Things we DON't need in BF6
I've seen discussions regarding possible features we need in the next Battlefield game, but I think we all should take a step back and discuss things we don't need in the next game since 2042 has a lot of those.
Anything controlled by AI instead of a player simply should exist in a multiplayer FPS game. Robodog, auto-locking smart grenades, Boris turret, radar/smart missiles. We should be fighting players, not their gadgets/gimmicks. It simply is not fun and straight-up unfair to die to some AI controller BS while a player is camping in a tent somewhere.
Vehicles loaded with guns, grenade launchers, autocannons, and other types of explosives. This idea has failed tremendously. There is a reason why some vehicles are insanely popular while others are utterly useless. It's because spreading the power of a vehicle across multiple players is stupid. BF has never been a game about teamwork. 99% of it is solo players trying to survive in the meat grinder. Case in point - most powerful vehicles in BF2042 are generally high mobility vehicles with most of their powers at the hands of a driver/pilot. Littlebird, Stealth helis, RAM TOR, and Wildcat.
Those vehicles are not reliant on other players. They're self-sufficient to be operated by 1, sometimes 2 players, unlike other vehicles that require 3 or more potatoes to be operational.
Specialists and freedom of weapons/gadgets. Dice learned the hard way. Specialists instead of classes, freedom of weapons and gadgets, and the idea of "Playing as someone special instead of a faceless nobody" have failed. I don't think anyone really cares about specialists, their stories, backgrounds, identities, etc. Most of them are obnoxious and stupid stereotypes that annoy us more than anything.
Weapons and gadgets must be restricted. It has worked for every other Battlefield game before, and it should not change. It brings balance and purpose to each class without crumbling the fundamental idea of each class serving a specific purpose.
If you want to have characters and sell skins for them, just copy-paste COD. I mean, you were on the right track with BF5 and Elite characters. It's the same thing as COD Operators.
Too much verticality. It sounds cool on paper. Skyscrapers, objectives hundreds of meters on top of a rocket assemble facility. In reality, it only provides more incentive for people to camp instead of playing the objectives. Hourglass rework proves this point. There was too much focus on the top of the skyscrapers, often bringing the main focus on capturing the skyscraper rather than other objectives. Exactly what is happening on Kaleidoscope.
We used to have urban maps with minimal verticality that worked insanely well. Seine Crossing, Dawn Breaker, Strike at Karkand, all BF3 Aftermath maps. Next game maps should slow things down in terms of scale, and focus more on the ground level.
What are your thoughts and ideas?