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Zcledx_
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10 hours ago

Battlefield 6 Beta Feedback - Balance and Audio Suggestions

Vehicle Balance:

1. Tanks Underpowered Against Infantry: Tanks feel significantly underpowered against infantry. Unlike Infantry Fighting Vehicles (IFVs) with autocannons, the tank's main cannon and machine gun are ineffective at killing infantry. Tank durability feels similar to IFVs, making them surprisingly vulnerable to infantry AT weapons. Furthermore, High-Explosive (HE) shells are far less effective than infantry RPGs against both infantry and other vehicles. Overall, tanks lack sufficient anti-infantry and anti-vehicle firepower and feel excessively fragile ("paper-thin").
2. Emergency Repair Limitations: The "Emergency Repair" ability requiring critical health is problematic. Often, you die before reaching the threshold to activate it. This design leaves vehicles with no way to regain health outside of critical status and without Engineer Class support. Combined with the inability of passive repair to restore full health, vehicle survivability is poor, especially for solo players.
3. Poor Vehicle Aim Sensitivity: First-person aiming sensitivity in tanks and Anti-Aircraft (AA) guns is too low. This makes aiming feel sluggish and unresponsive, significantly degrading the handling experience.
4. C4 Needs Adjustment:
· Resupply: C4 should be resupplied via ammo crates, not passive regeneration. The current passive regen is too strong, making some players more effective at anti-tank than dedicated Engineer Class players.
· Throw Mechanics & Power: The throw animation/interval between C4 placements feels too fast, sometimes causing throws to be indistinguishable. The lethal radius/damage seems inconsistent (e.g., failing to kill an enemy at your feet). There's also a bug where throwing the last C4 sometimes inadvertently switches back to the primary weapon.
5. Engineer Class Gadgets Overpowered:
· Anti-tank mines are too potent, often destroying vehicles instantly with only two mines.
· Stinger missiles are overly effective against helicopters, frequently destroying armed helicopters with just two missiles. Both should be toned down.

Weapon Balance:

1. SMGs Underperforming: The two Beta SMGs are consistently outperformed in close-quarters combat by the M433  and M4A1 Assault Rifle. Their hip-fire accuracy is no better than these weapons, yet they suffer significant damage drop-off starting at very close ranges (~5m), making them ineffective at their intended role.
2. Shotguns Overpowered in CQC: Shotguns dominate at close-to-mid range. Their one-shot kill (OSK) range is excessively long, turning many infantry engagements, especially in urban areas, into "shotgun meta" fights.
3. DMRs (Marksman Rifles) Underwhelming: The visual recoil/screen shake effect when firing DMRs is exaggerated and disruptive. Combined with other factors, the two Beta DMRs feel significantly less effective/useful than Light Machine Guns (LMGs).

Audio Design Issues:

1. Unclear Footstep Audio:
       Footstep sounds are extremely difficult to locate and distinguish. Directional cues (left/right/front/back) are vague, and distance attenuation feels inconsistent. This significantly hampers situational awareness, making it challenging to react to nearby enemies, especially in close-quarters combat or complex structures. Audio clarity on par with Battlefield 3/4 is urgently needed.

Map & Mode Balance:

· The Beta lacks well-designed large-scale maps comparable to the best in Battlefield 1 and V.
· Specifically, on "Liberation Peak" in Breakthrough mode, the defending team has an overwhelming terrain advantage. This creates severe balance issues, making it extremely difficult for attackers to achieve victory consistently.

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