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gutolin12's avatar
4 hours ago

Big feedback

First of all, I would like to say thank you. Finally, a truly worthy part of the franchise. It was a great 4 days of beta, and I am looking forward to the 2nd week and the new map. I really want the game to get better, and I hope my feedback will somehow help and be heard.

 

- Spotting. Very often, I just shot just below the orange mark, and it did not matter if there was smoke or bushes, I killed the enemy. At any other moment, I would have run past the enemy, but the game kindly told me that he was there. On the other hand, when I want to flank the enemy, it is enough for one of the enemies to accidentally move the sight near me, as it will show him the mark that I am there, although without it he might not have noticed me. As for me, the BF 3-4 system was ideal. At the same time, you had to look for the enemy with your eyes, but having marked him, you also received awareness of where he was, and passed it on to the whole team.

 

- Speaking of bushes. Tajikistan is certainly a harsh place, but I think the bushes there are not armored. I'm sure it's a bug and they'll fix it, but still, yes. Bushes can't be shot through with weapons, and even grenades bounce off them.

 

- Classes. Honestly, despite my veterancy in Battlefield. At least in the beta, open weapons didn't play as badly as I thought. And leaving both systems on release is not a bad idea, although if you decide to leave one, of course I'm for locked weapons. But that's not the problem. Balance. An engineer can take both an RPG and a stinger at the same time, and this makes him super versatile against any vehicle. If earlier you had to choose what brings more problems in a given game, aviation or ground vehicles. Or you cooperated with your teammates and one took a stinger and the other took an RPG. Now it doesn't matter what vehicles are on the map, you're ready to meet any. As for the assault, need to watch how it will play when you take the beacon from the recon. Now it just exists, and apart from killing enemies, it doesn't bring any benefit to the team. At the same time, I liked the single box for first aid kits and ammo. BUT!

 

- HP regeneration. It's super fast. For all 4 days of the beta, I never needed to replenish my health from the first aid kit, it's enough to get out of enemy fire and my health is restored in a couple of seconds. Once I noticed that I had low health when I was lying in cover and a machine gunner was shooting at me. While shots are flying nearby, my HP is not restored, and this is normal. But when you fight 1v1 with an enemy. You take off, say, 90 HP. Reload and go to finish him off. By that time, he has already restored his HP to 100 or close to that level. Or you give information to an teammate that he has low HP, but by the time he runs to his cover to finish him off, he will have already recovered.

 

- Class icons. Return the Wrench key to the engineer. I can't tell who it is when I quickly look at it, an engineer or a support.

 

- Class identification. You said that it would be easy to tell which class is in front of you, but in the beta there were recon and all the rest. Yes, it's realistic, in real life all soldiers are more or less the same. But it's still more convenient to understand who's in front of you and what gadget they can use. Can I hide from them behind a wall, or is it an engineer who's about to shoot at it? Or maybe it's a medic, and I should kill them first.

 

- Ground vehicles. It's hard to say how effective they are now, because we don't have all the modules that will be on release. But something needs to be done with the controls. No matter how I adjust the sensitivity, the turret rotates either quickly or normally from the 3rd person, but the sensitivity is too low from the first person. Initially, I thought that maybe the problem was in the turret rotation speed, because the camera rotates faster from the 3rd person. But when I sat down at the anti-aircraft gun, I can't imagine how it's possible to hit a plane with such low sensitivity

- Helicopters. Again, we don't have all the modules, and 7 missiles + 7 in reserve is cringe, even if they are guided. But okay, we'll just take other missiles when we have all the upgrades. But I would like a more responsive helicopter. This is a **bleep** combat helicopter, but sometimes it feels like a transport one. #bring_back_the_tv_rocket

 

- Weapons. I understand that the balance will still change. But my complaint, which I rarely heard unlike the TTK and TTD. Damage drops at a distance. It feels like at 100 meters my bullets turn into rubber. It's especially annoying when you shoot a sniper at 200 meters with a machine gun on a bipod. Even if you hit him in the head, you don't have time to kill him before he gives you a perfectly accurate shot in the head. By the way, about that. I don't want the suppression from BF3 to return, and at the same time I don't want my sight to fly into the sky like in Call of Duty when I'm hit. But a precise hit from a sniper rifle, while under direct machine gun fire, seems strange. And the pistol is completely useless

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