Feedback on Battlefield 6 Open Beta
🎮 Gameplay
Overall, I really enjoyed the gameplay of the beta. Movements feel fluid and dynamic. The speed is satisfying, and animations are smooth and convincing. Sprinting with the knife gives the game a dynamic flow, but it feels unrealistic in terms of immersion – a soldier wouldn’t actually sprint, slide, and climb like this with a knife in hand.
Gunplay is fun but not yet balanced. Weapons lack recoil, making them far too accurate at long ranges. LMGs are unrealistically stable when crouching or even standing, despite their weight and large magazine sizes (60–200 rounds equals 0.5-2.5 Kg), which in reality would make them difficult to control. Shotguns are overpowered – they should be far less effective against modern body armor and beyond 15m. Sniper rifles like the M2010 ESR, on the other hand, feel underpowered, despite their caliber and ammunition type having much more stopping power in real life.
Positive aspects: the return of scope glints is great. Suggested change: reduce glint visibility by about 10% overall and remove the attachment option, allowing players to use other useful mods instead. Another highlight is the ability to use weapons across all classes and the firing range for testing and unlocking mods. Criticism: weapon handling feels too similar to mass-market shooters like COD , and less like traditional Battlefield.
🗺️ Maps & Level Design
The maps are visually stunning and detailed. Liberation Peak provided the true Battlefield experience, with vehicles, aircraft, snipers, and plenty of tactical depth. However, aircraft and helicopters often felt ineffective since many players were running around with rocket launchers and anti-air loadouts, making air combat less impactful.
Empire State felt unsuitable for Conquest: too small, no vehicles, and overly cramped. It would fit much better in Breakthrough or Rush, or with additional underground levels (like a subway). Positive: being able to enter and destroy buildings is immersive. Negative: some rooftops where players camp cannot be destroyed, even though walls can be blown up with rocket launchers – this feels inconsistent. Siege of Cairo offered exciting urban combat, but leaned too much toward COD-style gameplay, with chaos and little tactical room. Positive: being able to enter and destroy buildings is immersive. Negative: some rooftops where players camp cannot be destroyed, even though walls can be blown up with rocket launchers – this feels inconsistent.
Suggestion: bring back fortifications (as in BFV). They added a new layer of tactical opportunities and depth.
The respawn system needs urgent adjustment: fallen players should only be able to skip after 3s, and respawn after at least 5s. This would increase the importance of Medics, reduce COD-style “instant skipping,” and add more tactical depth to the gameplay.
🕹️ Modes & Teamplay
Conquest works well on large, open maps, but not in tight urban environments. Often the focus was purely on capturing flags, not on holding them. Liberation Peak stood out positively, with central areas creating intense tactical battles.
Although Breakthrough and Rush are not my favorite modes, they actually fit the dense city maps better, thanks to their clearer frontlines and objectives.
Squad commands work, but objectives should be clearer and more visible to all squad members.
⚙️ Performance & Stability
Tested on a high-end system (Ryzen 7950x3D, 32GB DDR5, RTX 4090, water-cooled), the game ran extremely smooth with high FPS, both with and without DLSS. No noticeable frame drops occurred. Only minor temporary graphical issues appeared (shaders/polygons displayed incorrectly, weapon disappearing or not firing), but they resolved themselves quickly.
Overall, for a beta, the technical stability felt impressive and polished.
🌐 Netcode & Servers
The biggest issue remains the netcode. Often, “delayed hits” occurred – being shot even after reaching cover. This gives players with higher ping/latency an advantage, while low-latency players are penalized. Suggested fix: increase server tick rate for more accurate hit registration and fairer gameplay.
Servers were otherwise stable with no major outages.
🔄 Crossplay
Crossplay in its current state doesn’t suit Battlefield. Console players benefit from aim assist, which makes them far too precise after just 1–2 shots, even against fast movements like sliding or quick strafes.
The unfair part: console players can disable crossplay, while PC players cannot. Crossplay should be optional for all platforms. Aim assist should be reduced or removed to ensure a level playing field.
There is also a risk: aim assist creates opportunities for hackers/cheaters to exploit or amplify the system, negatively impacting gameplay.
🔒 Anti-Cheat & Security
The implementation of Safe Boot is a very positive step – it shows that cheating is being taken seriously. However, I still encountered cheaters in many matches. This remains one of the biggest challenges for the franchise.
Recommendation: expand the use of AI-based cheat detection, continuously improve systems, and ensure that false positives don’t unfairly ban legitimate players. The player base needs to regain trust that cheating will be addressed in the long term.
✅ Overall: The Open Beta was a lot of fun, technically more polished than some previous titles at release, and shows great potential. With stronger weapon balancing, improved netcode, fairer crossplay options, and ongoing anti-cheat efforts, Battlefield 6 could become one of the strongest entries in the series.