Beta Issues [Balances]
I'll do my best to keep this as concise as possible...
I logged 45 hours into the beta and ranked each weapon to level 20. This is a compilation of all of my notes, concerns, and bugs/issues that I think should be mentioned or discussed. I haven't been an avid Battlefield player since Bad Company 2, but I am an FPS enthusiast, so some of these may come across as someone unfamiliar with Battlefield. I would like to start off by saying I had an absolute blast playing these last few days and I very much look forward to the official launch, but I am going to be harsh with my evaluations in hopes to provide honest and useful feedback.
For reference, my PC Specs are listed below.
GPU: 2080 Ti
VRAM: 11GB
CPU: i9-9900K
RAM: 32GB DDR4 3600
OS: W10 Home
Installed on 2TB SSD
BALANCE CONCERNS
DMR
The starting DMR (M39) felt horrendous. It was impossible to place shots outside 100m, the recoil made it hard to land a single follow-up shot, and the damage was very underwhelming. The SVK-8.6 was a night and day difference, and quite frankly made the M39 feel completely outclassed in every way. 45 headshot damage is not enough in my humble opinion, because landing 3 consecutive shots with that gun is a nightmare. The SVK-8.6 does enough headshot/torso damage to drop a target in 2 shots but the M39 needs at least 3 hits, and good luck unless they're completely still.
That being said, the M2010 is unmatched. First of all, SR headshots deny the revive and DMR headshots do not. Pair that with a guaranteed one shot kill to the head and there is just zero reason to even pick up a DMR. You can even one shot to the torso with the M2010 if you're within the right range. I don't see a place for DMRs at all, and even though I do like the SVK-8.6, there is no better option for sniping than an actual SR.
LIBERATION PEAK
This map is horrifically unbalanced. If you control Charlie, victory is nearly guaranteed. You have control of the best vantage point in the game. Controlling Charlie makes holding Bravo and Delta far too easy with the over watch from the central mountain, and the hills provide good cover from Echo. You're also high enough up to parachute down to Alpha and threaten the capture there. The only real answer is to push from Foxtrot, and that's only if you can manage to hold Echo. I've seen games where capturing Charlie early (and holding it) and the winning team has well over 700 points by the time the other team reaches 0 - an absolute slaughter.
GRENADES
I've gotten a handful of kills with them, but ultimately they feel useless. Most of the times when a grenade does net a kill, it's after they've been bombarded by bullets or and thermobaric and they're just barely hanging on. It got to the point where I wasn't even afraid to take a hit from one in the middle of a fire fight because their blast radius is pretty small and they do very little damage. I eventually stopped throwing them myself because literally any other course of action felt more meaningful.
SHOTGUN
Take this with a grain of salt because I am not a huge fan of shotguns in general, but I was getting very inconsistent results with the M87A1. I would get zero hit markers when the gun was built for hip fire but then as soon as I ADS, I start landing shots again. I've dealt 16 damage from inside 10m and one shot targets at nearly 20m. I've seen crosshairs placed directly over a prone target completely whiff, and hip fire shots from absurd ranges do lethal damage. Maybe it's just the RNG of the buckshot and I'll never get used to it, but I feel like this beta was a far cry from the shotgun performance in other games.
SUPPORT CLASS
This may be by design, but the support class has absolutely no way to deal with tanks. Engineers can obviously get the job done, and Recon can do some serious damage with the satchel charges. Assault doesn't really have a good answer either, but that class feels more like it wants to control the interior capture points or narrow back alleys. Supports are regularly out in the fray with engineers and it seems odd that they have nothing for tanks. If it were up to me (and I know that it very much is not) I would put the anti-tank mine on Support and let them choose between that or the deployable cover and maybe also give the engineer the thermobaric launcher and choose between that or the Surface-To-Air Launcher.