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- doubleome4 minutes agoSeasoned Ace9Views1like1Comment
Roll back the changes to the RPG!
The current changes not only broke the way the thing aims but there was no reason to reduce the speed of it. The rpg was already underpowered and needed a dead on hit to kill infantry or else it does 70 or lower , only like 170-300's most the time to armor, and mostly had luck when it came to hitting aircraft. Who else thinks this thing never should have been nerfed?620Views15likes31CommentsStop making the tanks indestructible
Since the new update the tanks are even harder to kill don't make it 2042 a tank that use to be one shot with how low it's health was isn't no more it's awful especially when everyone is running engineers it needs to go back to what is was before30Views2likes4CommentsBattlefield 6 Medic Guide - Share your knowledge!
Introduction Hello everyone! Following on from the incredible guide from our EA Forums Hero ElliotLH I wanted to provide my own guide to help out with an area of the game I play every single day. Namely, the Medic class. Like Elliots guide this will be a quick-start guide with some tips I find useful in every single match I play. Some of you will be well used to the tips I give here while others might find it useful. I think we can all agree a good medic can make or break the push when the team is rallying to PTFO. Below are some things I do when playing medic that I find work well. For the seasoned support players out there, feel free to add your own advice and tips in the thread and they will be highlighted in this post also as well as any loadout screenshots you want to provide. The Role of a Medic It’s easy to fall into the habit of treating every downed teammate as an instant revive. That’s usually where things go wrong. When someone drops, the fight isn’t over, it’s still happening. If you run in without thinking, you’re just following them into the same mistake. A better way to frame it is this: your job isn’t to revive first, it’s to stabilise the situation. Sometimes that means fighting, sometimes creating space, and only then reviving. Best Practices Below we're going to go through some of the best practices you should implement when playing as a Medic. This list isn't exhaustive but these are base level things you should be doing to ensure maximum success when playing as a medic Awareness Many times you will be your squads only medic, in those situations you are the difference between your squad sitting on the respawn screen or getting back in the fight and restoring the momentum of your push. It's important that you take stock of your surroundings to help ensure not only your survival but that of your squads if and when you need to revive them. Getting that tap-revive with the Defib looks great for your stats but it's not going to help you if your squadmate gets mowed down again immediately. Prioritise between clearing the threat, providing cover for others to clear a threat or as the points below will show, breaking line of sight between the enemy and your squad so you can do what you need to do. You need to be thinking: What should I prioritise as a medic when my squad is down? Controlling the fight Clear the immediate threat. (If your squadmate was just dropped by a visible threat and you are able to engage, engage immediately and clear the threat) If you are unable to clear the threat break the enemy's line of sight. Smoke grenades are a medics best friend. They're versatile, fast and not only do they break the enemy's line of sight on your downed squadmate, but also helps reduce their line of sight for the rest of the engagement Reviving the right way Do you have hard cover available? If so then drag your squadmate to safety. They'll revive in a better state to fight and won't be in immediate danger the moment they're able to move. If you don't have hard cover? Determine if you can get a full defibrilator charge revive off. This will give your squadmate the fighting chance they need to get up and move, without comprimsing your momentum by reviving them with low health. Is there more than one squadmate downed in range? If you have multiple squadmates downed this is where the quickfire tap revives with the defribrilator can clutch things up for you. Yes, you're reviving your teammates with lower health, but you're increasing your numbers immediately while the enemies vision is obscured allowing you to increase your concentration of force straight away which when combined with the dropping of supplies can help sway the tide of the battle in your favour. Place out supplies - Get those supplies down, make sure everyones got ammo and full health regen as they're being revived. The fight isn't over yet and it's hard to change the outcome if your squad is low on health and ammo. Communication tips. Elliot spoke a bit about how important communication is when controlling a vehicle. Being a medic is a little different but communication is still important. If someone doesn't know a medic is coming to revive, they're going to release and respawn, which is a ticket lost and a fighter in this battle missing until they manage to get back to the front line. Heres what I find helpful, even if you're not able to talk over the mic. An important thing to remember, your communication doesn't need to be perfect, it just needs to be useful. Acknowledge revive requests! (This one's important.) I always try to acknowledge revive requests when moving into an area under fire where theres a lot of people needing revives. I can't get to everyone at once and believe me I get the impatience of wanting to get back into the fight so I understand that people skip if they think they're being ignored by the medic. Acknowledge those requests and make good on them as long as it's possible. People are more likely to hang on when they know theres a good medic nearby. Use the ping system if the revived person is in your squad to notify them of supplies or that you've smoked an area. Update them on the situation as best you can. Request cover fire. No matter how good you are as a medic, you can't help yourself if you're downed. We've all seen the heroic plays of the medic diving into oncoming fire to pull off the revive but if you've got no cover that heroic action isn't going to last long. So request that cover fire! Use text chat to coordinate cover for large engagements if you don't have a mic. Especially if you're one of only a few medics. When theres only a couple of you it can take some time to get everyone back to fighting shape. If the person is in your squad and you haven't cleared the area before the revive LET THEM KNOW. When you're outnumbered, reviving your squadmate isn't going to be much good if they don't know where the enemy is once they're back on their feet. Alright, next part. What loadout to run? This part is where it becomes a bit subjective. Yes Support class players have a bonus with the LMG's. If you like to provide fire support then thats the best way. You can lay down heavy fire for a prolonged period and with the right positioning, you can help hold the area against multiple enemies. Personally I always play more of a "combat medic" role, prioritising speed and close range fighting strength. On that note Here's some screenshots of what I personally tend to use. Here I opt for the PW5A3 SMG. It's perfect for close quarters. Accurate and has a solid rate of fire for quick run and gun engagements for when I'm darting in and out of cover popping off some revives. As part of that I opt to use the M320A1 SMK smoke grenade launcher along with throwable smoke grenades so that I have maximum capability for line of sight denial while reviving, particularly on the objective. For how I set up my PW5A3 you can view the screenshot below. This isn't something you have to replicate, it's just what I personally like running, the important part when building out a loadout is finding what works for you. What weapon are you comfortable with and what is your particular playstyle. For example, here is what ElliotLH tends to use: Common Mistakes Most issues come down to a few repeat habits: Reviving before dealing with the threat Using smoke too late or not at all Focusing on one teammate and losing awareness Forgetting to stabilise after revives (no supplies, poor positioning) Overcommitting to “hero” plays in bad situations Fixing these alone will noticeably improve your impact. Conclusion And there we have it, this guide is by no means exhaustive and there is absolutely some even more skilled medics in the community who may have different tips than I have laid out here. It's my hope that they will add their own tips within this thread and we will highlight what we can to help any burgeoning support players out there. I hope you find this guide useful and absolutely feel free to provide your own top key advice or share screenshots of your own loadouts that work best and we will highlight them here. If you've got any clips of a time you've made a clutch revive, or where your medic work turned the tide of a match feel free to include them here, we'd love to feature them in future posts. Have other discussion points for the Support class? Post them in the Weekly Class Debrief - Support See you on the Battlefield, PTFO.EA_Rtas52 minutes agoCommunity Manager982Views30likes26CommentsBring Back The Original AA
I don't know if its just me or if I'm setting up my AA wrong but the difference from the AA in this title compared to the other titles is quite frankly disgusting... Movement is what I would class as realistic but the burst fire and turret speed is just terrible, I would have hoped that this would have been tweaked with the OG railway being back but no such luck. EA please bring back the old AA, there is a big reason why hardly anyone is using it..GSJWAY2759 minutes agoRising Novice33Views2likes5CommentsL115 sniper rifle needs a BUFF
The main gameplay of playing with sniper rifles is hitting headshots, not bodyshots, NOT SWEETSPOT. Also, the two main sniper rifle stats are Muzzle Velocity and ADS time. But the current state of L115 stats makes it an useless sniper rifle for any sniper gameplay style (playing at close ranges or medium/long ranges), mainly because of its low muzzle velocity that can reach only 878 m/s and it has a high ADS time which can be reduce to just 300ms, as shown below: There are already sniper rifles for playing at close ranges like the Mini Scout or SV-98, that have magazines that has more than 10 bullets inside it. Not to mention the mini scout has a low ADS time of 200ms, which makes it the perfect sniper for close ranges. So, there's no point of using L115 at close ranges with such high ADS time and low bullets inside its magazine. You may say it's made for longe ranges, but L115 only has a maximum of 878 m/s of Muzzle Velocity, which makes it a not viable choice of a sniper rifle for playing from medium/far distances, because we have the PSR, that has the lowest bullet drop of all sniper rifles in the game, also a maximum Muzzle Velocity of 900 m/s. Also, for those medium/far distances, we have the M2010 ESR, which makes it even better than the PSR if you don't care about the bullet drop that much, because you can equip the long range ammo to compensate that, and the M2010 ESR has a maximum Muzzle Velocity of 1000 m/s and a ADS time of 250 ms, which makes it the perfect sniper rifle for medium/long range gameplay style. So the L115 isn't the choice here for medium/far distances. The real balance to make L115 a viable choice of a sniper rifle, to not feel yourself "nerfed" when you choose to play with it, instead of choosing the Mini Scout or M2010 ESR, is to buff L115 Muzzle Velocity to 1170 m/s, like it was in BF Labs, that buff would make it a viable choise for playing at long ranges like it should, it indeed should have a downside, which would be it's high bullet drop when compared to PSR or M2010 ESR. L115 really needs a buff, because it is bad at every single stats. When you compare every sniper rifle stat of L115 individually with any other sniper rifle in BF6, it LOSES. We don't care about L115 sweetspot range being far away, no one plays sniper with that mechanic in mind. We care about having a good sniper rifle for headshots for it's purpose (close combats or medium/far combats), which are longe ranges in the case of L115, that's why it needs the Muzzle Velocity Buff to 1170 m/s like it was working in BF Labs.metacros2d1 hour agoSeasoned Rookie114Views1like5CommentsThe slim angled grip for smg's is worthless now.
Leave the angled grip alone, smgs already face a disadvantage with damage drop off. For some smg's where extended clip is mandatory, the only grip left to choose from is the slim angled and the 20 point stubby. This really makes smg's seem distasteful to use now. Im willing to bet the usage of smg's will decrease now.9Views0likes1CommentHagental base
Hagental base is totally impossible to get through the first sector now bravo is literally where you spawn at from alpha if you defend as the attacker I have only gotten through the sector maybe twice in the last 2 days the map was already set up for the defenders and this change has made it a lot worse please undo the change it's so chaotic there's no way to attack bravo with coverThrillIssues7601 hour agoRising Scout5Views0likes0CommentsAre We Seriously Nerfing Controller Recoil Instead of Fixing TTK and Visibility?
DICE needs to stop pretending that controller recoil is the core issue in Battlefield 6. Nobody is asking for the game to become a laser-beam simulator, but nerfing recoil for controller players over and over again is missing the point completely. It feels like they are obsessing over one tiny part of gunplay while ignoring the actual reasons the game feels frustrating, unfair, and exhausting to play. The real problems are obvious: the TTK is way too fast, enemy visibility is still terrible, infantry movement feels sluggish and limited, and sniper rifles are absurdly strong. Those are the issues that are ruining fights, not the fact that some controller players can control recoil better than DICE seems to like. When you die in a split second to someone you could barely see, or get deleted by a sniper with almost no counterplay, recoil tuning is the last thing anyone should be focusing on. Right now the game rewards spotting enemies before they can even react, punishes normal infantry movement, and makes gunfights feel random instead of skill-based. Fast TTK combined with poor visibility means a lot of engagements are over before they even start. Add in overpowered snipers and clunky infantry mobility, and the whole experience starts to fall apart. Meanwhile, DICE keeps swinging at controller recoil like that is somehow the main balance problem. It is not. If DICE actually wants Battlefield 6 to feel better, they need to look at the full picture instead of tunnel-visioning on recoil charts. Fix visibility. Adjust TTK. Improve infantry mobility. Rein in sniper dominance. Then maybe, just maybe, the game will feel like a battlefield instead of a random death simulator. Stop nerfing the wrong thing.40Views4likes2CommentsLock-On Missiles Ignore Flares
There is currently a major issue with lock-on missiles ignoring flares. Right now, it feels like there is roughly a 30% chance for any lock-on missile, no matter if it’s from a MANAD, MAA, jet etc. to completely ignore countermeasures and continue tracking through flares. This happens across multiple lock-on weapons, but the IGLA is by far the worst offender. The problem is that flare timing does not seem to matter at all: - Flaring instantly after launch - Flaring midway through tracking - Flaring right before impact If the missile decides to ignore flares, it simply continues tracking no matter what. The IGLA in particular feels extremely inconsistent and borderline broken right now. Honestly, it feels like it ignores flares around 70% of the time. This became even more noticeable after the recent velocity buff to the IGLA: - Missiles arrive much faster - Pilots have less reaction time - And the flare inconsistency feels even worse now At the moment, using flares often feels random instead of skill-based. Sometimes they work correctly, sometimes they do absolutely nothing. That creates situations where pilots die despite using countermeasures properly. To be clear, this is NOT a complaint about lock-ons being strong. MANPADS should absolutely be effective area denial tools and should force helicopters/jets to disengage or flare. The issue is that countermeasures themselves currently feel unreliable and bugged. If a pilot uses flares correctly, the missile should consistently lose tracking. Please investigate: - Lock-ons ignoring flares - IGLA tracking behavior specifically - General flare reliability and desync issues Additionally, I would really like to see ECM return as a loadout option similar to Battlefield 4. Having both: - traditional flares - and an ECM jammer option would add more depth and counterplay to air vehicle gameplay while helping reduce the frustration caused by inconsistent missile tracking. (cm edit updated title for vis)brrtlol2 hours agoSeasoned Rookie37Views0likes3CommentsSeason 3
Long wait for season 3 and we get one map thats not even new. Its a good map but no effort required recycling old maps really does feel like a lack of effort all round surely you must have some new original ideas for a map. Its already boring only second day in what about some weather to freshen up the maps we already have. Massive disappointment in my opinion. This will not keep players interested for long. Lazy!14Views0likes1CommentGrounded skins??
So.. When will we be getting these grounded skins we were promised? Season 3's just another let down. Where's our standard soldiers?? "It has to be grounded. That is what BF3 and BF4 was — it was all soldiers, on the ground. It's going to be like this. I don't think it needs Nicki Minaj. Let's keep it real, keep it grounded." And I've noticed there's no additional skins in challenges / free.. IF we ever get these, are we expected to pay for the basics that we were told the game would be? If BF 3 / 4 still had it's player base, I would rather be back there or BC2 than where ever these developers are taking this game. It's like these developers haven't researched military or PMC groups. Really just a let down for Battlefield's 'comeback'.LeAfterlife4 hours agoNew Novice28Views0likes3CommentsThere needs to be a middle ground for Vehicles.
I don't post here usually, but as someone who was super excited for S3, I feel really bad right now. So, I've always been an infantry main in Battlefield, I play all classes with some bias towards Engineer and Recon depending on mood. With Season 3, vehicles feel completely unengagable as infantry, while before they were scary but possibe to beat. I was actually for a vehicle buff, but this is way too much, anyway you slice it. All the launchers have been nerfed, all the mines have been nerfed, and with it all vehicles were buffed? Did no one stop to think that this is... incrediby unfun? That if you aren't playing a vehicle now, you may as well just be a Dynasty Warriors mob ready to be mowed down in the hundreds? Not sure if this is a bug, but I also stuck four entire C4s onto a tank and it didn't die. To further my point, before, as someone who didn't play vehicles, I was not a great tank player. Well, last night I got into a tank and proceeded to not die a single time, despite playing quite risky. Infantry never once threatened me, engineers weren't a concern. This update also comes with AA nerfs, which I find baffling. As if Jets, which were almost unkillable unless the player in it was bad, needed a buff. Was incredibly excited for this season and Golmund, but the changes to vehicles feels like they were made to appease the literal worst players of the game, which in turn means anyone remotely competent is capable of utterly undeserved feats. That is the scariest part, actually. That all these players who are frankly, not good, will tell the devs the changes were great. I hope something is addressed, this game has been a game I play multiple times a week and enjoy, and I feel that this update has ruined that.Ruxem4 hours agoSeasoned Novice59Views1like7Comments
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