BF6 Beta balancing suggestions and BUG/EXPLOIT report
Spawn beacon bug: Placing spawn beacon sometimes does not place the beacon but it takes it from inventory. I suspect it has to do with uneven terrain or rubble on the terrain, but even then it is not consistent. If the terrain is incompatible with beacon placement, we should at least get our spawn beacon back.
Spawn beacon balance - I know spawn beacon is moving to Assault. I don’t have a problem with that in a vacuum, but I feel like the same class should get spawn beacon and TUGS. Maybe give Assault both of those and remove the additional primary weapon? Idk. I'd also be fine with keeping beacon on Recon.
Instant damage bug - All damage seems to come in at once instead of in real time as I am taking it. Damage should register in real time as players take it.
Defib changes - Please make reviving teammates more consistent. I am failing to revive a lot of teammates when I am right on top of them. Also consider nerfing damage that defibs do to enemies.
Thermobaric grenade launcher - This is probably the most annoying thing in the game. In the very least it shouldn’t stop players from sprinting or ADS. The initial damage + AOE and burn damage over time is PLENTY utility for this gadget. I would suggest adding other ammo types to the Assault grenade launcher and make players pick the utility they want out of it. IE you can choose ONE type out of HE, flash, LVG, smoke, or incendiary.
Gun balance - Most guns seem inconsistent, similar to 2042. The only guns that feel consistent are the M433, NVO-228E, and L110. I’m not sure what goes on under the hood that goes into that, but please look into making the other guns in the game feel more consistent. Also snipers should only be one hit kills for headshots.
Zoning on Iberian Offensive Conquest (not sure what the specific map name was) - Consider rezoning the side of the map where the D and E objectives are. There is a large area behind D that should be unplayable to enemies. Enemies often go there and cut off that objective from its own spawn. The other side of the map (A and B objectives and its spawn) doesn’t have this issue, which makes the map unbalanced and gives the team who spawns on A/B side an advantage.
Forced spawning - Please remove forced spawning at the beginning of games. If we are editing a loadout or a weapon we should not be on the map.
Server browser - Game would benefit greatly from a server browser. Matchmaking is inconsistent, and sometimes takes a long time to put me into a game. I want to know what map is next so I can avoid certain maps. I also want to stay in the same lobby and play with/against the same people if it is a good match.
Death cam - This is the worst death cam of any Battlefield game. The initial death cam should center on the killer and highlight him in red, just like all previous Battlefield games. After that initial period it can be free look around as normal.
Health/ammo crate throw seems too slow. I would make it quicker like it was in BF3.
Grenade throw seems too fast. This both harms and hurts the grenade thrower. It hurts because it is hard to gauge and aim a throw, but helps because it is easier to panic throw a grenade in the middle of a gunfight.
Blueberry/greenberry icon - Please move the blueberry/greenberry icon above teammates and squadmates closer to the player model. It is too far above the player model as is, and sometimes I am unsure if a player is a teammate or an enemy so I shoot at him but he’s actually a teammate. Could also make the icon above them the symbol for the class they are playing.
Domination - Consider adding a spawn delay to domination, as well as squad spawning. This would slow the pacing some which is needed, and also give more incentive for squad play.
Ejecting from tank/vehicle - Probably not realistic to expect controls for us to choose which side of the tank we get out of, but at least eject us out of the back instead of the front.
Cairo map EXPLOIT - I only saw this once, but there is apparently an exploit that allows players to get on the very top of the building on one side of C on conquest on this map. I'm talking way up there, there isn't a natural/intended way to get to this point, and I only saw it once. Consider adding a ceiling to the map, where this building top shows up as not in playable area and auto kills players unless they get out of it just like other unplayable areas.
Final class balancing thoughts - My other thought would be a more sweeping change so not sure if you guys want to change this much such a short time before release. It also depends on if you plan on having underslung grenade launchers in the game or not. If they are in the game, my hypothetical setup would give spawn beacon, TUGS, and C4 to Assault, and remove the Assault class grenade launcher as it would be redundant at that point. To compensate for this, Recon could receive claymores, a secondary shotgun, and maybe the old school throwable motion sensor balls. Again that might be a more radical change that you're looking for, and I still think it might nerf Recon too much. This decision ultimately boils down to what you want out of the recon class. If you want recon to be a hybrid role then let them keep the beacon and people can play aggressive recon with a beacon in strategic places to help push or defend, as well as a TUGS to cover flanks or protect the beacon. If you want Recon to be primarily just a sniping class, then I think giving TUGS, C4, and beacon to Assault is best, and giving Recon a claymore to cover flank plus a secondary shotgun for close range encounters gives both classes better tools for their roles.
Alternatively, I would suggest a bigger change back to more classic system, but I'm not sure if you are willing to make this big a change so close to launch. Recon keeps spawn beacon, Assault gets med box and defib pads, support gets ammo crate + a (nerfed) grenade launcher + C4. This would be my preferred choice. LMGs don't really fit with a medic role class. Medics should be up close to the action, and would be a lot better off with assault rifles, SMGs, or carbines really. An ammo class (traditional support) goes much better with LMGs. I'd also suggest giving the deployable shield to the ammo/LMG class.