From Battlefield Vet to BF6 Beta – Honest Impressions (PS5 Base)
I’ve had the chance to play Battlefield 6 since the closed beta, and I have a lot of thoughts to share. I’ve always wanted this franchise to succeed. My first FPS ever was Bad Company 1, and many Battlefield titles since have been some of my favorites. But the biggest challenge facing the series isn’t Call of Duty — it’s EA itself.
Also, please do not require PlayStation Plus to play multiplayer. I’m not paying for an $80 membership just to play a $70 game. If you want a larger audience, do not force this barrier on players. Even Activision, as greedy as they are, does not lock Call of Duty’s multiplayer behind a subscription — and neither does Fortnite. Especially in today’s economy, locking multiplayer behind PS Plus will only hurt the community and limit your player base.
Let’s get into the feedback.
Liberation Peak Needs a Major Overhaul
This map has almost no cover, and the situation only gets worse once the little that exists is blown up in the first five minutes. I find myself spawning and barely taking a step before getting picked off by elite recon players or obliterated by a tank being kept alive by five engineers.
I’ve marked up a few screenshots showing suggested barrier placements. The attacking side in Breakthrough especially suffers from poor map balance. This map would be perfect for trench warfare mechanics, or even underground tunnels to encourage flanking and better protection from snipers.
Think back to maps like Monte Grappa or Amiens from Battlefield 1 — those are great examples of how to do close-quarters and verticality right. Liberation Peak visually showcases the epic scale of next-gen, but gameplay-wise, it's unbalanced and frustrating. Adding a few more jeeps or transport options could help, but the core issue is the lack of meaningful cover and flow.
Settings Menu Needs Better Organization
I’m the type of player who loves fine-tuning every setting, but like many others, I don’t have as much free time anymore. When I launched BF6, I immediately noticed the layout is still clunky — especially around key aim settings.
This has been an issue since Battlefield 4, and it still hasn’t been fixed. Specifically:
Uniform Soldier Aiming and Vertical Aim Ratio do not behave the way their descriptions suggest.
I had to rely on an old Reddit post just to make my aim feel normal again. https://www.reddit.com/r/BattlefieldV/comments/a8w1fb/struggling_with_aim_ready_to_rage_smash_your/#:~:text=The%20default%20setting%20is%2048%25%2C%20which%20means,default%20if%20you%20don't%20like%20the%20change**
Settings that should take 5 seconds to adjust ended up eating 20 minutes. The menus are more organized than in 2042, but that’s not saying much. BF3’s settings were simple and effective — we need that approach again.
Battlefield should not have strange aim acceleration or desynced vertical and horizontal sensitivity. Let players adjust a few key sliders and jump into the match. You can still keep advanced tuning, but don’t let it interfere with basic controls.
Additionally, important fine-tuning options are buried in places you wouldn’t expect. For example, on PS5, I discovered that settings I needed for infantry aim were hidden under the mouse and keyboard tab. That’s not intuitive.
To fix this:
Combine Mouse, Keyboard, and Controller under a unified "Controls" tab.
Let players customize from there without having to guess where things are.
Simplified HUD Option Needed
I strongly believe Battlefield 3, 4, and Bad Company 2 had the best minimal UIs in the series. The current HUD feels cluttered and a bit too much like pre-2019 Call of Duty or Candy Crush design language.
Let your visuals shine — the Frostbite engine is incredible, but the HUD gets in the way. Some suggestions:
Move objective status info to the top of the mini-map, not the middle of the screen.
Tone down unnecessary UI elements.
Keep the clean white kill notifications — those look great.
Right now, the HUD is a 9/10, but with a few small changes, it could be perfect.
Weapon/Class Identity Needs Work
I appreciate the hybrid system that mixes open and closed weapon layouts per class. But right now, it feels like too much freedom.
As a Recon class, I was able to use an M4A1 with a UAV perk, racking up kills like it was a Call of Duty match. That doesn’t feel like Battlefield.
Suggestion:
Allow some overlap (for example, Recon using shotguns or SMGs), but do not let every class use every weapon type.
Give each class a strong identity while still offering flexibility.
This will also help new players find the class they want without feeling forced into overly strict roles, like in the older titles where Assault meant rifles and Medic meant LMGs only.
Death Cam Still Needs Refinement
This is not exactly a glitch, but the death cam still feels awkward, especially near walls and corners. The camera often clips through surfaces and stutters before control is given back to the player.
My suggestion is simple: pull the camera back slightly the instant the player dies. That should prevent collision issues and create a smoother experience when transitioning to free-look mode.
Destruction Needs Balancing
First off, I have to say — the destruction is awesome. The chaos, the crumbling buildings, the particle effects — it’s a huge step forward and genuinely impressive. You’ve doubled down on what makes Battlefield special, and it shows.
That said, it feels a bit overdone.
In BF3, BF4, and Bad Company, destruction was tactical. If you shot a grenade launcher at the top left of a wall, you would expect a hole there that you could jump through. It was precise and felt earned.
In BF6, shooting one explosive at a wall can bring down an entire four-story structure. It looks cool the first few times, but quickly starts to feel scripted and excessive.
I recommend dialing it back slightly:
Make basic explosives create holes or partial damage like in earlier titles.
Reserve full collapses for heavy weapons or repeated damage (for example, three RPG shots or tank rounds).
Use destruction as a tactical tool, not just spectacle.
By the 10-minute mark, many maps become flattened, like 2042’s worst moments. That removes any remaining tactical opportunities and turns the experience into a chaotic shootout with no structure.
Final Thoughts
There’s a lot to love here. The visuals are stunning, the scale is massive, and the core of Battlefield still exists underneath. But these foundational issues with map design, class identity, UI, and mechanics need attention if this game is going to stand out — not just against Call of Duty, but within its own legacy.
Battlefield is at its best when it feels like a sandbox war game, not a twitch shooter. Get the basics right, give players tools that work as expected, and the rest will follow.
P.S. For what it’s worth, I’ve been around since Bad Company 1 — with plenty of time in Bad Company 2, BF3, BF4, BF1, BF5, 2042, Battlefield Heroes, Free-to-Play, and 1943. I genuinely love Battlefield, and I share this feedback in hopes of helping improve the game — not to tear it down. It took a lot of effort to put these thoughts together. I haven’t written something like this since the Killzone 2 days.