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Plymoor's avatar
22 hours ago

Battlefield 6 – Feedback for DICE

Here’s my two cents.
In arcade-style shooters, balance relies on meaningful trade-offs: gaining strengths in some areas while accepting weaknesses in others. Avoid any strong bias in movement or weapon mechanics. My primary focus is on movement and the weapon unlocked mode. Otherwise, the game is excellent.

Movement

  • Slides should be slower and conclude in a prone position without the ability to immediately jump afterward. (this needs to be done 100%)
  • Remove the ability to do a 360 spin while jumping. (this needs to be done 100%)
  • Allow shooting from a sidearm while being revived. (this needs to be done 100%)
  • Limit consecutive jumps to two, followed by a significant temporary speed penalty.
  • I'm not sure about the sprint speed, but can try to reduce it slightly.

Rationale: These adjustments maintain fluidity while preventing exploitative chaining of moves, ensuring skill and positioning remain important.

Weapons

  • Choose one primary weapon mode: either weapon locked or weapon unlocked. Maintaining both long-term will fracture the player base. (this needs to be done 100%)
  • In weapon unlocked mode, DMRs and carbines lose relevance due to meta dominance, while weapon locked mode maintains their class-specific importance.
  • Weapon unlocked mode promotes chaotic gameplay and dominant meta weapons.
  • Prevent the existence of a “meta” weapon; this is more feasible with weapon locked mode.
  • Increase bullet spread in full-auto mode, because with the current spread, semi-auto and single-shot modes are practically meaningless at almost any distance. (this needs to be done 100%)
  • Shotguns should kill in one shot up close and require 2-3 shots at medium range.
  • In crossplay, aim assist should only provide slowdown on aiming speed, without snapping, magnetism, or aim correction. (this needs to be done 100%)

Rationale: Clear weapon roles support class identity, competitive balance, and tactical gameplay. Proper recoil and spread encourage skillful shooting. Aim assist must not artificially close skill gaps between platforms.

Vehicles

  • Increase turret rotation speed on heavy vehicles.
  • Make helicopters more maneuverable.
  • If vehicles remain heavy and slow, reduce engineer’s anti-vehicle power accordingly. Having 1-2 tanks versus 15 engineers each carrying 3 rockets plus snipers with C4 unbalances vehicle viability.

Rationale: Slow and vulnerable vehicles lose their role on the battlefield. Improving mobility and balancing anti-vehicle power will keep vehicles impactful and promote better teamplay.

Classes

  • Signature weapon perks feel unbalanced and awkward; for example, medic’s perk only affects sprint speed, while engineer’s hipfire perk directly impacts kills.
  • Medics act as “jack of all trades” with ammo, healing, shield, and assault rifles, making them overly versatile.
  • Assault class is currently useless due to lack of a clear team role or objective.
  • Recon remains a niche, often reduced to a small group camping long-range.
  • Spotting should be primarily a recon role; other classes can spot only via dedicated button presses, not passive or automatic spotting. (this needs to be done 100%)

Rationale: Strong, distinct class roles promote teamwork and strategic diversity. Proper spotting mechanics maintain recon’s tactical importance without diluting other roles.

Closing Recommendations

I’ve been a fan of the series since the very first game and participated in alphas and betas for Battlefield 3, 4, and others, as well as the current Battlefield 6. The game is already excellent as it is.

You just need to settle on one unified mode — either unlocked or locked weapons. Don’t add ranked modes, don’t just follow streamer opinions, fix the issues with sliding and recoil, and rework the classes so Assault finally has a clear team role.

This is your game and your vision, only you decide what it will be. We’re simply sharing our opinions — that’s all. You can’t please everyone, but in my opinion, it’s better to keep the series’ core fans. And they want BF4, just newer and better—without Nicki Minaj skins, adhd omni movement, millions of battle passes and cosmetics that you can’t unlock without playing game 24/7. They want game that focuses on team play, with clear roles, pure military style, and a bit of arcade gameplay.

2 Replies

  • Bro said increase bullet spread lmao. Yes make the bullets miss your sight even more than they already do. That will bring in new players! 🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡

    Tie the sight to the actual recoil like every other shooter does, then adjust the aimed recoil from there. It can still be harder to control and more worthwhile to switch to semi. As of now the ADS is a deceptive lie. New players think they are shooting their target because the sight is on the enemy... lmao. Not how corny battlefield works

  • I'm 100% in having modes be closed-weapon by default since that is how it always has been and it incentivizes squads to work more cohesively and limits the amount of players that will be a one man army. Maybe they could keep open-weapons as a feature within Community made modes/servers? One suggestion I have on the class balancing is maybe they could go back to a BF1 class style with Assault, Medic, Support, and Recon. You could have Assault be the class with vehicle destruction capabilities (also like BF1), and have Support maybe have the ability to repair vehicles? Or maybe open it up to 5 classes and keep Engineer around but maybe only give it anti-air capabilities?

    With the weapons, I feel if they maybe decreased the bullet spread/bloom a slight bit, and increased the gun's recoil, it could maybe strike a nice balance of having the guns still feel good to fire and not too random, but limit their long range full-auto capabilities like they're hoping?

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