General Feedback after the 2 open betas (from a veteran bf player)
Hello, i'm a long-time Battlefield player since Bf3, and i really wish for Bf6 to become the best version of itself.
POSITIVES
- Grounded military aesthetic.
- Class system is back.
- Drag revive is a great touch for teamplay.
- Gunfights feel good.
- Destruction looks great and feels heavy.
- Grenades take time to refill -> no more endless nade spam.
- Signature weapons locked by class (like in bf3-bf4) is great, while carbines/Dmr's/shotguns being available for all classes feels balanced.
CONCERNS & SUGGESTIONS
- Maps : The maps feel designed almost entirely for infantry. In Rush or Breakthrough, the lack of vehicules is really noticeable. In older Battlefierlds, the first spawns in Rush often included helis, tanks or jeeps. Maps used to scale down for infantry-only modes, but here it feels like the beta maps weren't scalable, forcing infantry-only gameplay.
- Medic Class : I played medic for ~96% of the beta and noticed a design issue. Many players pick medic just because it's self-sufficient: selft-healing + ammo resupply. This often leads to teammates being ignored when they need revives or heals. I suggest separating the ammo bag from the medic to make the class more team oriented.
- Shotguns : I understand why the assault class has access to shotguns as secondary - They're great for room clearing. But currently they feels to strong at ~30m. Shotguns should dominate at 0-15m, not beyond.
- Collision Issues : When aiming and strafing, characters sometimes "jump" into the air over small debris or terrain bumps. This is frustrating, breaks immersion, and often gets you killed unfairly.
- Respawn Beacon on Assault ? : I heard that respawn beacons might be moved to assault. If true, this would undermine recon’s role. Recon has historically had two playstyles: sniping/counter-sniping, or sneaky backline operator with carbines and beacons. Assault already has a strong kit, giving them beacons too would make pushes overwhelming (assault + shotgun + beacon = defenders stand no chance).
- Natural Smoke on Maps : Some areas (like on Empire State) are filled with static black smoke. Players inside the building can see out while players outside can't see in. This feel unfair, if it's smoke, visibility should be equally blocked.
- Fast respawn when downed : This is more of a personal feeling. While playing medic, I often rushed to save teammates only to see them respawn at the last second — sometimes even as I had the defib out, standing on them. It makes reviving feel frustrating and pointless.
My suggestion: if a medic is within ~10–15m of a downed teammate, the respawn option should be temporarily locked (just for a few seconds). This would give medics time to assess the situation, use smoke, or clear threats instead of blindly rushing, and it would make revives a more meaningful part of teamplay.
CONCLUSION
Overall, the beta was much better than Battlefield 2042. I genuinely had fun and could see myself buying Bf6. But i reamin concerned about the issues above, especially the infantry-heavy focus of Rush/Breakthrough and the balance of medic/assault roles.
I believe fixing these would help BF6 recapture the combined-arms spirit that made earlier Battlefields so memorable.