KotRShadow
2 days agoSeasoned Newcomer
BF6 open beta, week one feedback
Hi all. For now, after week 1, it doesn't seem to be an open beta build. Based on my experience with previous BF titles and their pre-release builds, I would say this feels more like closed alfa-test.
Among the issues that need attention before the actual game release I consider the following:
- First, I found it hard to see opponents in this game.
- Light-struck effect - in certain spots feels real and breath-taking, in others it is merely light sources the development team left uncovered and unprocessed (like at Cairo map and E objective at Liberation Peak breakthrough). Ether way it does not help players to see each other equally good. Yes, it is great in terms of visuals (if not simple blinding lamp in the wall), but this is a FPS, not some kind of "relax and enjoy the view" game.
- Poor or unfinished revive animation when using defibrillators.
- The revive initialization with defibrillators demands to find certain angle to correctly approach the target for revive to be successful, especially on uneven ground.
- Was it intended to let Medic interrupt manual revive animation with defibrillators?
- Overall perception of defibrillator usage is not consistent and needs further tuning.
- Questionable animation of switching between crawling forward and crawling backward in pron position - feels like soldier's body is not solid but represents two parts - bottom part and camera part - that are not attached to each other.
- Rag-dolls flying all over the air look like a bad joke in 2025.
- Soldier models are shaking on contact with uneven ground and/or on collision with other objects.
- Shooting became casual, I haven't noticed recoil that involves any skill to counter.
- Sometime rocket launcher leaves a sniper shot hole with no explosion in destructible objects causing no destruction.
- After round ends "quit to menu" button doesn't work. You can quit only after a new round starts.
- Intro music in the beginning of a new round continues playing long after the actual game is begun allowing no other sound queues (like own gunshots, soldier voice-overs, vehicle sounds etc.)
- Low quality map design. The best practice is to have 2 opposing spawn points and certain number of objectives between them. The spawn points and objectives need to be connected by several (at least 2, better 3 or more) isolated routes to avoid choke points and prevent 99% of map coverage from a single sniper position. At that snipers should not be able to control more than 10%-20% of the active capture area on the points. Yes, I know that spawn to spawn sniper duels have long been a signature of BF franchise, but it does not make the title more appealing if you intend to play objectives.
If it matters, I played on PC (Windows 10, Intel Core i9-9900K, NVIDIA GeForce RTX 2080 Ti)
On the other side, I do absolutely love soldier models and textures.
It's great to have the class system back.
As always satisfactory weapon sound queues and reliable sound positioning system.
I'd like to thank all the studios that are involved in BF6 production. Will be waiting for the week 2 beta and the actual game release.
Over and out.