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xxksmashxx
Seasoned Newcomer
6 days ago

ATTN DEVS: REAL CONSTRUCTIVE FEEDBACK FROM COMMUNITY-BF6 Beta

Battlefield 6 Beta


The Good

There is a real return to classic Battlefield. The tone is grounded, the focus is team play, and the class system gives roles that actually matter. After years of flashy operators and neon weapon skins in other shooters, this feels like rifles, armor, objectives, and squad work. It reads closer to BF3, BF4, and BC2 than anything in recent memory.

Gunplay is good. Recoil is readable, damage feels consistent, and infantry fights sit next to vehicles instead of getting buried by them. The small touches sell it. LMG barrels glowing after long bursts, physics, rubble, etc. These bits of attention to detail are what make a game great and add to the overall feel.

Squad mechanics got real attention. You can drag a downed teammate out of a lane and revive with a snappy flow, and you can cancel the revive if you need to defend yourself. Quality of life is better than expected. The firing range is back, but it could use a larger range to test vehicles. Classic vehicle seats are back, so you can ride along instead of being stuck on a spawn screen. HUD options are much deeper than 2042, with useful control over HUD clutter.

The atmosphere can deliver those 'Only in Battlefield' spikes. Tanks ferry squads into objectives while smokes pop and gunfire cuts across. Cairo, in particular, plays like a proper infantry map. Tight where it needs to be, but built for squads that communicate and cover each other.

Technical performance was better than expected for a beta. Good frame rates on a modern rig, a few dips, nothing brutal. Some issues with Nvidia users this week with missing DLSS settings, which are being worked on. The open beta peaked at more than 500k concurrent players on Steam, which is an all-time record for the series. The scale test did its job, and the quick hotfixes during the beta were a good sign. Communication from the devs during the beta has helped bring confidence back.

The Bad

The pace is riding the line. Movement speed is fine. Sliding and hop spam show up a bit more than they should in a game that sells combined arms and tactical space. A small slowdown on animation timings would help the gunfights breathe. Time to kill feels decent, similar to BF4. It rewards the first shot but sometimes erases counterplay on objectives. The studio has said they are looking at balancing, which is the right move.

Map design in the beta is the pain point. Several maps play like narrow funnels with side hallways that feed the same kill boxes. The largest map we got in the beta, Liberation Peak, is still a narrow meat grinder. Large areas are blocked from players, so flanks are really just detours that rejoin the same wide corridor. Battlefield lives on choice. Classic maps let you make three or four honest approaches, carve your own line through terrain, or bring air and armor to create a new angle. Here, the beta often directs you rather than inviting you to improvise. We have been told bigger playspaces are coming at launch, but the beta did not showcase the open sandbox many of us were hoping to see.

Auto-spotting is an issue. In its current form, it kills a lot of the tension that the earlier titles thrived on. Knowing an enemy’s exact location just because they moved within a certain radius erases the need for awareness, communication, and smart positioning. It turns nearly every fight into a wallhack-lite situation where flanking or holding a clever angle barely matters, because the game does the recon for you.

UI and flow still have rough edges. Attachment swapping lives in a few too many submenus.  Auto-spawning at the start of games needs to be turned off. Party and squad tools cap you at four, and the matchmaking loop kicks you back to a fresh lobby after a round. That kills continuity and makes it harder to play as a larger group. A proper server browser with persistent servers would fix a lot of this. Without it, the social glue that used to define the series is weaker.

Bugs exist, as expected in a beta. Texture pops, odd ragdolls, a crash here and there, needed security updates, DLSS hiccups for some players during this second weekend, some keybinds are hardcoded, etc. None of it felt catastrophic, but polish time is still needed.

The Ugly

I want to start this last section by reiterating this point... The design philosophy is my biggest worry for the full release. Too much of the playable space is blocked off in the beta. The maps often feel scripted, destruction is predetermined, like sets built to film a great trailer, not sandboxes that let players create the moment. Battlefield shines when the map is a canvas and the players write the story. Corridors and curated kill boxes drain that energy.

Rush was the clearest miss for game modes. Twelve versus twelve players, small slices of the maps, no vehicles, and rounds that abruptly end the instant attackers run out of tickets, even if an M COM charge is planted. Matches ended and you were back to menu with no side swap or server persistence, so you could not immediately replay the same map from the other perspective with the same group. The bones of Rush are there, but it needs space, headcount, and vehicles when appropriate.

Class identity is back, which is a win, but open loadout tests cut against it. Letting any class run any gun encourages lone wolf builds and undermines the point of roles. Classic BF is all about clear roles that drive teamwork. If the final game leans too far into open loadouts, expect friction.

Cheaters appeared as they always do. The new anti-cheat system, Javelin, reported more than 300k blocked attempts during the beta. That is both reassuring and sobering. This will be an ongoing fight that requires visible action, including regular updates and targeted waves. The devs will need to keep the pressure.

No proper server browser in the beta was another miss. One round and back to menu breaks continuity. Matchmaking is fast, but Battlefield benefits from persistent servers, familiar names, and custom rotations. Without that, rounds feel disposable, and squads that want long sessions together have to fight the system. Portal does not solve all of this.

My Verdict

The core is promising and I've been genuinely enjoying the beta. Shooting, sound, squad play, and the overall vibe point toward a real return to form. The beta shows a team that listened on classes, squad tools, and quality of life. But it also shows maps that are too constrained and too scripted. That is the fork in the road. The developers say much larger, more traditional maps are coming at launch. If those maps deliver real room to maneuver in Conquest and Breakthrough, Battlefield is truly back. If the final pool leans small and funneled, we will end up with a louder, prettier version of Battlefield that forgot why the classics stuck.

Battlefield has always been about freedom, variety, and the unexpected. Keep the class identity. Keep the squad tools. Keep the chaos. Open the maps. Let the sandbox breathe.

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