Battlefield 6 - beta feedback
Do I think someone at BF studios would care about this feedback? NO, I'm just a random gamer on the internet. But I do care about this franchise. So I need to do everything that I can. Played the franchise since the release of BF 1942 (41 years old now) and bought every premium when there was one. I owe it to myself!
Let me know what you think!
First of all, I don’t think they (BF studios) are going to totally rethink or rework the classes, so it doesn’t make sense to focus on that. I just focused on some structural changes. If they do, I will be flabbergasted since the studios are doubling down on so many things; it’s just too late even for LABS. This is strange because LABS should be all about change.
So with that being said, here we go:
Learn "how to play" introduction:
With a lot of new players (to the franchise) coming to BF6, I feel this is more important than ever. Battlefield has always done a poor job of introducing new players to its mechanics, and there are a lot of them. With the goal of reaching or selling to at least 100 million players, this is a must-have. Especially with the already insane reception the game is getting now.
All players should complete a “one-time-only” checklist match against AI/Bots before entering live multiplayer modes. For example:
- If they want to play Conquest → first they must complete one guided AI match in Conquest.
- Same for Breakthrough, Rush, etc.
These checklist matches should also include class-specific gadgets to ensure players learn how to use them properly.
This would go a long way. Right now in the beta, it almost felt like everyone was just doing their own thing and treating it like COD’s Ground War — essentially a big open deathmatch.
Squad Gameplay
Enable Squad Order Requests
In the Battlefield 6 open/closed beta, it seems that non-leader players cannot properly request orders from their squad leader. This removes a key layer of communication and coordination, especially important in random squads where players don’t use voice chat.
In past Battlefield titles, players could ping an objective to request a squad order, and if the leader didn’t respond after a few requests, leadership would transfer. That mechanic appears to be missing or broken in the beta. I like the AI squad orders but it isn't ideal.
Please reintroduce the following as well:
- The ability to request squad orders via pings, or via: “Contextual Wheel” / “Command Wheel”
- Auto-promotion to squad leader if no orders are given over time.
These small systems go a long way in encouraging teamwork, and Battlefield is at its best when players are working toward shared goals. It is a game within a game.
Squad Leader Visibility
Make it clearer who the squad leader is in the in-game UI.
Class Play
First of all, gunplay felt cool and impactful. It does feel a bit on the fast side in terms of TTK/TTD, but they’ve already mentioned they’re looking into this. The same goes for recoil — at first it’s difficult, but with unlocks it becomes much easier, as it should since you have more build quality. Still, it feels a little too beamy.
Movement was fine as well.
Support - My main class.
- Felt pretty good overall.
- Maybe the range on the defibrillators is a bit short?
- Supply station: Make this a healing-only station. It’s already strong enough of a reason to pick this class just for healing.
Assault - Its all about "the tip of the spear"
- They don’t need the spawn beacon. Of course they are the “tip of the spear,” but they already have explosive power with the launchers, almost like the Engineer, but less.
- Supply station: give them the ammo bag. Why? They need to be on the frontline, and running out of ammo is the worst part of that. They will be resupplying themselves and others at the “tip of the spear.” Make it possible to resupply gadgets/launchers as well, but just at a lower rate.
- Weapon sling: it’s fine, but don’t make every weapon available. Share the 100 points of customization over the two weapons to nerf it a bit, with less ammo on both so they need to wait for resupply, but can then push again right away. Stil keeps this strong if you ask me.
- Tactical ladder: move it to Engineer. Or keep it as a “tip of the spear” gadget. It isn’t as useful as the spawn beacon, but useful enough to get yourself and the team onto difficult/interesting flanks.
Recon
- Keep the spawn beacon — it’s just part of the class.
- “Pokéball” — throwable motion sensor coming to the class?
- Motion sensor: range feels a bit too short, and let all players be scanned. Right now it looks like players that are sitting still are not scanned.
- Let medics revive sniper headshot victims. Right now, getting headshotted by a sniper instantly prevents a revive, and that feels too punishing — especially in a game built around squad play and teamwork. It devalues the support role of medics and creates a solo-heavy sniper meta. I understand rewarding skillful shots, but maybe there’s a compromise:
- Only headshots beyond a certain range disable revives
- Or require an extra delay before revival, but don’t disable it entirely
- Automatic spotting without doing anything is just too powerful.
Engineer
- Launchers: two launchers is just too strong, so I think it should be removed. If BF Studios wants to stick with it, make them share rockets (6 total, 3 for each). Choices should have consequences; 3 is not enough to take a full health vehicle down but it is on a damaged one.
- Tactical ladders: Maybe give them to Engineer, since the role is all about repairing, building, and explosives. If you don’t want to play the regular Engineer, you can still help the “tip of the spear” by building new routes and playing the aggressive demolitions expert.
General
- Best in Class: Scoreboard and end-game highlights: reintroduce Best in Class, not based on kill count (which still has too much focus), but on class points. This meant that even with zero kills, you could still end up first by, for example, having the most revives or most heals.
- Party System: Allow the party leader to join/withdraw the party from a match.
- Weapons closed or open: Just choose one system, don’t divide (BF always finds a way to devide, and I don't get it). My preference: class-locked primaries, but open up carbines, DMRs, shotguns, pistols, and melee weapons to all classes.
- Class Identity: At first glance the classes still look too similar. Features need to be more exaggerated.
Matchmaking & Quick play
- Persistent servers: Servers winding down after every match are fine for some game modes. For Breakthrough or Rush, it isn't. I was defending 6 times in a row, so I quit the game. Take the same approach/philosophy as you have for modes on maps (so build and scale specifically for the mode) and apply it to servers and modes as well. Non-persistent for conquest, domination, (squad, team)deathmatch, and king of the hill. Persistent for breakthrough, rush, and escalation(?).
- Crossplay options:
- Crossplay — every platform (including KB+M inputs)
- Crossplay — console only (PlayStation + Xbox, no KB+M)
- Non-crossplay — platform specific (PlayStation, Xbox, or PC only, no KB+M)
- Switching sides/teams: please add this back in.
- Quickplay problems breakthrough and rush: Currently, you can be on the defending team multiple matches in a row since after every round the serves wind down. For Conquest, this is fine, but for the modes that I mentioned: Make it 1x attack, 1x defend.
UI / UX
- Options menu: Already mentioned a ton. It's too bloated and complicated, it feels like one big search party, with controls spread across different topics.
- Make the menus searchable.
- After round: let us customize loadouts while waiting for matchmaking.
- HUD/UI:
- Like BF4, way cleaner and with more immersion.
- Put tickets above the minimap.
- Let us determine the minimap size.
- Current damage feed is great, keep it.
Gameplay Feel & Immersion
- Footstep audio: loud enough but not consistent.
- Skip-revive: should go. On modes like Rush and Breakthrough, this drains tickets unnecessarily. Maybe rework so it only pops up when no one can save you.
- Grenade throw feels too instant and too straight.
- Ribbons and medals: they’re forgettable or missed because they flash too quickly.
- Challenges: Always felt like busywork since their introduction, not fun or immersive. Should be focused on real objectives that help squads/teams.
- Let console players turn off adaptive triggers.
- Crosshair width/size: please let us change it.
Servers & Testing
- Persistent servers: since we’re likely not getting a server list, focus on this.
- Vehicle test range.
- HUD/UI: like BF4 (again: cleaner, more immersive).
- Minimap: let us set fixed zoom heights (like BF2042). An adjustable size would be ideal.
Nice to haves/hopes/dreams:
- Commander mode:
Bring back Commander Mode like in BF4 or BF2. I always liked this, especially the BF2 version where the enemy team could attack the commander station, temporarily denying access to those features.
- Flags/point of interest:
Make them more important again by tying them to meaningful rewards — for example: spawning additional vehicles, granting airstrike abilities, radar scans, etc. This would make holding objectives more valuable, instead of the current “flag chase” loop where it feels like you’re just running back and forth trading captures.
Also, make the enemy HQ captureable to further emphasize the importance of holding ground.
Vehicles should spawn directly in the playable area, not through map-overview spawning. In past games, there were far too many players sitting in lobbies waiting for vehicles instead of actually playing the game.