Feedback after playing for 30 hours (PS5)
To be honest I was very excited to get my hands on BF6 which aims to be similar to BF3 & 4 which I loved but I am really in two minds about this one. First of all it is visually stunning with all the destruction and the background/skies of the map fitting the war scene. Gunplay and sound are mostly good with some drawbacks I will address later on. However, I have to say it feels a bit too much CoD like in regard to movement, weapon points, TtD and even gameflow in multiple occasions.
The points a address are mostly gameplay related:
•Closed Weapons - DMR, Carbine, Shotgun useable by any class but the others are locked
•Sliding should not be in the game, its fun and all but that is not battlefield and no soldier slides the whole time around like his **bleep** is itchy
•Exiting vehicles should be either in the back or on the sides instead of spawning right in front of the tank.
• Netcode/Hit Registration need some work, dying around corners behind cover happens too much
•Time to Death is a bit too short, feels like you are dead within a split second
•Server Browser
•Game flow is often just TDM in one flag
•Auto Spotting while ADS as Reacon is too much, I suggest -> hitting the enemy marks them for 5-8s
•Scope Glint is a too much and should be toned down, also it seemed like the ACOG (4x) had a scope glint which had no glint in the past
•When getting killed by a sniper it sounds often like getting hit by a tank shell and it sends your body flying several meters
•Snipers have no bulletdrop, bulletdrop should be an essential part of sniping and mastering each weapon with their specific bulletdrop and bullet velocity (take BF4 as example)
•Snipers are not doing 100 Damage, close range (10m) 80 Damage in the chest. I suggest to change it to 100 Damage in the chest till 12 meters and from there the damage drop off starts. Maybe let it ads a bit slower that it does not get exploited or 100% precision only when fully scoped.
•Spawn Beacon should stay with the Recon class
•DMR's don't feel good and compared to other weapons there is no reason to use them. I think there are only two directions here: 1) less recoil, same damage 2) slightly more damage (2 shot till 60m) but same recoil
•Assault class should stay Medic of the team and have only one primary.
•Shotgun effective range needs to be lowered
• Tank controls are really jerky with the controller, especially on those tighter maps
•Pistol seems a bit too weak
•C4 damage is too low, should do like 34% damage to a tank and not 25%, also reduced to 3pcs to carry
•RPG splash damage - seems like there is really low splash damage on RPG's
• When choosing a spawn point sometimes it just keeps scrolling out of the map without any input. Also it needs some sort of catch mode to select the spawnpoint fast and not try to hit the perfect spot until it lets you spawn there.
•When being shot it happens rarely that the screen glitches out and you have black spikes all over your screen. Had it three times but might be something other players experienced as well.
•Point system for the weapon attachments - I don't think the game needed it nor that it makes it really more tactical. I would rather have attachments which take longer to unlock but I can attach what I want instead of swiftly unlocking everything and having a point system on what I add to the gun.
•Unlocking attachments goes a bit too fast in my opinion and feels therefore less rewarding
• Often Gadgets get placed but simply disappear after the animation and are also gone from your inventory
•Tanks are a bit pointless on Iberian Offensive
•On Liberation Peak while looking out of a house the vision is sometimes really blurry to a degree that you rather go out of the house. I think this was while ADS with 4x or higher magnification
•Liberation Peak: Size wise the best of all three but the worst in terms of gameflow. There is too much fortified elevation which mostly favours the team on F side. The stretch F > C > A is most problematic here which has a typical top-down control problem. Very open and lower elevation wise as the capture points (besides A). This is also visible in the routes players choose mostly going from A>B>D to C around the back of the mountain. Another point is when your team has all points and the enemy team starts at F there is no way they will get F back. They spawn lower, mostly in the open and F is heavily fortified. This map needs definitely some changes. Something should be added to cut the line of sight like buildings, trees, tunnels or some elevation around the flag to brake the view down directly from the flag.
•Option to turn off adaptive triggers on PS5
These are the topics that stood out to me while playing and others might agree on. I hope that this feedback is helpful as a good Battlefield is what we all want. Otherwise the Beta was mostly enjoyable and I had a lot of "Battlefield Moments". Thanks to the game developers and community behind BF Labs!