General Feedback - Edit 8/17
My experience has been solely on PS5. Below are my opinions of pros and cons so far with regards to my experience with the beta. I hope the Devs take this feedback into account when considering making adjustments to the final build of the game.
Pros:
- Graphically well polished and with a solid and consistant framerate on both balanced and performance settings
- Weapons/weapon types feel unique and have a solid level of customization that I look forward to seeing expanded upon
- Destruction is back in a meaningful way, albeit the debris pop-out can be very jarring and tends to happen far too quickly making rubble feel like an after-thought
- Soldier movement is at a nice middle ground. However, sliding mechanic needs a bit of a tweak as it tends to be so fast that reacting to a sliding enemy at close range feels as if it does not give enough of a hipfire penalty to negatively impact the sliding soldier in any meaningful way
- Character model sharpness is perfect to a point that you can still differentiate players from the environment but, if they're careful they will blend in enough to be missed.
- Vehicles feels punchy and powerful without feeling like unstoppable killing machines coordinated effort allows teams to actual destroy vehicles and makes the Engineer class feel viable again
- Aircraft repair at base makes flying a more risk/reward playstyle that encourages smart gameplay and eliminates the old "Invincible Littlebird" issue when Engineers would repair from the cockpit
- Having a Firing Range to test weapon set ups is a massive win, however, in the Beta there are some weird interactions and the graphical settings seem to fluctuate heavily causing the testing environment to feel very different to the in-game experience.
- Character models look great and grounded in reality. I'm happy to see a return to the old-school Battlefield experience of generic boots on the ground rather than over-the-top action heroes.
- Maps feel good in most cases with plenty of places to use as cover while still providing open corridors for firing lanes and vehicle traversal. My only complaint so far is in certain game modes and maps the match tends to swing wildly in 1 sides favor due to sheer verticality or spawn placement. It tends to turn into a shooting gallery where the team who has to move up the hill gets consistantly slaughtered because the defending team has a high ground advantage.
- Sound is an A++. This game sounds absolutely insane on War tapes. Some of the best audio in an FPS game in a very long time. Absolutely nailed the chaos of war.
Cons/Possible bugs:
- Players need a math degree to understand how to adjust the graphical/controller settings to make the game feel smooth. Big shout out to TheTacticslBrit for his video as it makes the game feel perfect once you tweak a few settings and dial it all in
- Player models tend to bounce and stutter on terrain heavily when the ground isn't perfectly even and it throws off aim to such a degree that it has lost me a number of firefights.
- There seems to be an inconsistency to TTK and TTD. I have had numerous instances where I engage a target before they can see me and pump 8+ rounds into them at close-mid range hitting upper chest and headshots only for them to turn around and seemingly shoot me 3 times and I die. This has been especially true with the M87A1 shotgun which I will be mentioning again.
- The M87A1 Shotgun feels incredibly inconsistant. I seem to get 1 shot killed by it in almost every close range engagement (Under 5 meters) but, I cannot repeat the process when I engage targets with it. Beyond 5 meters it takes WAY too many shots for it to be lethal and while I understand its a balancing issue, Shotguns don't work that way in the real world.
- Assault rifles feel like they have WAY too much bloom and the available attachment pool seems to focus solely on recoil management and not spread reduction which seems to hinder these weapons to the point where Carbines and LMGs (Especially the KTS100) tend to outperform them consistantly at all ranges.
- Some gadgets seem to auto deploy and not allow players to actively place them. The Motion Sensor on Recon is a prime example. Unless the environment doesn't allow it to be placed it will automatically deploy on the first flat surface nearest the player when the button is pressed causing it to be misplaced in random areas.
- There is an issue with button mapping for vehicles where sometimes pressing Square (PS5) will not depart the vehicles when the button is mapped to Reload (press)/Disembark (Hold)
- Spawns need some adjusting, especially in smaller game modes, as enemies tend to spawn directly behind your entire team because it's the closest spot to the objective
- Smaller game modes do not allow time for players to modify or swap loadouts/classes. Upon death players are auto-respawned at the nearest spawn point
- Grenade throws seem to be off. The throw does not seem to arch in a way that's consistant to the crosshair and results in severe underthrows. Grenades also tend to bounce off graphical artifacts when being thrown beyond objects in the environment causing them to richocet back as the player
- Vaulting sometimes bugs out and flings players over objects as if they're on a trampoline or causes them to get stuck mid-vault and have to repeatedly press the jump/vault button to clear the object
- Glare from windows when looking outside of a building is so painfully high that it almost whites out the everything in the window and makes viewing anything at distance nearly impossible.
- Adrenaline Pen on Assault feels lack-luster. I don't want to healing back as that gave Assault too much of an advantage, however, the short timer on the pens effects and the sort of niche usages of it make it to where I rarely find a need to use it. It just feels like a useless mechanic outside of removing the slowing effect of incendiary devices especially when the deploy speed is slow enough that enemies are likely to rush and kill you long before it can negate the slow and tick damage.
- Scope glint on sniper rifles needs a major adjustment. I realize that this has supposedly already been addressed but, right now the glint is so over-the-top that it's a spotlight telling enemies to "Aim here". I've never been fond of sniping in videogames and therefore avoid it in most cases. However, I feel that players who do enjoy this style of play should not be crippled for doing so.
- The kill-cam red shadow effect at close range is jarring and unnecessary when you go to ground and can literally see the enemy who downed you. You're able to ping while downed so, why have this after-image that basically acts as a decoy? Just a thought.
- Remapping Crouch and Melee seems to be bugged when swapping the inputs. Now, sometimes when I hit melee it will force me to crouch. However, when I crouch I do not melee.
- Breakthrough and Rush need serious work. The maps that we have had the opportunity to test these gamemodes on do not support them well. With the spawns being so close to the objectives and there being painfully obvious sight lines from spawns players are able to camp inside their spawn and kill enemy players on their way to the objectives. There is also a huge issue with spawn rate for the defending player side that makes attacking objectives feel like a massive up-hill battle as you never seem to have enough people to take and hold 2 objectives at once with how quickly the enemy team is able to flood them with troops over and over. Liberation Peak is a prime example of this where playing Breakthrough it is nearly impossible to clear the second sector as the attacking side because the defenders have a high ground advantage and can rapidly respawn just outside the sector and snipe from that point. These modes just feel unfun to play when you feel like the game is stacking the odds against you.
These are just some of the things I have experienced and felt the need to provide feedback upon since starting the Beta. I'm honestly very happy with how the game is playing and how it looks. It's a breath of fresh air after the debacle with BF2042 and the recent string of COD/Fortnite style shooters where there is too much emphasis on the weird and crazy cosmetics and not enough emphasis on a grounded and fun military shooter experience. If EA/Dice continue on this path and continue to make meaningful and appropriate choices with Battlefield 6 I, as a long-time Battlefield player, will happily spend my money on the full-release.
Keep up the good work, gents. Battlefield is back.