Gaiyos
7 hours agoNewcomer
Battlefield 6 – Player Feedback
- Weapon Gunplay & Recoil
The overall weapon feel and shooting mechanics are much improved compared to BF2042, especially when compared to the Portal modes from that game. Weapons now feel powerful, instead of feeling like firing “sticks.” This is a big step forward. However, recoil control might currently be too easy. Every weapon feels very simple to handle, almost “childishly easy.” Increasing recoil intensity for some weapons could add more depth and skill expression. - Ragdoll Physics
The ragdoll animations after killing enemies feel very unnatural and exaggerated. Soldiers often fly unrealistically far, as if hit by an explosion rather than bullets. They also appear limp and awkward, with no sense of muscle tension. A good reference for a satisfying ragdoll system is Call of Duty: Black Ops 1, which even today still feels natural and immersive. - SMG Balancing Issues
SMGs currently feel very underpowered. In theory, they should shine in close-quarters combat with high fire rate and strong short-range performance, balanced by greater recoil compared to rifles. Instead, they feel almost interchangeable with assault rifles, which currently perform well both at close and long range. As a result, SMGs have little real purpose. They should be deadlier in short-range encounters, giving players a strong reason to pick them. - Class Structure & Weapon Restrictions
The combination of the Support and Medic classes is actually a refreshing approach that I enjoy, and it doesn’t negatively impact gameplay. However, restricting weapons to specific classes feels too limiting. For example, I wouldn’t want to be forced to play with an LMG simply because I chose the Medic/Support role. - Health Regeneration
Health regeneration feels a bit too fast. As a result, medkits often feel unnecessary. Slowing down regeneration would give more value to healing items and teamplay. - Spawn Presentation
I miss the more immersive spawn camera, where the player’s perspective descended from above (almost like a drone dropping down) and then attached to the soldier. This allowed players to better understand their spatial location during deployment and added flair to the spawning process. - Assault Class Special Ability
I find the current concept of the Assault class weak. Having a shotgun as its “special ability” feels uninspired and pointless. While I don’t have a specific suggestion for a replacement, the current design does not feel meaningful or unique. - Breakthrough Mode with 64 Players
The 64-player Breakthrough feels overwhelming and chaotic. In BF3, where it was played with 32 players, the mode allowed for more tactical plays, coordinated point captures, and structured battles. In BF6’s 64-player version, it feels more like constant chaos, with flanking and deaths from every angle. Reducing the player count could restore the tactical depth the mode used to have. - Enemy Spotting System
I really like the current system that highlights enemies in red. It’s especially helpful when playing with a controller, as it reduces the need to constantly “spam spot” enemies manually. This is a great improvement.