BF6 Beta Review week 1 + bugs + Feedback
After 43h within 4 days averaging +30 kills per game with a KD about +2,5/3,5 in all game modes (except conquest, didn't play) got me to share my own experience and some feedback.
- (Nearly) All guns are indeed well-balanced: During the first day I thought smg were nerfed and pretty bad and the shotgun too op but as the beta went on you got to see different situations where all weapons shinned on their play style, shotguns in a 1v1 duel you had to hit your first shot or else most cases you died (yes, it's a 1 shot 1 kill but you still needed to aim). For smg playing in CQB made you unstoppable without a need to aim having laser hip firing (really fun playing with the mp7 around B flag in Cairo). For AR and carabines it felt M4s, specially M4A1, were better overall compared to the other ones. The AK imo needs a buff, it has no recoil but it's a hitmarker machine needing nearly double the amount of rounds to kill someone. DMR, won't talk too long about it, RIP too nerfed xd. The sniper gameplay was perfect although, already heard they will change the brightness of the scopes while aiming (perhaps also add acog doesn't give you away like old BFs), if I had to add something they should bring back the sweet spot for close range. Why would you have short sights or iron and double sights in snipers if hitting an enemy at close range you deal 60 dmg having to switch to pistol and hitting three (3) rounds to kill someone (with 2 you don't kill him), it's ridiculous, it got to a point where if I saw an enemy pushing me down or I was the one pushing I automatically switched to pistol because it was actually easier to kill him
I know they changed it back in BF4 and hated it but in BF3 playing Metro and Grand Bazaar with and sv98 or m40 with acog and laser at close range is an insanely good feeling giving you a hard but fun time playing like that: You have 1 bullet, you hit it? congrats you killed him but if you miss the shot you get smoked making that play style great for experienced players. In the end, sniping with a short sight is similar to playing with a shotgun with a different weapon and harder skill level because you have to aim, you can't hip fire most of the time. I wish they would bring it back, PLEASE I BEG YOU <3
M320 F you, that needs to be nerfed specifically the thermobaric one. It makes no sense to have a weapon that you don't need to aim that takes you 80% of your hp within 1 second and yet you get burned + 95% debuff slow movement making it impossible to run or hide from the enemy who threw it at you, they just run it down and kill you. There's no counterplay to that weapon at least the shotgun it has a "harder" skill ability because you can actually miss the first shot and saw plenty of times (playing on both sides) where you miss the first shot and you get killed because the TTK is "low" (It's not that low compared to other games, actually enjoyed how pretty much all weapons kills you fast).
Engineers repairing tanks and C4: I understand tanks should be hard to kill and having 1 or 2 eng constantly repairing makes it harder but I find something bothering and disturbing in playing Breakthrough as recon pushing from a small street risking getting seen and killed to win the back of the enemy tank get close to it, drop 4 (FOUR) C4, explode it and the tank is still up. As I said, they should be able to hold and not get killed in 4 RPG but how can it be possible making such a good play yet not get rewarded? Perhaps RPG damage on tanks should be kept as is but change the damage C4 deal (could it perhaps be changed as "As more c4 charges you put more dmg it does", kinda exponential instead of linear curve damage?). At the end, you have to get close to the tank to set the charges up, even if you can throw them again pretty far away compared to former Battlefields, IT'S STILL A TANK plus there's a second guy on the turret + 3rd view... c'mon
Beacons and TUGS: Found some bugs about them; as for the beacon well, average BF experience deploying it and then automatically disappearing xd. For TUGS found out a bug where you placed it and although it disappeared it was in fact placed below the map. In Liberation Peak Breakthrough second base A flag zone left side, there are some sand walls in an L formation, the corner of it the furthermost part from the defenders (closest left to attackers) there's some elevation if you put the TUGS right on the corner sometimes it disappears but you still get to see the blue light it emits that's because it was placed below the map, it doesn't give you info if enemies are close to the zone or appears in the minimap. Thing is, if you wait until you get another TUGS, if you do the animation to place it but you don't place it then the former TUGS pops up like a mushroom. Same happened in Cairo (once again next to B flag second floor Breakthrough [kind of a tea room?]) but this time without seeing the blue light, I suppose it got stucked inside the floor/ceiling?.
- Maps: Overall, KOTH and Dominion maps were chef's kiss, the least I enjoyed was Liberation Peak because it had more long range distances and combats compared to Cairo and Gibraltar, that doesn't mean it's a bad map I also liked it. Breakthrough, apart from Liberation Peak first base, all in all were also good. That first base needs to get changed and I have 2 solutions. First, move the attackers HQ respawn to the left behind the small hill to the left side of the main road. Second, changing the limit line zone for defenders moving it backwards overall. As defenders if you get to push forward on the mountain side you get a clear vision distance at the attackers respawn. The middle rock zone is fun to play but the way it's made, defenders get to push near to the limit zone and cover behind the rocks and because of the elevation it's actually harder for attackers to push. The only way I saw getting through that first base was moving with the tank having at least 2 engineers constantly repairing while massively spamming smokes from the main road.
- Cairo: Oh boy that's my most favourite map. It gives me feelings of BF3 Grand Bazaar and Talah Market. The way you can move and play CQB is INSANE, as I said before that B flag zone (first base Breakthrough) you can make magic going around with the high/low ground, flanking them entering and exiting rooms, had several occasions playing with the shotgun where the enemy if they weren't focused/aware I would empty my full mag on them having 8, 9 kills in 3 seconds and then disappear. Third base is also really fun to play around the small and narrow streets.
- In the last few bases, it has already gone around the internet, you can climb up to the roof buildings I suppose DICE is already aware of the bug.
- Issues with respawn: During the first zone of attack in Breakthrough if attackers push B flag from the North of the building (seeing it as if you were watching the map full screen) defenders will respawn on the middle of the road on the South East, close to a destroyed bus (in Dominion it's B flag), as an attacker if you don't push further from the bus you can actually respawn kill every single defender who chooses to spawn on B flag basically spawntrapping them, if you push further then the game detects you are closeby and defenders will respawn further away near their original HQ respawn point. (I sacrificed [as an attacker] myself for limit testing this glitch, I do apologize to those I spawn trapped).
- Gibraltar: fun and pretty map not much to say about it, enjoyable playing CQB specially B flag where you can basically destroy half the building facade and jump around both floor levels winning the enemies backs and the small terrace you can jump from a second floor window left side A flag.
- HUD: Got some things to say about it. First, be able to switch off the zoom in of the minimap when you get inside a building/room, I don't care where exactly is an enemy inside the building/what corner, I already saw it on the minimap so it doesn't really matter because you will clear the hole room, what it does matter is if someone comes/approaches you from behind another street/room, something you cannot see because you get zoomed in. That used to be able to turn off in all previous Battlefields. Second, unknown to me if it’s possible, invert the font size between the (real) damage you deal to enemies and the point score, makes no sense you get a big 25 and capital letters POINT SCORE type of text in a grey box for hitting a tank with an RPG and see a tiny white number left side of your crosshair saying +236. Third, also unknown to me but I turned on the compass yet I didn't find where exactly it was (maybe you have to bind it? idk). Fourth, letting you manually choose which Palette colour number #*** for hitmarkers/headshots/kills (eg; for Red colour 255,0,0), you cannot manually put the exact colour type number you want, you need to make an approximation of it while dragging your mouse pointer making it not consistently.
- Sound bug: Don't know what makes it but after a game ends nearly 40% of the times whether you wait until the countdown ends to get to the new game or you press it to skip fast you get a music sound bug not letting you hear most of the game (eg: gun sounds, grenades, footsteps). Even if in options you turn off music sounds you cannot hear the game until the ending round music begins whether because the game is ending or in Breakthrough you are capturing both flags (kind of hype music sound).
- Bug not letting you leave ongoing match: As title says, sometimes (not always) even if you try to go back to menu the only way to do is alt +f4, it happens during games and post game lobbies, in some cases you get an infinite screen and cannot leave. There's also another screen bug where you get an epileptic attack but I feel everyone has seen it/reported it.
- Bug related to Breakthrough: After you capture the first zone on Liberation Peak as an attacker, happened to me once where I spawned right next to a broken tank (I don't remember if that tank was a prop from the map or was an actual destroyed tank by the defenders), just when respawned because there was a tank right next to me I got pushed below terrain and started free-falling down the map, you could actually use the parachute, eventually after falling for more than 10 seconds I got the "Leaving the combat zone" message and got killed.
- SBMM: At first I was sceptical about it but after playing 5 Dominion games my opinion changed drastically, the first two games I even felt bad playing against really bad players, within a 9 minute game I killed them 65 times (just myself without counting my teammates who's second top score was around +25). After a few games I started seeing how teams balanced between 2 or 3 top players in each team and then filled with more average ones making it actually even and fair. I do have to say, from time to time you got in a lobby with people you could even smell their sweat (can't blame it, me included), mother of god it was insane, chaotic and fun how close those game were. But also I have to add if they implemented hard SBMM then I feel it wouldn't be that fun having to play each game as if your life depended on it instead just enjoying the game.
Thank you for coming to my TED Talk.