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L06ke's avatar
L06ke
Newcomer
3 hours ago

Beta Feedback

I'm sure a lot of these have already been discussed but I'm going to include as much as I can just incase someone hasn't mentioned something I list.

UI/Menus

  • It wasn't very apparent to me, or I may have just completely missed it. But I did not see any dialogue in the class selection/loadout screen while mid-game that tells you the specifics of class gadgets. I kept forgetting what exactly the combat stim for assault did but could only read about it from the loadout screen in the main menu. I'd like to see dialogue adjacent to the weapon selection that gives you info on each class specific gadget when editing loadouts mid-game.
  • The controls/options menu feels bloated due to duplicated menus in different sections
  • When backing out of subsets of options menus (like going in and out of advanced graphics) it always brings you back to accessibility options when you may want to stay within the graphics menu
  • This one is definitely already on your radar but the misalignment of attachments on weapons in the loadout screen

Audio

  • The audio of the M87A1 shotgun firing will occasionally be drowned out by the hitmarker/kill audio cue?
  • RPG explosion audio is non-existent at (IIRC) any range unless getting a kill or hitting a destructible asset.
  • Explosion audio from kills with nades/nade launcher/rpg/tanks is actually fantastic and pretty true to life (mainly hand grenades/40mm nades sound like that) but is only triggered by a kill. I think it would be a much more immersive experience to hear variations of that sound for at least all 40mm/hand grenades when used (with or without getting a kill) and the sound varies based on distance and whether it's in the open or in a confined space.
  • The attack helicopter as most everyone knows is an Apache and I feel like the audio of the engine/rotors could be more true to life, you guys actually had it spot on in BF2042! The current audio I think is derived from the Viper in BF3/BF4.

Gameplay

  • Destruction is amazing! It does seem over the top to have RPGs/40mm launchers take out the entire side of the larger faced buildings with multiple floors. At this point in the development it may cost too much to section the destruction but it would be cool if the smaller munitions did smaller destructions and things like tanks with HE shells would do a larger amount. The damage from destruction falling on players isn't near enough, in fact I don't think I saw one person die from destruction during the beta.
  • Kill feed. It seems unnecessary to have "x squad" wiped included in the feed, it doesn't provide any pertinent information beside a player killed each person in that squad. If anything there should just be "squad wiped" in the personal killfeed in the center.
  • The personal killfeed would benefit from some minimization. For instance when you get a double kill in quick succession you have 4 skulls displayed, 2 in 2 different rows. It would be cleaner to have just one row refresh with an additional skull each kill (refreshing to maurader in the higher streaks as well [why maurader? bring back multi-kill!]) and fades as your timer to get another kill for the next message runs out.
  • Auto-spotting is too powerful. It completely negates the purpose of the spotting keybind, in fact I unbound it. The recon kit has the auto-spot field upgrade but technically everyone has it anyway, at least limit it to recons.
  • Pinging. Not once over the 4 day beta period did I benefit from a squad members ping or even notice one. It should be reworked or removed. You can flood the killfeed with ping messages from spamming Q as well. Really all we need to press Q for is to spot.
  • I didn't notice if the T-UGS spots enemy equipment like it did in past titles, if it doesn't, it should.

Characters/Classes

  • The only female character I noticed was the NATO engineer but I felt like I was hearing female voice lines randomly from other classes and my characters voice lines were female when I wasn't the NATO engineer. 
  • The symbols for classes aren't distinctive enough, the engineer and recon are too similar. When I go to pick up a kit on the ground I find myself going "which one is that again?"
  • Engineer repair tool cooldown is too fast, tanks will get locked in battles where neither has to retreat because of this.

Weapons/Vehicles

  • Explosive damage radius of RPGs/C4 seems very underpowered, I've launched RPGs at the feet of 4 people basically on top of each other and not one person is killed.
  • Incoming RPGs from distance seem to have an squirrely looking trajectory and then correct when they get near you.

 

I'll update this list if I find anything additional next weekend that I think isn't being discussed, anyone please feel free to comment or correct anything if I'm mistaken! Looking forward to next weekend!

 

 

1 Reply

  • You have some rally good takes 👍, I hope  they listen

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