Beta feedback
Features
It would be useful to be able to save custom gun layouts as a separate entry in the menu. Sometimes I use the same gun across classes but with different attachments, which means I have to change the attachments every time I want to change class.
Similarly, it would be useful to be able to save custom classes. If I want to alternate between Recon (Sniper) and Recon (Spec Ops) roles, it would save time to not have to reselect weapon and gadgets. Same with Support (MG nest) and Support (Medic) having multiple roles that would be quicker to select with custom classes or presets of classes.
Perhaps the demolition charge of Recon could be renamed to C4 and given more explosive power against vehicles and lower throw range, and the Engineer can unlock a demolition charge that has a high damage against structures (hopefully bridges will exist, too) but has to wired up in place. This would fit the infiltration theme of a Spec Ops style Recon and an Engineer could rig an entire building to collapse after opponents settle inside.
Engineers should not be able to carry anti-armour and anti-air launchers at the same time. There should be other specialisations for engineers than anti-vehicle such as combat engineers that lay traps, wire, cover, and take control of the destructible environment. They can still be useful even when a map has no vehicles (Empire State) or one tank that is already being covered by a mechanic.
More numbers and clarity on the effects of weapon attachments.
The damage list on the right bottom corner could include the damage done to the opponent as well.
Crouch sliding and sniper glint are just silly.
I do not like battlepasses and skins, which result in ugly defaults and an eclectic team of zany mercenaries.
The tanks feel heavy and impactful. The visual effects are well done overall. I would prefer if there was no cool-down on the machine guns. It never made sense and they need to be a bit more fearsome. The speed is good, maybe there could be an upgrade to engine speed, but they need to be able to be caught if they are so powerful.
The air vehicles are stiff and slow to pilot. I think it is good if they are fragile, but they need to be more agile.
Jets should make the sound of the sonic boom when you see it in the sky. When they pass over the player, it should be louder and dust should fly after it. There isn't enough variation in the high dynamic range from quiet to loud.
Vehicle sensitivity in first and third person perspective should have their own sliders in the settings (maybe I missed it). Setting a good first person perspective sensitivity for a tank main gun also sets it much too high for the top machine gun.
Player names in the current vehicle should be shown on the HUD, preferably even with a unique voice channel. It was hard to make a call out to the driver when I could not tell who it was.
Auto peeking around objects could be disabled as a toggle.
Spotting should not happen through smoke.
I am glad to see the suppression mechanic is not here, even though I somehow get suppression points. However, strong aim punch delivered by LMGs might be a better substitute to deliver that oppressive fire from an entrenched position. The player should be at a disadvantage when engaging an MG nest from the front as infantry and should be encouraged to use smoke, flanks. a sniper, or a vehicle.
The commrose is janky to use. It lacks the tactile feedback of earlier games. I don't know whether to click the command, because clicking seems to do something else at the same time, or whether hovering over the command and releasing is enough initially. It is too large for a PC player sitting in front of their monitor.
The soldiers somehow do parkour faster than Faith in Mirror's Edge (all they are missing is wall-running). The animations could portray more heft and be a bit slower if the player wants to climb over a lot of stuff. The grenade animation is similarly too fast; it feels like a grenade is being projected out of your invisible body. I think there would be enjoyment in a more grounded animation of pulling the pin, aiming, and throwing (it can still be fast).
I liked that running through barbed wire was damaging. Maybe that could be used in maps creatively to slow infantry approaches until they bring in demolition charges or a tank to remove the wire.
There is no commander mode, which is a big loss for the game. It helps to know someone has a wider perspective of the battlefield and can guide the team to the most vulnerable locations to attack. I really wish this feature was returned in the vein of BF2 and BF2142 (not the watered down versions of BF3 and BF4).
The sense in earlier games of every soldier class and vehicle type playing their part in securing a victory is completely absent. The only time I felt a bit of this esprit de corps was in an attacking side of Rush where there was a lot of momentum. Contrast that to 2142, for example, which might have a pilot ferrying new troops onto the Titan, whereupon landing one sets down a squad spawn beacon and runs up to reinforce the existing assault. There is nothing like that to arrive to in BF6, since combat is largely revolving around a blender size map. There is nothing that difficult to crack objective-wise for which you might need special tools or vehicles. It is all decided by infantry gun-fighting, with vehicles shaving some unlucky players off at the side.
Bugs
I have a clip of an opponent I lost a duel to where the name tag over his character is different to the name in the damage list on the bottom right corner.
There are many objects that block your bullets when you shoot close to them despite the visible model of the object ending. Most common are sandbags when you are not mounted to them. If you crouch and shoot from behind them, a lot of the time the sandbags dissipate from the damage.
Vehicle zoomed view takes a long time to reset and sometimes when it does it instantly goes back to the previous state.