Breakthrough Mode
I want to first say, I enjoyed playing the Battlefield 6 Beta, this weekend. It went back to some roots.
Gamplay: Certain gameplay was clunky -- for example, sometimes when you or a teammate or an enemy dies, the body would just fly up, but it would land. Of course it is a beta. And it is funny. If running support why not be able to spawn on a downed enemy? Danger close authorized. But keep the spawn in logical. And being able to move while downed.
Guns: The guns as of right now are pretty good. I only recognize three gun names. The M4A1. The P-18. And the RPG. I did play with a verity of guns and enjoyed them and thought they were good. I did not play with DMR'S/Marksman Rifles or Sniper Rifles.
Vehicles: Can not comment on this because I don't use them.
Maps: For what we were given, they were not too bad, nor were they all that good. Now I understand I'm not the greatest player, but they were designed well in route design, but those route designs caused an advantage that could easily be exploited. Though I do understand advantages should be had while playing a game called Battlefield, but it seems to me that there is not too many different ways of breaking out of it. I am not trying say that every one should have an advantage, but there does need to be other avenues. And if those avenues could be taken, it would make for competitive matchs. Keeping the flow of the map more available would cause others to be more consistent in play and adapt when need to. Making the immersion experience felt.
Modes: King of the Hill is nice and fun. Domination is 50/50. Conquest needs bigger maps to have balance so vehicles can have some sort of impact on the match. Breakthrough really needs to be improved. But before I write about breakthrough, I will say that the maps need to be different for every mode. Not every map should be used in an expansive way or downsized. It would keep the game more lively.
Breakthrough: Since you can have 128 players on this mode 64 vs 64 divide the map to have four major capture and defend positions. All those positions will have there own back up/forward positions. This will make it 8 vs 8 per position. If a quadrant/sector positions are fully taken the enemy squad can converge on other position sectors, thus attacking from behind. So it will be an attack and defend from all angles sort of thing. Each main and sector positions taken will increase the reinforcement number. For example, if an enemy squad completes a quadrant in the middle, that same squad can converge on the other middle quadrant sectors or on an edge quadrant sectors. Thus converging from behind and capturing those positions and potentially meeting up with their other teammates in that quadrant. If two quadrants are fully captured it becomes an HQ. Sectors can not be recaptured by the defending team. Before two quadrants are captured the enemy team can use the the other captured sectors as a flank or to just have inference. The spawning for the enemy team when a quadrant is fully captured will only be from the top sector of the fully captured quadrant. That way of spawning will only be that way until the top sector of the other quadrant is taken. Thus opening up more movement in the fully captured quadrant to flank or have interference. When attacking form behind you can not attack a sector behind the the defending squad you are facing, you can only attack from the side. The spawning will be the same for the defending team. But if two quadrants are taken the defending team has to spawn from another squads HQ every time unless your squad is still alive while helping out the other defending squad. There is probably more, but can not think of it.
Well that is it. Hope it made sense and was understandable.