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Atomikexplorer78's avatar
Atomikexplorer78
Seasoned Newcomer
3 days ago

BF6 IMPORTANT FEEDBACK

After playing the beta long enough to officially unlock all the beta rewards, these are the few balancing issues i have come to notice.

1: some attacker spawns in certain maps don't have enough protection to allow the attacking team to actually push out of their spawn side, this is most notable on ridge 13 when your spawn side is the lower end of the map where OBJ C has clear sniping of the spawn area and very little cover to push out of it.

2: ALMOST all of the guns need to have thier damage levels tweaked to more specific numbers that create a stronger balance. for example the base AR does 25 DMG at 850RPM, almost all the other assault rifles either shoot slower or have much higher recoil making them all less effective options. i'd recommend faster firing guns have slightly lower damage like 20, and the slower guns be up around 30 or 33 depending on RPM. this should make the faster RPM guns less OP against all other options and balance it out a lot.

3: Air Vehicles such as jets and helicopters have to fast of a recharge on their flares making it nearly impossible to get a lock on shot as engineer with the ground to air launcher. if the difficulty is going to be this high for lock ons, the rocket needs to be a 1 shot kill. i spent a whole match trying to lock onto a good jet player with about 20 to 30 failed lock on attempts due to him flaring and leaving range of launcher before another lock on can even be established. this makes hit and run jet's IMPOSSIBLE to take down. the few lock on's i did get, sadly were useless as the successful hit isn't enough to destroy it, meaning it continued to wreak havoc on our side whilst i seemingly could not get another lock on at all. in short, ground to air lock on is far to hard to do, and air vehicles have too much flare recharge speed to effectively take down at all.

4: certain ground placements are not anywhere near useful enough to be worth using. the anti tank launchers often don't do much more damage than standard RPG shots, and it often gets you killed for even trying as they are all placed in terrible locations exposed to infantry fire, the same can be said for the AA gun in ridge 13, it's extremely short bursts are not enough to take anything out, if barely even do 1/3 of the targets health before overheating and again is too weakly defended. you either just get blasted by the chopper you tried to fight, or an infantry just kills you whilst trying. these definitely need a buff big time to make them more useful and give AIR vehicles less free reign of the game.

5: It should be possible for players to grab ammo as well as health from support players packs as MANY supports do not effectively use their bags to resupply the team and i have often been left ammoless whilst multiple support players were around, the NEED AMMO call out never seems to garner attention and it seems most supports dont know their bag offers ammo to begin with, something to rectify this issue like older battlefields having AMMO containers around objectives would be VERY helpful. maybe make it so a player can only grab ammo once every 2 minutes and it's a full restock. or once per life per crate on the map? there is simply not enough ammo sources to make up for bad support players leaving the rest of the team dry.

6: going back to the guns certain encounters seem to have VERY laggy reception. i was using the M4A1 which has nearly the fastest RPM at 900. and in multiple encounters i would have moments where it would feel as though i'm dumping rounds into enemies, like 15 shots or so to get a kill at normal ranges. and often getting completely out gunned by slower guns? i don't know if this has to do with network or not as i had an average of 50 ping in my matches and this happened many many times. i also would hit torso or head frequently and not legs or arms. so damage should have been quite enough to kill targets but for whatever reason felt as though it was shooting BB's instead of bullets.

7: I think Defibrillators should require a full charge to work at all. the quick tap revives can get killed enemies up far too quickly and has in some cases FAR too much power, strong groups of supports are practically impossible to take down. maybe make it so players supply bags DO NOTHING for the user. no health regen or ammo to yourself through them. this should also effectively stop people abusing them to camp hard spots solo and incite more team work.

8: Footstep audio needs some love. i had many moments aiming silently watching an angle and someone just runs over not crouching but not sprinting either and i can't hear them at all approaching. i can hear sprinting decent enough it seems but the difference between standard running and sprinting is a little too much. i think that sprinting and running should be closer to the same audio level so if players are really trying to be quiet they need to either crouch or prone entirely as this got me shot in the back or stabbed multiple times with no ability to react due to the lack of audio. 

9: sniping seems too easy. it doesn't have the same drop ratios as older titles and it's allowing some games to be very abused by snipers. for example if a team full of snipers takes OBJ C on ridge 13, they effectively have SO MUCH control over the map due to the easier sniping and also too little of cover that it can effectively ruin an entire match. i played multiple rounds where we got pushed to our spawn on the lower side of ridge 13, and effectively could not get past the closest OBJ A due to sniping this side of the map having FAR too much advantage and snipers in general being too easy to use. i HIGHLY recommend some form of balancing for this wether it be gun edits or map edits to make up the difference,

10: i did hear and read it was planned to give the deploy beacon to assault, i think this is a good change as it doesn't support snipers camping hard to reach spots and instead focuses more pushing play for OBJ players. i think class tweaks like these are VERY good to make solo player's not to capable and require a more cohesive team experience. I also think a good change would be to make it so players can't skip their death right away and instead have to wait atleast as long as 3-5 seconds to allow supports a chance to actually revive them. too many players are just instant spawning and wasting tickets when supports could have got to them if they had those couple extra seconds.

     If you agree with points made in this feedback please help to get the dev's to notice this post and let's get BATTLEFIELD 6 to be the absolute best battlefield it can be!!! This pretty much sums up everything i was able to take extensive note of whilst playing the beta, It's VERY fun and i can't wait for the full release, but I REALLY am hoping to see some decent tweaks and balancing changes before then.

2 Replies

  • Reaperspet's avatar
    Reaperspet
    Seasoned Newcomer
    3 days ago

    Wow, you pretty much covered everything I was think of. Except #3, I haven't had any issues knocking them out of the sky. I can reload and fire another shot at them before they can reload flares. Maybe it's just because of the small map. I am sure on bigger maps that will not be an issue, they will be able to move out of range.

    As for the weapons, I have noticed that the small sub machine gun is also way to powerful at mid range. Insta-kills with that thing is insane. Along with the shotgun.

    Great feedback post dude!

  • PeePeaPops's avatar
    PeePeaPops
    Rising Newcomer
    3 days ago

    3: Air Vehicles such as jets and helicopters have to fast of a recharge on their flares making it nearly impossible to get a lock on shot as engineer with the ground to air launcher. if the difficulty is going to be this high for lock ons, the rocket needs to be a 1 shot kill. i spent a whole match trying to lock onto a good jet player with about 20 to 30 failed lock on attempts due to him flaring and leaving range of launcher before another lock on can even be established. this makes hit and run jet's IMPOSSIBLE to take down. the few lock on's i did get, sadly were useless as the successful hit isn't enough to destroy it, meaning it continued to wreak havoc on our side whilst i seemingly could not get another lock on at all. in short, ground to air lock on is far to hard to do, and air vehicles have too much flare recharge speed to effectively take down at all.

    How is spending 2 seconds to hold right-click to launch a missile at an air target, out in the open, difficult? The difficulty isn't with the launcher (it's easy to use), it's the natural difficulty of going up against players who know the game and how to evade simple counters like this.

    You're not the first one to suggest this and I do hope that the studios discard this feedback (not your entire post, just this one point).

    The Stinger/Igla (or whatever the equivalents are called in BF6) are easy and effortless ways to annoy air targets, they aren't meant to one-shot them. If the pilot is experienced, hop into the anti-air vehicle (currently powerless against fast moving targets), or the anti-air stationary weapon. The stinger already does 80-90 damage (100 to kill) to jets, so as long as someone has sneezed on it, it's already a one-hit-kill.

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