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Tired of the cheaters!
Ea when are you going to get rid of the cheaters in Battlefield 6? It is our of control. Do you follow your fair play policy, I don't think so. All you care about is impressing your investors at the cost of the players. It sucks that you have these 2XP weekends and some players can't enjoy playing it do to the cheaters. The cheaters shoot you through buliding, bolders, tanks and vehicles that are destroyed on the map. This is BS and I had my call with my states Attorney General and my congressman earlier this week to bring them up to date about you not doing your job with the cheaters and a breach of your fair play policy. They are looking into a class action lawsuit. Anyone else seeing this type of play?Chaz6312 seconds agoSeasoned Veteran0Views0likes0CommentsJet experience
JETS experience is horrible, AA experience is horrible, I believe it should be redesign. A lot of hackers on sessions or don't know how we spawn and there's someone already firing you jet. People spam spawn button to get vehicles, it should have a queue to get vehicles or a more civilized way. On air ,jets does have functional radar, can't look behind and flight at same time I hate to say it, but warthunder have a better experience Space to play with jets is not enough, we don't have enough altitude to play, no enough map size to maneuver on the maps Missiles sucks, specially on AA vehicles Don't know why we are not using names of the real jets based on But the bad, the real bad thing is that we can't play with we want on a match, if we want to play with jets, the game do not let us to do it unless we use a macro or spam respawn button, it's HORRIBLE I'm waiting for updates since the launching of this game, and I'm absolutely outraged. Sometimes we lose the entire conquest play time for just some minutes on a jet, it's not what players want.Nordras14 minutes agoSeasoned Newcomer1View0likes0CommentsPlay PvE or PvP: Solo Start with Bots
This thread is for the person who is tired of matchmaking. For the person who is tired of joining rounds mid-game. For the person who is tired of having their party break at the end of matches and needing to leave games and recreate their party with their friends. For the person who is tired of playing attacker or defender over and over. For the person who is tired of playing maps in a random order. For the person who misses options and game modes that used to be in Battlefield games. For the person who is tired of sweats, or for the person who doesn't mind sweats. Every one of these experiences can be hosted and started with just one person. There is no need to queue up and wait for 4, 12, or 20 players to join. Each experience can be enjoyed with no other humans or as an experience that is full with only humans. Each one will fill with bots, as necessary, and then the bots will be replaced as humans join. You can either search for the experiences using the titles provided, or search for the experience code listed (the easier method). Other Creators: "RUSH | 100 player - PVE + solo start with bots V9" : Provided by animattic. 11NMT Battlefield Owners: "Casual Conquest..." : Solo-start (of course!) large scale conquest that is a faithful reproduction of the real thing, except with the ability to play against bots and level up your skill. Vehicles respawn quickly to get you back in the action. Bots will be replaced by humans, as humans join, but a minimum of 24 bots total will always be present, to give that casual feel. ZH6YV "Night Conquest..." : Conquest experiences like the previous, but at night. One is just the night maps as they are available to us. Another one is daylight maps with dark and blue filters, to mimic a full moon night or dusk. Another is night maps with a green NVG effect applied to give a more raw and gritty NVG effect that automatically switches on shortly after deploying. And the final one is night maps with actual NVG goggles, but they are only really useful in certain dark areas due to the amount of light in the current night maps. Night Conquest: 1XTQA Moon light/dusk (fake night): ZMQMZ NVG (automatic) gritty fake NVG filter all the time: ZNT41 Night with NVG goggles (toggle on) real NVG that is only useful in some areas: ZMBXX "Winter Conquest..." : Just like Casual Conquest, but all the maps are played in the blowing snow. ZGQ1G "Dust Storm Conquest..." : Just like Casual Conquest, but all the maps are played in a giant eerie dust storm. ZVCK7 "BF4 in BF6" : Casual conquest in Operation Firestorm, but with a twist. It's BF4. The assault class can revive and heal teammates. The recon class has a spawn beacon. The color tone is a bit warmer. Movement speed is slowed down. Projectile speed is slowed down. Headshot damage is increased. And body damage is decreased. ZVEHH "Heat of Battle..." : A bright and saturated version of conquest where a variety of colored flares appear each time someone spawns, kills, dies, or takes damage. This allows you to have the normal fun experience but also see and appreciate the battle playing out around you. It creates a broad heat map of activity; keep moving if you don't want to give away your position. ZTBJ1 "Beach Invasion": Play the classic beach invasion experience. As attacker, your goal is to simply capture the objective without running out of time, as defenders try to push you back. Scripted events occur as the battle progresses, shifting who has the upper hand. 1XNJJ "Large Vehicle TDM..." : Classic conquest maps with vehicles and everything, but no objectives. The only objective is to get to the top of the scoreboard, be on the winning team, have a sweet KDR, or have a killer streak. Bots backfill to maintain 26 players per team. ZMSS7 "Cairo Chaos..." : Siege of Cairo with a new twist. One street. One objective. 28 vs 28. A ton of cover has been added, plus a couple buildings for snipers to oversee the battlefield. Use of ladders to increase verticality and sustain the crazy number of players is encouraged. ZPQ25 "Hardcore Team Deathmatch - Small Maps - Bot Fill" : A rotation of small infantry maps with Hardcore settings. Experience the experience that EA forgot how to provide. Tons of fun and action! YKBXU "4vs4 Elimination..." : A classic elimination game mode, made up of multiple rounds within the same match, where you get one life per round, switch sides after a couple of wins, and the first team to 4 rounds won wins the match. Bots backfill as necessary. 1YHR7 "4vs4 Search and Destroy..." : A classic elimination game mode, same as 'Elimination', except 2 MCOMs are added and the attackers may destroy one in order to end the round. Bots backfill as necessary. 1YKGF Free to Play: "Little Bird TDM..." : A TDM server where the primary weapon is the Little Bird. The bots move around, fly, and don't just stand in one spot and wait for you to kill them. Players spawn randomly in empty Little Birds up to half the map away, or designated spawn points, in order to keep spawns unpredictable and reduce issues with spawn killing. ZTPWV "REDSEC Casual Conquest...": Casual conquest for people who haven't purchased BF6. Bots will be replaced by humans, as humans join, but a minimum of 24 bots total will always be present, to give that casual feel. ZVSWK "REDSEC Winter Casual Conquest...": Same as above, but in the blowing snow. ZUCXE "REDSEC Dusk Casual Conquest...": Casual conquest, but with an afternoon lighting effect. ZUDCQ "REDSEC NVG Night Casual Conquest...": Same as casual conquest, but using night maps. All players are given NVG goggles that they can toggle on, and are given resupply pouches to refill their NVG goggles. ZUDD5 "Golf Course - King of the Hill - Clubhouse" : One objective at the top of the hill at the club house, with each side spawning on either side of the club house hill. Attackers try to advance up the hill and take control of the clubhouse, while defenders try to pick them off. Spawns are naturally protected by the map layout, with some additional protection provided. A sniper outpost is added in the form of a broken highway nearby. Hardcore: Z6ZFK Standard core: ZAEF4 "REDSEC - Team Deathmatch" : Golf Course, Tech Sector, and Marina map rotation of Team Deathmatch. Golf Course features the same design you see above. Deathmatch AI has a purpose and you will see them on a mission. Infantry-friendly vehicles are provided. Hardcore: Z3Q8X Standard core: Z91ZJ "Golf Course - Custom Bots - Infantry Conquest" : 20 v 20 infantry conquest at golf course with many objectives in close proximity. This is what we used to call "conquest small". This is the chaos some people crave. It is essentially "King of the Hill" described above, except with 4 more objectives. Hardcore: ZC34V Standard: ZC2RY "Friends vs Friends F2P TDM with Team Switching" : 20 vs 20 TDM to play against your friends. Bots can be turned off. Each spawn area has a sign you can interact with in order to switch to the other team, or turn bots on or off. Host it with a password if you don't want randoms to join. ZG383 "Friends vs Friends F2P Infantry Conquest with Team Switching" : 20 vs 20 conquest small at golf course to play against your friends. Bots can be turned off. Each spawn area has a sign you can interact with in order to switch to the other team, or to turn bots on or off. Host it with a password if you don't want randoms to join. ZGGTZ Please, if you are only looking for a PvE experience -- alone or with friends -- host the experiences with a password so that you can play with as many friends as you want, instead of kicking unwanted players who randomly join. Being kicked for randomly joining someone's hosted experience is not a good feeling. Note: "Free to Play" is subject to EA's wishes. Free-to-play experiences are hosted on REDSEC maps which were provided to players for free, but EA could revoke free-to-play access of those maps at any time. Additionally, amount of XP awarded and whether weapon unlocks or challenge progression is awarded is completely at the will of EA. Here are some very short demo videos. YouTube: NVG Demo YouTube: Conquest at Night and Bots being a Menace YouTube: Custom Golf Coarse Map Layout YouTube: Conquest Bot Play Go easy on me with the last one. My piloting was awful, but the purpose is to see that bot teammates jump in as gunner, are helpful, will heal, revive, and throw down ammo, and the bots keep activity going around the entire map. Thanks to utilizing these experiences, my piloting is now much better. Here are some images. Thank you for your time! ... oh... and we are all learning together! Ask for help or share your expertise. We all need eachother!6.7KViews31likes118CommentsWhy EA is taking all good bf6 modes off?
Man i just revolted with this game. EA took out excellent modes like domination, Squad team deathmatch, conquer. The excuse to do sutch absurd is to fix the match making but it changed LITERALLY anithing, we still strugling to find a match and playing with bots.MUERTE_-ofc1 hour agoNew Novice11Views0likes2CommentsGameplay feels slower
Gameplay and animations feels slower than before. It felt smoother and faster for the past few weeks, but now the game seems to have slowed down, and it feels strange. The FPS is high and stable, but it doesn't feel high now. You need to fix this.MaxwellOconner2 hours agoSeasoned Novice10Views0likes0CommentsWill Air Carriers also have defense system players can play as?
Will Air Carriers going to have stationed machine guns on deck that will shoot back approaching jets? Will there be Machine Guns stationed on deck wherein players can use to shoot back approaching jets?jamreal185 hours agoSeasoned Traveler3Views0likes0CommentsReflections and Proposals on Adding or Removing Game Modes
In the author’s view, every game mode has been built and polished with considerable effort from the development team. Hasty additions or removals would harm not only the player‑base but also the dev team itself. Can cutting game modes really improve matchmaking quality? The author believes the effect would be limited. This argument also rests on an assumption: if their preferred mode is gone, players will simply switch to other modes within the game. But is this actually the case? The gaming and broader entertainment markets are fiercely competitive today, with countless alternatives that are far more accessible than in the past. Players can easily find substitutes elsewhere. For this reason, player loyalty stands as the most valuable asset right now. As long as players remain fond of the game, user acquisition and retention will perform far better. However, outright removing a mode erases the core experience for a segment of players, giving them ample reason to leave. While trimming modes may deliver minor matchmaking improvements, it creates far bigger problems: player attrition and negative reviews, which ultimately reflect directly on the game’s revenue. Furthermore, given the wide variety of game modes and large map roster, the author suspects there is a clear‑cut long‑tail effect on matchmaking wait times across different modes and maps. In the long run, it is recommended that the development team adjust their approach and apply established management theories to tackle issues stemming from the long‑tail effect, instead of simply cutting off the long‑tail segment entirely. New growth opportunities for the product may well lie within that very long‑tail. Lastly, the author has come up with a set of concrete implementation proposals aimed at alleviating current matchmaking‑quality issues: 1. Keep the total number of game modes unchanged, but reduce the size of the map pool within each mode, with weekly map‑pool rotations. 2. Develop a “Quick Play — Wildcard” feature. This option enables all matchmaking rules, prioritizing placement into matches with long waiting times. Since this feature completely disregards individual player preferences, users queuing via this feature receive a 1.5× XP bonus upon entering a match, plus an additional 0.25× XP bonus upon match completion as compensation. 3. Revamp the main‑menu UI to separate popular modes from niche ones, allowing players to locate their desired mode more quickly than before. 4. Grant a 1.3× XP bonus to players who voluntarily queue for modes with low concurrent player counts. 5. Within existing development roadmaps, prioritize support for niche modes in custom lobbies. Add settings to specify which AI bots cannot be replaced by real players, and roll this feature out alongside the server browser. 6. Improve UI and in‑game guidance to inform players of the estimated wait time for their selected matchmaking criteria. To sum up, both product design and operational strategies should focus on growing the player community and winning more fans for the Battlefield franchise. Here’s hoping Battlefield keeps getting better! English version for reference only; the Simplified‑Chinese version shall prevail.knightnine1115 hours agoSeasoned Rookie14Views0likes0CommentsBattlefield Brainstorm: Tactical Depth
The foundation laid by BF6—the Threat Bus audio, drag-and-revive, and the destruction system—feels incredibly solid. This post is intended as a brainstorming session and a forward-looking vision for the future of the franchise, rather than a critique of the current build. The goal is to explore how we might expand on these strong foundations in the next iteration without altering the core gameplay loops we all love. I’d love to propose five optional ideas for discussion that could give players who crave more control some extra tools. None of these are meant to force a specific playstyle; they simply reward those who pay close attention to the battlefield. I’m keen to hear what the community thinks—do these ideas hold water for a future Battlefield title, or are they missing the mark? 1. Downed State: Optional Crawling (Risk vs. Safety) The Logic: Grant downed players agency. Currently, they are passive spectators until a medic arrives. Add a low-speed crawl option that trades safety for positioning. The Rule: Downed players can crawl slowly (10-15% speed). Crawling removes invincibility (can be finished off). Staying still keeps them invincible. Being dragged also removes invincibility. Crawling leaves drag marks in soft terrain. In-Game Impact: Replace the "waiting to die" screen with a micro-decision: stay put (safe but waiting) or crawl to cover (risking death for a better rescue chance). Force draggers to weigh route safety, as both are exposed. Allow players to crawl toward medics to shorten their exposure time. Why this design? Remove the "helplessness" of being downed without making revives trivial. Create a skill-based interaction for advanced players while remaining ignorable for casuals. Provide visual intel via drag marks in the mud. 2. Terrain Plasticity: Localized, Destructible Fortifications The Logic: Introduce "Battle Scars"—physical map changes based on player action, not just scripted destruction. Inspire this from BFV but with stricter limits to prevent "sandbag spam." The Rule: Permit Both Attackers and Defenders to dig fighting positions in soft soil (grass/sand); concrete and rock are indestructible. Trenches collapse after 2 direct mortar hits (repairable by Engineers at 1.5x cost). Allow Either team to place sandbags at windows/doors to fully block line-of-sight or create narrow firing slits. Examples: Attackers: Dig hasty cover (scrape/crater) for flanking or open-field revives. Defenders: "Board up" breached walls for secondary chokepoints or funnel attackers via sandbagged doorways. In-Game Impact: Maintain map balance through destructible, location-limited structures. Trenches serve as temporary tools, not permanent wins. Sandbags alter attacker approaches based on placement (full block vs. slit). Ensure every round looks slightly different based on player choices, not just explosion RNG. Crucially, even after a building is destroyed, players must be allowed to stack sandbags within the rubble to form new, makeshift cover, ensuring the fight for a position continues even in total devastation. Why this design? Static maps grow stale quickly. While dynamic destruction is a great foundation, players want to leave a mark between the big explosions. Giving both sides the ability to fortify positions creates an active tactical layer rather than passive set dressing. This makes maps feel "lived-in" and constantly evolving, rewarding proactive gameplay over reliance on pre-scripted strategies. 3. Firearm Suppression: Visual Obscuration & Health Gating The Logic: Suppression should rely on the game’s existing visual language and health mechanics rather than artificial screen effects or stat debuffs. The goal is to use weapon-specific smoke density to create areas of denial, forcing players to respect lanes of fire. The Rule: Weapon-Specific Smoke Density:Suppression is defined by the visual disturbance caused by projectile impacts and propellant gases. LMGs and Heavy Machine Guns generate dense, opaque suppressive smoke that heavily obscures vision. Assault Rifles and Carbines generate semi-transparent, lighter suppressive haze—enough to disrupt precise aim and target acquisition, but not completely block the screen. Health Gating (The "BF Factor"): The primary mechanical penalty for being suppressed is restricted auto-regen. While under heavy fire and within the smoke cloud, health regeneration is paused or significantly slowed. Players must physically reposition out of the beaten zone to break line of sight and allow the existing health recovery system to function. Mobility as the Solution: There are no artificial accuracy debuffs or artificial recoil increases. The "danger" is conveyed purely through visual obstruction and the pressure of stalled health recovery. Players are encouraged to strafe, sprint, or vault to a new position to clear the smoke, regain situational awareness, and restart their health regen. In-Game Impact: Support gunners provide "cover by fire" by laying down walls of opaque smoke with LMGs, forcing enemies to keep their heads down or move. Assault players provide "harassing fire" with carbines/ARs, using semi-transparent haze to mess with enemy aim and prevent them from healing. Players caught in these zones cannot sit still; they must move to survive. This creates a fluid dynamic where "fixing" the enemy in place is achieved through environmental control rather than hard stat locks. Why this design? Current systems often feel like a "screen filter" that annoys the player. Utilizing the existing health-regen delay and implementing weapon-specific smoke densities creates a more organic and readable form of suppression. Balancing suppression through mobility and health management rather than "bloom" or "blur" keeps the gameplay feeling like a First-Person Shooter where skill and positioning are king. The result is a system that feels like a natural extension of the core mechanics, adding tactical depth without introducing foreign UI elements or confusing status effects. 4. Audio: The "Sound Pyramid" & Selective Screen-Focus The Logic: Retain the Threat Bus but enforce a stricter Volume Pyramid and Selective Screen-Focus Occlusion. Vehicles occupy a permanent, high-priority independent layer, while environmental destruction is tied to player gaze to simulate how humans actually process chaotic information. Priority Tiers: Tier 1 – Immediate Danger: Nearby gunfire (0-15m), nearby explosions, all vehicle engines (ground/air) at close proximity. Footsteps occupy a sacred, fully independent channel, always audible above all other combat audio. Tier 2 – Mid-Range Combat: Mid-distance gunfire (15-80m), mid-range explosions, vehicle pass-bys. Nearby squad voice lines ("I need a medic!") sit at the top of this tier. Tier 3 – Distant War: Distant explosions (priority if present). If no distant explosions, distant gunfire occupies this slot. Tier 4 – Environment: Ambient wildlife, idling engines, distant ambient rumbles. Screen-Focus Modifier: Building Collapse ONLY: The only event affected by gaze. Looking at it yields a full acoustic profile (dust, debris, long reverb). Facing away results in a ~40% volume drop and weakened reverb. Vehicle Proximity (Independent Layer):Vehicles DO NOT use screen-focus attenuation. A tank behind the player maintains full volume and spatial presence regardless of camera direction, relying solely on World-Based Attenuation (distance/physical obstructions). Advanced Sidechain Logic: Avoid over-compressing/ducking surrounding gunfire, footsteps, or explosions. The sidechain’s primary role should be the slight attenuation of ambient environmental sounds(wildlife, rubble settling) during combat. Distant player gunfire and blasts propagate on distance attenuation only; non-threat distant sources are never culled or virtualized by threat level—only by absolute range beyond audibility. Crucially, reserve the sidechain's main gain boost exclusively for enemies actively firing at the player or posing an immediate threat. Atmospheric Integrity: Strictly preserve the integrity of the Atmospheric Immersion Layer. Distant rumbles, footstep clarity, and distant vehicle engines must never be sacrificed or "ducked" to make room for close-quarters combat. Propagation Realism: Eliminateunnecessary artificial propagation delays for standard engagements. Introduce a slight, physically accurate delay only for extreme long-range explosive events (120m+) to account for the slower travel speed of low-frequency pressure waves. Tactical Sound Awareness (The "Battlefield Intelligence" Layer): Enable players positioned between two capture points to spatially resolve the soundscape to determine which point is under active attack. Design the audio mix to convey scale and intensity: players should discern combatant numbers, weapon types (ARs vs. LMGs vs. Snipers vs. Shotguns), and approximate engagement ranges (closest/farthest shooter). Empower players to make informed decisions based on sound alone. Environmental Lethal Events — Structural Collapse on Threat Bus When within collapse radius (~12–15m), regardless of player facing, collapse audio bypasses HRTF directionality gate and enters the threat bus as highest-priority key—full-spectrum ducking of non-combat BGs (−20 dB) and non-threat mid/far sources (−15 dB), with no directional dependency. Key releases 2–3s post-event (dust settling / debris tail), restoring distance-layer layering. This extends the threat model from "enemy-unit-only" to "enemy units + environmental lethal events," ensuring survival-critical destruction audio is never masked by nearby gunfire. Friendly or self-triggered demolitions count the same—if a wall collapses on you, the threat is the environment, not the faction that pushed the button. n-Game Impact: Players will never miss a nearby reload or footstep due to a loud tank engine. A building collapse behind the player sounds like a muffled thud unless they turn to look, whereas a tank rolling up behind them remains a "full-presence" threat regardless of aim direction. Footsteps remain sacred and untouchable. The world feels "alive" off-screen, yet the player's focus is protected from unnecessary visual-to-audio distractions. Combat feels intense as enemies shooting at the player are audibly emphasized, while squad audio, distant wars 200m away, and far-off tank columns remain perceptible. Gunshots and nearby explosions stay synced to visuals for responsiveness, while only distant heavy ordnance arrives with a realistic, delayed rumble. In no man's land, players hear "data"—identifying which flag is contested, troop numbers, calibers, and engagement distances—rather than just "noise." The clarity of individual footsteps, both near and far, ensures constant connection to the battle's ground truth. Why this design? Current 64-player audio often feels muddy or hollow due to over-compression of non-threat sources. Refining the sidechain to prioritize "Active Threats" while gently suppressing "Ambient Noise" preserves the tactical info layer(footsteps, gunfire, callouts) and the atmospheric immersion layer (distant rumbles, footstep presence, vehicle hums). Adding the Tactical Sound Awareness layer turns audio into a scouting tool. Limiting physical delay to 120m+ explosions maintains crisp close-range feel while adding long-range realism. Ensuring footsteps are never compromised respects the skill-based nature of infantry combat. The result is a "Layered Soundscape" that rewards situational awareness. Audio Addendum: Player-Driven Distant War Atmosphere All distant combat audio (explosions, gunfire beyond 80m) is strictly sourced from live player actions—no pre-recorded "phantom war" ambience is ever used to simulate non-existent activity. Physical Propagation: Distant sounds follow real-world acoustic rules: 120m+ heavy explosions receive physically accurate low-frequency delay (muzzle flash precedes rumble), while 80–120m small-arms fire retains clear directional cues without artificial delay. Attenuation is governed by distance, wind direction, and spatial occlusion—open terrain allows low-frequency blasts to carry farther and clearer than urban environments. Ambience Purity: Only non-combat environmental audio is retained as baseline ambience: wind, wildlife, urban hum, and distant logistical vehicle drones. Combat atmosphere is generated entirely by player behavior, not system presets. Tactical Readability: This ensures every match’s soundscape is unique: clusters of chain explosions mark intense pushes, sporadic single shots reveal flanking maneuvers, and directional rumble exposes the active frontline without UI clutter. There is no "combat-free vacuum"—any perceived silence in open terrain simply means the active frontline is far away, not that the battlefield is dead. 5. Night Operations: Light as a Tactical Liability The Logic: Redefine night maps beyond "Day maps with a Dark Filter." Treat light sources as liabilities: if you can see, the enemy can see you. The Rule: Muzzle Flash & Tracers: Increase muzzle flash visibility at night (especially LMGs/Snipers) to boost Suppressor value. Ensure tracers clearly reveal firing positions. Large Explosions: Implement gaze-dependent flash-blindness and delayed low-frequency rumbles. Restrict flash-blindness strictly to players actively looking at the detonation. Allow low-frequency rumbles to travel farther in cool night air/inversion layers. Explosion Illumination: Illuminate a 10-meter radius around explosion epicenters briefly. Visuals & Baseline: Provide ambient moonlight/skylight for mid-range silhouette detection. Enforce that firing reveals full details (model, gear, position) instantly via muzzle flash. Utilize gunfire/explosions for environmental illumination (e.g., sniper positions at 200m, low cloud bottoms for air battle intel). In-Game Impact: Shift night fighting to "Light Management." Encourage hesitation before mag-dumping due to flash exposure and tracer lines. Balance Suppressors as tactical choices, not just silencers. Enable distant air battle tracking via flash/boom observation. Transition the goal from "seeing the enemy" to "not being seen." Why this design? Reduce reliance on NVGs as a "win button." Prevent cheap "screen flashbang" moments via gaze-dependency. Reward situational awareness—looking at a blast accepts risk; watching a flank ensures safety. Add stealth and area denial via the 10-meter illumination rule, creating a high-stakes cat-and-mouse game of light and shadow. Summary None of these ideas require a rebuild of the core engine. Implement these as Incremental Depth Layers for future titles: Crawling: Replace passivity with agency and risk assessment. Building: Add player-driven evolution without breaking balance. Suppression: Implement Visual Obscuration & Health Gating, utilizing weapon-specific smoke densities(LMGs = Opaque, ARs/Carbines = Semi-transparent) and existing health gating to encourage repositioning. Audio: A refined Threat Bus prioritizing threats while preserving footstep clarity and distant immersion, with realistic 120m+ delays and a "Battlefield Intelligence" layer. Night Rules: Convert light from a visibility tool into a tactical risk. Casual players can ignore all of this,keeping their current playstyle. For others, these changes aim to make every match feel like a dynamic, unpredictable battlefield where decisions—where to look, move, and shoot—truly matter. What are your thoughts? Would these make for a compelling future Battlefield, or are they too complex? Let’s discuss. Cheers.ShadowCat977 hours agoSeasoned Traveler48Views2likes2CommentsUBGL Mounts On Various Weapons
Is there a possibility we can get more mounts for grenade launchers on other weapons? I feel like the DRS-IAR should at least deserve a mount attachment only because in previous BF titles we were able to have grenade launchers on it. I know it's in the LMG Class but i feel like it deserves one. Maybe even the AK205. I know it's a long shot but it's worth a try because I actually enjoyed running a grenade launcher on the M416 or other weapons on previous Battlefields. [Edit: All caps removed from title - ElliotLH]Baoseknoodle9 hours agoSeasoned Newcomer19Views0likes3CommentsPARACHUTES ARE BORING
We miss the verticality. Shooting while parachuting. Spotting. Laser tagging. Rockets. Dropping mines/c4. Removing the ability to cause trouble while parachuting is a huge NEGATIVE. It's battlefield. At least it was....xMarlboro13 hours agoSeasoned Adventurer29Views3likes3CommentsBF6 x Top Gun cinematic inconsistency
In the trailer : https://www.youtube.com/watch?v=5dXuZXpSOTY At 2min15 when he says "bomb away" he launch 2 fox2 air/air missiles 😂 No way he can lock and bomb an aircraft carrier with this armament as its air/air Except that, the trailer is awesome, cant wait to duo with my mate in new two-seater jets 😍PMC-Baloche14 hours agoSeasoned Adventurer48Views1like4CommentsHDR and G-Sync on PC Do NOT Work
HDR and G-Sync do not engage properly in Battlefield 6 on PC. This can be confirmed by the lack of an adaptive refresh rate, missing HDR pop-up indicator from monitor's OSD, and the simple fact that the in-game HDR Calibration cannot be adjusted to make both rectangles look identical (i.e., HDR tone-mapping is not being correctly applied). All of these problems are immediately remedied when Campaign is launched, but return as soon as you go back to the game's default/multiplayer state. The HDR difference in Campaign is dramatic and clearly the way it's meant to look (not the dull, washed out, flat appearance in multiplayer). G-Sync does seem to work at my monitor's native 3840×2160 resolution (monitor OSD shows a variable refresh rate) in the default multiplayer mode, but I play at 2560×1440 which shows as being locked at 240Hz (i.e., G-Sync/VRR not working). HDR still does not function as intended, even at native resolution. People need to stop claiming calibrating or tweaking settings can fix it. Only the developers can unbreak what they broke. HDR and G-Sync Are Broken and Have Been for Months | EA Forums - 13613519Metempsychosis16 hours agoRising Rookie62Views0likes3CommentsBreakthrough Matchmaking Too Many Bots
I DO NOT WANT TO PLAY AGAINST BOTS... It is extremely boring and unfun. I specifically do not pick Casual Breakthrough for this reason, yet EVERY game seems to be filled with bots instead of real players. I will happily let your game die if you are already signaling its own death ahead of time. This needs to be fixed IMMEDIATELY, it is unplayable. I live in Central U.S.A, which should (due to location) have the most players I can play against since I can join any server in the U.S. with okay ping... I would rather wait 1 minute for a game than 1 second filled with bots. How are there more bot lobbies in my games than there were before game modes were removed??Se1dom16 hours agoNot applicable14Views0likes1CommentAircraft Are Too Restricted – Air vs. Ground Balance
I want to share some feedback about aircraft gameplay and the current balance between air and ground vehicles in Battlefield 6. I really enjoy playing vehicles in Battlefield, but right now I feel that aircraft, especially jets, are unnecessarily limited in several ways. 1. Pilots Should Be Able to Identify Ground Vehicles More Easily Why is it so difficult for pilots to identify enemy ground vehicles? For example, if an enemy anti-air vehicle locks onto a jet and fires a missile at it, I believe that vehicle's position should immediately become visible to the pilot, both on the map and in the pilot's field of view. If an AA vehicle is actively firing radar-guided or lock-on missiles at an aircraft, the pilot should at least have some information about where that threat is coming from. Right now, there are situations where you know someone on the ground is attacking you, but you have very little information about where they actually are. That doesn't feel like good vehicle-versus-vehicle gameplay. 2. Ground Vehicles Should Remain Visible From High Altitude Pilots should also be able to visually see ground vehicles from high altitude, regardless of whether those vehicles have been spotted. I'm not saying every vehicle needs a giant permanent marker above it. I'm talking about actually being able to visually identify the physical vehicle from the air. War Thunder is a good example of how this can work. If a tank or another large vehicle is physically there, an aircraft can potentially see it from the sky without needing another player to spot it first. Aircraft already have to search a huge area while flying at high speed. Artificially limiting how far away ground vehicles can be rendered or identified makes air-to-ground gameplay unnecessarily frustrating. 3. Jets With Air-to-Air Loadouts Have Almost No Threat Against Ships Another issue is how little threat air-to-air focused aircraft pose to ships. I understand that an air-to-air loadout should not be as effective against ships as a dedicated anti-surface loadout. However, the difference currently feels extreme. It honestly makes me wonder why there aren't more weapon or loadout options available to aircraft. Battlefield is supposed to be a combined-arms sandbox. Aircraft should have meaningful ways to interact with different parts of the battlefield instead of becoming almost useless against an entire vehicle category because of their loadout. 4. Aircraft Maneuverability Needs to Be Reconsidered I also think the maneuverability of several aircraft needs another look. For example, I find the JAS 39C Gripen's current maneuverability very strange. Who decided that the Gripen should have maneuverability comparable to an F-16? The Gripen is known for excellent maneuverability and control characteristics. Yet in Battlefield 6, some aircraft feel far more similar to each other than they should. I'm not asking Battlefield to become a flight simulator. Battlefield has always been an arcade combined-arms game. However, aircraft should still have meaningful differences based on their real-world characteristics. Different fighters should have different strengths in turning, energy retention, acceleration, high-angle-of-attack control, and general maneuverability. Aircraft should feel unique instead of feeling like different models with very similar flight characteristics. 5. Ground Forces Should Not Dominate Everything Most importantly, I think these changes could actually make vehicle gameplay more balanced rather than making aircraft overpowered. There should be a real relationship between infantry, tanks, anti-air vehicles, helicopters, jets, and ships. Every vehicle should have strengths, weaknesses, counters, and opportunities to fight back. Right now, however, it sometimes feels like the balance philosophy is simply: Ground vehicles should dominate, while aircraft should constantly be restricted. That is not what Battlefield means to me. Battlefield became Battlefield because of combined-arms warfare. Infantry fighting below while tanks push forward, helicopters fly overhead, jets fight for air superiority, and different vehicles interact with each other is a huge part of the identity of this franchise. If improving the experience of vehicle players is not considered important, then I genuinely have to ask: Why not just make Battlefield an infantry-only game? I'm not asking for jets to dominate every match. I'm asking for aircraft to have the information, visibility, weapons, and flight characteristics necessary to properly participate in the combined-arms sandbox. Ground players should have ways to counter aircraft. But aircraft players should also have ways to counter the ground. That interaction is what makes Battlefield feel like Battlefield.hskekk18 hours agoRising Newcomer30Views1like0CommentsLAW launcher.
So what's up with the LAW now? Most of the time it doesn't actually "lock" onto armor, and doesn't do a top down strike like it used to. A majority of my LAW hits, even at longer ranges, are just straight strikes with the projectile never attempting to do a top down hit. It does 240 damage to armor... which is less than an RPG? The launcher that is supposed to be stronger against armor? Aside from the zero drop, it's just a crappier RPG at this point. About the only benefit I see to it anymore is it has no arc, and flies at about mach 7. This makes it fun to send at snipers who think they're the best ever, and they eat a rocket to the face. Shame the aim doesn't line up though, and it never goes towards the reticle. I've also found it useful against air now too due to the speed. The rocket is halfway across the map the second you fire it, and it deals reasonable damage against air. It's more like the BF6 version of the carl gustav at this point. Could someone pass along the LAW should work more like the LAW and less like a discount recoilless launcher?Painknight19 hours agoSeasoned Ace2Views0likes0CommentsBF6 REDSEC has the worst matchmaking system. I mean… is there even a system?
As a Bronze player, why am I getting put into lobbies with the #1 ranked player in the world? Forget the fact that I’m already playing on 120 ping. I also have to face one of the best players in the entire world in the same lobby. And then on the other hand, I can’t even join my friend because he’s Platinum ranked?! 🤦♂️ You removed the tank.. okay, fine. But honestly, the biggest issue right now is getting these Rank #1 top-ranked players out of normal lobbies. Or maybe theyre actually being whitelisted like CoD, where streamers and people with huge followings get put against low-level players so they can farm content? 😂😂 Because seriously, this matchmaking makes zero sense. I’m not asking for perfect matchmaking. Just give us a system where Bronze players aren’t randomly fighting the best players in the world while also dealing with terrible ping. This is getting old. REDSEC needs to fix matchmaking before it kills the game. It already sucks.gamingwithAlihq20 hours agoRising Novice32Views1like3Comments
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