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K4on_eu
Seasoned Novice
21 days ago

Battlefield 6 – Early Access Impressions (Tanks, Maps, Balance, Flow)

Hey everyone,

Just wanted to share some impressions after spending a good chunk of time in Battlefield 6 during early access. There’s a solid foundation here, and while a lot is working well, some aspects still need tuning—especially around pacing and map flow.

What’s working well:
Sound, graphics, performance, and netcode are all very solid. No major technical issues so far—everything feels smooth and immersive.
Gunplay feels great once you start upgrading weapons. Shooting is responsive. I still personally prefer the feel of Battlefield 4, but this version isn’t as bad as some people are making it out to be—just different.
Tank gameplay is really fun. They’re not underpowered at all (despite what some are saying). I’ve been averaging 20:1 K/D on most maps. Tanks dominate when used correctly—people just need a bit of time to learn how to use vehicles effectively.
Helicopters are enjoyable to fly, with smooth controls and satisfying air-to-ground combat. I do miss my TV/laser-guided missiles from BF2 though.
Visual level design is impressive. The environments look fantastic and show real attention to detail.

What could be improved:
Some reworked mechanics feel unnecessary, like the new repair station. It’s not as effective as in previous games, especially when it comes to tank ammo reloading. The slow in-field reload for tanks feels okay. Gives you infinite ammo.  Not sure yet if I like that or not.
Maps feel too narrow, leading to too many chokepoints and limiting strategic freedom. It doesn’t capture that open Conquest feel. Even Strike at Karkand had chokepoints, but opened up in later stages—it felt more dynamic.
Jets feel out of place on these maps. There’s just not enough airspace for them to really work.
Helicopters could use more room to maneuver too. They’re great to fly, but the playable area is too tight for full air combat potential.
Infantry respawn time is too short. You can clear a flag, only to have enemies spawning behind you almost immediately. It kills momentum and makes defense feel pointless at times.
Melee animations are too slow, leaving you vulnerable. A bit faster, like in BF4 or even BF5, would be ideal.
Vaulting and climbing feel overly fast and twitchy. It’s a bit too exaggerated and breaks immersion.
Sprinting speed is fine and actually feels well-balanced. I was worried it would be too fast, but it's in a good spot. That said, maybe consider adding a stamina mechanic (like in BF2) to prevent constant sprinting?

One major pacing issue:
There’s too much zerg rushing and non-stop pushing. It feels like players often give up on holding positions because the short respawn times let them rush right back into combat. In many matches, the action gets overwhelming—you’re pushing a flag and immediately getting hit with wave after wave of respawns. It creates chaos more than tactics. Some extra breathing room between fights—or better-spaced flags—would really help the overall flow and make room for more strategic play.

Final thoughts:
Battlefield 6 already has a strong base, especially in terms of performance, vehicles, and visuals. But there are still key issues around map design, pacing, and overall flow that need attention to bring out the full Battlefield experience. Hoping to see some improvements as we move toward and beyond launch.

Anyone else getting the same vibe, or do you feel the pacing works with the current map design?

2 Replies

  • Technical wise; the game is as I expect. A few bugs; but I would hope that performance should have been on par due to their experience. I think the engine is based off BF2042; which with all the patches and reworks is in a good state. 

    Don't have too much feedback on the weapons/vehicles as it's only the beta so theres a lot more to come. My main criticisms would be around the gameplay and the movement. 

    The incindery launcher; absolutely obliterates movement. Any fire at all in the game; bogs you down to an absolute crawl. 
    It feels like on close quarters maps you're getting absolutely swarmed from every direction. Which is both a good thing; but having no real routes makes it absolute anarchy which can be overwhelming on something like breakthrough. 
    They need to fix the "bump" glitches where you step on a pebble and you get bumped up; it throws off youre gunplay. Also seen moments where I get flung 10ft into the air. 
    They need to patch out areas you can jump up onto the roofs in Siege of Cairo; that is absolutely game breaking. 
    Feels like there is a bit too much haze often. It's hard enough with the lack of contrast between players and environment; but once you add in the haze it makes survivability very low. 
    I've only had a little bit of gameplay with them but the air support feels quite clunky and bogged down. They've removed much of the handling which gives them a high ceiling to learn. Maybe I might change my mind on this when I adjust to them; but for players new to Battlefield I imagine its down right impossible. 
    I think on the class perks; they need to light that up. I often forget about it because a semi-transparent white box blending into your HUD you just dont really pay attention too. When it reaches a level maybe some orange moving chevrons pointing to it or something. 
    The binds by default are slightly messed up; cant slide by default. This should be a default mechanic. 
    Weapons should be locked to classes by default; not the other way around. 
    Shotgun should NOT be a gadget on assault; it should be its own weapon class. 

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