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Battlefield 6 Back To Basics, get rid of silly stuff.
How about we focus on the game itself, rather than coloured weapons with dangly bits on them. This is what I was hoping a New and Re energized Battlefield was going to be, going back to BF roots as it were instead of all this BS that makes absolutely NO discernable difference to the player that shoots you . . . . I would much rather the devs concentrate on the game core rather than stuff like this. A good well-balanced game, with regular map additions to keep people interested, and with less constant weapon nerfing because someone complains that something is overpowered, which I can understand, but, at the same time they have been making these games for long enough now that this shouldn't really be happening anyway!JennyB_0102 hours agoSeasoned Hotshot6Views0likes1CommentOpen & 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 removal124Views3likes9CommentsFor 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_Akira12 hours agoSeasoned Adventurer85Views3likes2CommentsImport 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!iBringsTheRuckus15 hours agoSeasoned Novice20Views3likes2CommentsRapture 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/rapturegamingSwytchback31815 hours agoRising Newcomer11Views0likes0CommentsCosmetics 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_Bravo00716 hours agoSeasoned Newcomer15Views2likes2CommentsIncreasing 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.🙂luomo9418 hours agoSeasoned Newcomer7Views2likes1CommentKeep 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 Radavouz24Views2likes2Comments[INFO - FAQ] Battlefield 6: Mission Brief - All You Need to Know!
Intel Incoming, Soldier. This is your complete Battlefield 6 Field Manual for everything outside the combat zone. Inside, you’ll find all the details on editions, platforms, launchers, hardware requirements, and answers to the most common questions from the community. Before you deploy, make sure you’re fully briefed. 1. Game Overview What is Battlefield 6? The newest entry in the iconic FPS series, launching October 10, 2025. Features at launch: All-Out Warfare: Conquest, Breakthrough, Rush Five additional multiplayer modes Single-player campaign: elite Marine unit Dagger 1-3 Battlefield Portal: create and play custom experiences Do I need to play earlier games? No, Battlefield 6 is fully standalone. 2. Platforms & Availability PlayStation 5 Xbox Series X|S PC: Steam, EA app, Epic Games Store ❌ No plans for Switch 2 EA Play Pro Unlimited Day 1 access to the Phantom Edition via the EA app. EA app Requirement Steam → EA account only Epic → EA app + EA account EA app → Native launcher 3. Editions & Access Release date: October 10, 2025 (worldwide, no early access). Phantom Edition includes: Full game download Phantom Squad skin pack 2 weapon packs, 1 vehicle skin, 1 knife skin Battlefield Pro Season 1: Battle Pass, 25 tier skips, cosmetics, XP tokens, more 4. Content & Gameplay Single-player? Yes, full campaign. DLC? Seasonal updates. All gameplay-impacting content is free/earnable. Server Browser? Yes, through Portal, accessible from the main menu. Portal Builder? Build via PC browser (works on some consoles, but PC recommended). Playable across all platforms. 5. Technical Features Anticheat: EA Javelin, integrated at launch Performance modes: Quality vs. Performance on PS5 / Xbox Series X PS5 Pro: Enhanced visuals supported Controller Support (PC): Xbox + PlayStation controllers Internet required: Yes, for updates & online play Crossplay: Yes! Read below: Crossplay ON On console, when Crossplay is on, we will prioritise allocating you to servers with other console-only players, but players can expect to be in a larger matchmaking pool with players on all platforms. Crossplay ON is the only option available on PC. Crossplay OFF You will only play against players on your platform (meaning Xbox only if on Xbox, PlayStation only if on PlayStation). Joining with friends or parties containing players from other platforms will not be available. 6. PC Requirements & Features Minimum Specs OS: Windows 10 Processor(AMD): AMD Ryzen 5 2600 Processor(Intel): Intel Core i5-8400 Memory: 16GB Graphics Card(AMD): AMD Radeon RX 5600 XT 6GB Graphics Card(Nvidia): Nvidia RTX 2060 Graphics Card(Intel): Intel Arc A380 DirectX: DX12 Online Connection Requirements: Yes Hard Drive Space: HDD - 55GiB Additional Notes: TPM 2.0 Enabled, UEFI SECURE BOOT Enabled, HVCI Capable, VBS Capable Recommended Specs OS: Windows 11 Processor(AMD): AMD Ryzen 7 3700X Processor(Intel): Intel Core i7-10700 Memory: 16GB Graphics Card(AMD): AMD Radeon RX 6700-XT Graphics Card(Nvidia): Nvidia RTX 3060Ti Graphics Card(Intel): Intel Arc B580 DirectX: DX12 Online Connection Requirements: Yes Hard Drive Space: SSD - 80GiB Additional Notes: TPM 2.0 Enabled, UEFI SECURE BOOT Enabled, HVCI Capable, VBS Capable PC Features Ultrawide support Nvidia DLSS 4, Intel XeSS 2, AMD FSR 4 600+ customisation options (graphics, HUD, controls, haptics, streamer/incognito modes) HDR support Secure Boot Required for Javelin Anticheat. Ensures safe startup and stronger cheat detection. Read our full FAQ on EA.com.EA_Leeuw20 hours agoCommunity Manager81Views4likes0CommentsDevs: Customisable/ adjustable attachments
Hi, I think an opportunity has been missed regarding the weapon attachments. I say "missed" because I think there would be far too much work involved in implementing adjustability of weapon attachments, with us being so close to release. I briefly tried Delta Force (while we were all climbing the walls waiting for BF6 to arrive!). I won't talk too much about DF as this a BF forum. DF was nothing amazing to me. For a free to play game, it's a lot of game. But it was forgettable and I have since deleted it. However, one thing I was blown away by with DF was the level of adjustment/ customisation available for the weapon attachments. I've (personally) never seen anything like it in any other game. in DF, after choosing and fitting attachments to your weapon, I was amazed to find that you could then adjust them! Grips, scopes, stocks etc could all be adjusted. Grips can be moved forwards or backwards, offering improved weapon behaviour. Not just selecting "front" or "back", but you could literally move the grip along the lower rail incrementally. Scopes could be moved forwards or backwards in the same way, offering adjustment to eye relief. Stocks could be shortened or lengthened to adjust weapon handling. I found this truly impressive. So not only do the attachments themselves effect weapon behaviour, but they could then be further tweaked. It's a shame that Dice didn't pursue this with BF6. Can this be added in the future? I'm doubtful. I imagine it would require far too much work to code in all the additional values that come with all the degrees of adjustment that would be available with the attachments. Just thought I'd mention this as I really do think it was a missed opportunity.creepnpeep20 hours agoSeasoned Ace28Views0likes5CommentsComplaint 👎🤡
Hi, I’ve been watching the latest Battlefield 6 gameplay videos, and honestly what bothers me the most is how dated the graphics look. It really feels like “last-gen,” and that kills a lot of the excitement for me. The biggest issue is that BF6 gameplay often looks almost indistinguishable from BF4, or even BF3 at times. When the community asked for a game “in the spirit of BF3 and BF4,” we weren’t asking for outdated visuals or strange filters that make everything look artificial. Washed-out colors, odd textures… overall it just gives the impression of an old game. And when you compare it to Battlefield 1 from 2016 — which still looks graphically superior — it’s hard not to feel that something went wrong. I get that a lot of players are just happy to have a “classic Battlefield” again, but I was expecting a real evolution in both gameplay and visuals. It feels like the dev team still struggles to understand what the community actually wants. Take BF2042 as an example: when people complained about 128 players, it wasn’t because the player count or map size was bad — it was because the maps were shallow, empty, and poorly designed. In BF6 I’m seeing the opposite problem: small maps with all the action crammed into a single central point, when they could be larger and denser, especially considering this game is only coming to next-gen consoles and PC. Not everything in BF2042 was a failure. Some features should have carried over into BF6, like: The real-time attachment swap system (Plus System), which was fantastic. 128-player mode, which works great when maps are well designed. The external jet camera by the wing, which zoomed out and gave players a cleaner view outside the HUD. The external helicopter camera with the same zoomed-out clean view, something that added a lot to air gameplay and should’ve been brought back. Features like these would have really elevated BF6. But based on what’s been shown so far, I can’t say I’m feeling very excited about the release.Joca-Ramiro20 hours agoRising Scout259Views1like21CommentsEA 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?164Views2likes13CommentsDoes Dice even have it in them?
I've been playing 2042 daily waiting for BF6, and the more I play it, the angrier I'm becoming. I really don't understand how anyone can derive any sort of satisfaction from playing something that feels so out of sync. There has to be something in the code for lag compensation or prediction that is allowed to fluctuate way too much. The desync at time has to be upwards of a 1000-3000ms. Here's why I think that. The average reaction time, specifically the time to react to a single event, is about 150-300ms. The lower side of that being exceedingly rare, and it's not something you can really work on, because It's primarily genetics. Then you have to find a target on top of that time. I'll start shooting someone in their side, or even from behind. Yet, they'll have enough time to turn around, figure out where they're being hit from, and keep in mind I use cover whenever I can, so it's not an easy task, then they'll kill me instantly with 5hp. On my screen, they were not looking at me, maybe even shooting at someone else, feel damage from me, time to look over in my direction, figure out exactly where I'm head glitching from, land enough shots to kill me, all of this while I'm hitting them with a full auto rifle. My accuracy stats are on the higher side of average as well. Nothing amazing, but definitely as high or higher than most people that are just melting me in every fight. I still can't wrap my head around some players being able to jump around, even after being hit, do all sorts of movements in gunfights, while I die instantly most times. I can do all the things they can, but the game will literally not allow me to play that way. When I try to vault, it feels like an eternity, I have to go through the entire animation 99% of the time, and it feels much slower than what I see other players being able to do. Also, when I get hit, it freezes me in place. I experienced this quite often in the BF6 beta. If the beta had felt different, like it was an improvement over 2042, then I wouldn't be posting these type of threads. Maybe my internet isn't the best, but I'm watching all the parameters in game. Only once in a blue moon will I get any sort of warning for packet loss. The rounds I'm having issue with happen regardless of my ping, which is usually 25-60ms, mostly being at 30ms, and to be clear, with no packet loss. Why does it feel like I'm playing a different game than some of the other sweaty try hard guys out there? How is it possible that I die before I even peek a corner? I finally pre-ordered BF6, but I'm really concerned with this networking. It's going to be the biggest deciding factor if I keep the game or not. Which is a shame, because I like the updates to the aim assist, finally, and the direction they went with the movement. However, I am not putting myself through another several years of being miserable and wondering how in the world the servers are calculating things. So, is Dice even capable of delivering a better experience in BF6? I'm not so sure.RaginSam24 hours agoSeasoned Ace114Views3likes8CommentsAll classes should have access to smoke grenades
They are a necessary grenade, especially in breakthrough and rush. Only giving them to support means every match (at least for those two game modes) will devolve in either of two things : Either not everyone will play support and the attacking team will always lose, or literally everyone will play support and all the other classes get left behind. It's a baffling decision.AOD_MGsubbie24 hours agoNew Hotshot31Views5likes2Comments- Heyougoodbro2 days agoSeasoned Novice21Views0likes0Comments
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