dive deeper into its niche. Healing gadgets, combat stims, and the defib are moved to this class's toolkit. The signature weapon of this class is the SMG, which positions them in a place where they can better support the frontline with healing and revives. It is given access to DMRs as a secondary choice to provide a longer ranged option for larger maps, and shotguns for an alternative close quarters option. This balance is dependent on the health regeneration of the game being slowed down, because with how fast the health regeneration is in BF6 currently the healing gadgets aren't really needed. Support Class Primary weapon choices: LMG (Signature) Shotgun DMR Notes: With healing responsibilities being taken away from the Support Class, it is now able to better focus on supporting the team through other means. Support retains its ability to resupply teammates with ammo and its access to supportive gadgets like trophy systems and mortars. The signature weapon of this class is the LMG to emphasize its role of providing covering fire to teammates and suppressing enemies. It is given access to Shotguns as a secondary choice to support a more mobile playstyle, and DMRs for longer ranged suppression. This balance is dependent on the suppression system being reworked, because as of now the suppression mechanic is largely useless. Engineer Class Primary weapon choices: Carbine (Signature) Shotgun DMR Notes: This class is given Carbines as its signature weapon type to provide it with versatility that is not quite as long ranged as the Assault Class's assault rifle. This weapon choice gives Engineers the required versatility to ensure that anti-vehicle ordinance will always be present on a team. For those seeking to use a Carbine on infantry-only maps, the Assault Class can be selected in its place. Engineers are given Shotguns as a secondary weapon choice to offer a more close quarters playstyle, and DMRs for a longer ranged option. Recon Class Primary weapon choices: Sniper Rifle (Signature and Exclusive) Shotgun DMR Notes: Snipers being made exclusive to the Recon Class emphasize its role of providing reconnaissance to the team instead of front-lining. DMRs are also made available to this class as a secondary weapon choice for a more versatile option, and shotguns to support a close quarters style of play. This balance is dependent on the Recon Class being made the ONLY class that can spot enemies with a red dot over their head, while spotting on other classes will be reduced to only reveal enemy locations to the team via the minimap. With the Deploy Beacon being moved to the Assault Class, Recon needs its identity strengthened in this way. Closing Thoughts: Dividing the weapon types amongst the classes in this way reinforces each class's identity, while at the same time providing each class with enough versatility to fulfill all of its intended roles. Additionally, there would be very few, niche situations where running one of the other class's signature weapons on the Assault Class would be the better choice, but this is still an option that is available to players. Under this structure, the Assault Class becomes the most user-friendly class to those who are not yet familiar with Battlefield, but the other 4 core classes still hold distinct advantages over it and play more team-oriented roles, which helps to deter players from playing the Assault Class equipped with one of the other class's signature weapons.twing1ea11 hours agoSeasoned Vanguard228Views4likes32CommentsLet Us Have 8-Player Squads in Battlefield 6 – It’s What This Game Deserves
Battlefield 6 is a chance to bring this franchise back to where it belongs – at the top of large-scale FPS. We’re getting full crossplay, modern mechanics, bigger battles – but one thing still feels outdated: the squad system. It’s time to move beyond 4-player squads. Let us group up as full 8-player squads. Let us bring our communities in, not split them up. Most players in 2025 aren’t jumping on with just one or two friends. We’re in Discord servers. We’re part of gaming groups. We’ve got 6, 7, 8 people ready to play together. But every match, we’re forced to split into two separate squads, losing coordination and energy. Why? Crossplay opens the door for bigger, unified teams. The tech is finally there. Let us use it. Give us 8-player squads – and for balance, let them split into two fireteams of 4. That way, comms and tactical orders can still flow clearly. You keep the structure while giving us the social freedom that Battlefield is built for. Here’s what 8-player squads solve: No more splitting up active groups Clans and communities can actually play together Better coordination during objectives and pushes Stronger team play across all skill levels Solo players get placed into fuller, more active squads Matches feel more alive and dynamic It scales perfectly with 64 and 128-player games The beauty of this is it doesn’t require a major change. No new mode. No complicated mechanics. It’s just a quality-of-life improvement that reflects how people play multiplayer games today. Battlefield has always been about squad-based chaos on a massive scale. This takes that vision and brings it into the current era of gaming. Let us bring our full squad in. Let us play with our full team. Give us 8-player squads with optional fireteam split, and you’ll see communities stick around longer, play more, and enjoy the experience the way it was meant to be. Please don’t overlook this. It’s a small change with huge impact. If you’re reading this and you agree – speak up. Let’s get this on the radar.DV0UR13 hours agoSeasoned Rookie1.9KViews24likes22CommentsRapture Gaming Community
Good morning / Afternoon / Evening. Are you looking for something? Searching for that all-encompassing gaming hub with an active and welcoming community? Rapture Gaming might be the perfect fit! Skill level is not a requirement, but we do appreciate those who bring an elevated skillset for their game or games of choice. We are looking for players to find a home, and some great friends in the process. Our community members hail from the US and EU, play regularly, and are on at all times of the day. Come and join our Battlefield Company, Nighthawk, and become a part of building a strong gaming clan. Platforms: We cover Xbox, PC and PS5. Regions: US and EU What we offer: 17+ gaming environment that offers multiple games with regular game nights. Community: A Discord for mature and healthy conversations on both gaming and many other topics Skill Level: We have players of all skill levels who are always willing to help others out. Whether it's pushing for that next rank or just talking about builds. Community Events and Tournaments: Periodically we will host events for multiple battalion sponsored games, fostering friendly competition, some bragging rights, and occasionally small prizes. Game Nights: Throughout the week our leadership will host game nights for their respective battalion, company, and platoons. These are ongoing and, in many battalions, the same nights every week. We know life gets busy, why not have something rock solid to count on. Requirements: To join you must be 17+ and have a working Microphone. Final Note: Respect of your fellow community members comes first. Everyone is treated as equals. Meaning no racist, sexist, homophobic, ableist or similar remarks will be tolerated. If you’re interested, you can follow the link below, and if you need any help, we have a great dedicated group there to help you out, to get you on board and playing. Discord link: http://discord.gg/rapturegamingSwytchback31813 hours agoRising Newcomer11Views0likes0CommentsEA App: No Upgrade Possible from Standard to Phantom?
Hi all, I bought the i5-14600K, and part of the Intel promo was that I was going to receive a key for Battlefield 6 as well. It was for the Standard Edition, and I just redeemed it only to discover that it is not possible to upgrade to Phantom Edition separately. Would this be a possibility in the future?160Views2likes13CommentsKeep soldiers unified in Battlefield 6 (like in BF3/BF4)
English: Hello Battlefield Team, First of all, thank you for bringing Battlefield 6 back closer to the roots of the series. The return of the classic class system, clear factions and realistic gear already show that you are listening to the community. This is exactly what fans have been asking for. But I would like to raise one very important point: the uniformity of soldiers within a team. In Battlefield 3 and Battlefield 4, it was always clear who was friend and who was foe. Soldiers of the same faction wore the same base uniforms and camo, with only minor detail variations. This made battles believable, immersive and clearly structured. In Battlefield 2042 this feeling was lost, because every operator looked different and there was no consistent visual identity anymore. In Battlefield 6 the standard uniforms now look realistic again – which is exactly the right direction. But with bonus skins such as the black Phantom skin, the same problem could return: If 22 NATO soldiers fight in woodland/standard camo and 2 suddenly run around in full black, the battlefield looks inconsistent and immersion-breaking. Yes, black is still military-authentic – but it does not fit into the unified team picture if faction colors vary too strongly. 👉 Please make sure factions remain as visually unified as possible. 👉 Small differences (male/female, helmets, minor gear details) are absolutely fine – but the base camo and color scheme should stay consistent, so each team really looks like one faction. Battlefield 6 has the chance to once again feel like a classic Battlefield that captures the spirit of BF3 and BF4. Keeping the factions visually unified is a crucial part of that. Thank you for taking this feedback seriously. Germany: Hallo Battlefield-Team, zuerst einmal vielen Dank, dass ihr mit Battlefield 6 wieder stärker zu den Wurzeln der Serie zurückkehrt. Die Rückkehr der klassischen Klassen, die klaren Fraktionen und die realistischere Ausrüstung zeigen, dass ihr auf die Community hört. Genau das haben sich Fans seit Jahren gewünscht. Ich möchte aber ein sehr wichtiges Thema ansprechen: die Einheitlichkeit der Soldaten innerhalb eines Teams. In Battlefield 3 und Battlefield 4 konnte man sofort sehen, wer Freund und wer Feind ist. Jeder Soldat einer Fraktion hatte die gleiche Grunduniform und Tarnung, mit nur leichten Abweichungen in Details. Das machte die Schlachten glaubwürdig, immersiv und klar strukturiert. In Battlefield 2042 ist dieses Gefühl verloren gegangen, weil jeder Operator anders aussah und es keine klare optische Linie mehr gab. In Battlefield 6 sehen die Standarduniformen jetzt wieder sehr realistisch aus – genau das ist der richtige Weg. Aber durch Bonus-Skins wie z. B. den schwarzen Phantom-Skin entsteht wieder das Problem: Wenn 22 Soldaten im NATO-Team in Woodland/Standardfarben kämpfen und 2 Spieler komplett in Schwarz herumlaufen, wirkt das uneinheitlich und bricht die Immersion. Natürlich ist Schwarz militärisch realistisch – aber es passt nicht ins Gesamtbild, wenn innerhalb einer Fraktion plötzlich Farben stark abweichen. 👉 Bitte sorgt dafür, dass die Fraktionen so einheitlich wie möglich aussehen. 👉 Kleine Unterschiede (Mann/Frau, Helmvarianten, Ausrüstungsdetails) sind völlig in Ordnung – aber die Grundfarbe und Tarnung sollten gleich bleiben, damit ein Team wirklich geschlossen wirkt. Battlefield 6 hat die Chance, wieder ein klassisches Battlefield zu werden, das den Geist von BF3 und BF4 einfängt. Einheitliche Fraktionen sind dafür entscheidend. Vielen Dank, dass ihr euch die Zeit nehmt, das Feedback ernst zu nehmen. Mit freundlichen Grüßen Radavouz20Views2likes1CommentIncreasing the var of weapon ATT,allowing more fre in ATT placement.
I think many people would like to customize their weapons more. Different accessory models with the same attributes can provide a wider variety of choices without affecting balance, and also allow more people to replicate weapons from movies or games. More flexible accessory mounting positions would enable players to find the modification setup that suits them best (such as installing a tactical flashlight at different positions on the handguard, or mounting my sight at different positions on the Picatinny rail). I hope this suggestion can be adopted in the future.🙂luomo9414 hours agoSeasoned Newcomer7Views2likes1CommentCosmetics on Characters
Now, before you get me wrong, I don't want COD type of cosmetics and all that flashy stuff. I'm talking about small things like patches. I want to be able to put my country's flag and/or brands or companies, and possibly multiple of them, on my vest. Support this and get the attention of the devs if you too want to see this happen.Elite_Bravo00714 hours agoSeasoned Newcomer14Views2likes1Comment
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