General feedback from a veteran player
Background:
Started playing in Battlefield 2 where I participated in tournaments, so it is save to say I'm quite a fan of the franchise. Since then played almost every title that came out leaving out some of the offshoots like Hardline and loved most of them. I'm only really into Large Conquest where you can think about your movement and where having a plan beats reflexes. I felt like starting with BF5 the franchise just started going downhill hard. This brings us to the BF6 beta.
My viewpoint is just from locked weapon conquest mode. I tried the open weapons and every issue is just 5 times worse. I think the open weapon should not be the base game mode.
2nd week of beta specific: Please don't try to hide and remove the Locked Weapon Conquest the people want it!!!
General game performance:
I don't have the best PC but I think the optimization was done very well, the game runs good even when particle effects are flying everywhere. I feel minor issues like sometimes when you vault or jump at some places you fly up an extra meter into the air or so but I think that is part of the beta and will be ironed out. I think the game feels chaotic which is pretty good for feel like you are on a battlefield.
Weapons:
This is my first big issue with the game, they feel like nerf guns sometimes and the recoil logic makes no sense to me. To give an example the G36 with long barrel have more recoil than an M4 with short barrel and I can only assume it is because one is called Assault Rifle and the other called a Carbine. Somehow as I tested them it feels like the category of the weapon has more effect on damage and recoil than any attachment you can unlock for a weapon, which just makes no sense.
Regarding the nerf guns, I feel like they have way to low damage and even more so on a headshot. Landing a headshot at about 5 meters with the M417 which is a 7.62x51 Nato chambered gun an seeing the number 39 popping up just completely ruins my immersion. That means that 2 headshot from a battle rifle caliber bullet is not enough to kill someone. I somewhat understand the low damage on body shot because everybody wears body armor, but headshot multipliers have to be much higher to reward a well placed shot instead of spraying. Most importantly weapons need to be locked because we will just end up with a CoD situation where everybody just runs around with the same 2 guns because those are the "Meta".
Maps:
Why are you guys trying to make every map into a CoD Ground War map? Every map is full of chokepoints and almost 0 flanking possibilities while the recon players now have a TUGS and a UAV too so even in city maps where you could flank you are constantly spotted. And there is way to much people for the size of the maps. I would understand it for rush or TDM modes but for Conquest we need bigger maps with flank routes where you can move out of site for at least a little to do a tactical flank or to bring up a spawn beacon behind an enemy flag. Again you can't plan for anything or try to be tactical because no matter where you go there will be at least 1 squad randomly there because the map is small. Even Liberation Peak feels like just 2 lanes where you ran into each other headlong with no real flanking options unless you sacrifice a jet/helicopter to jump out of.
Vehicles:
I'm not sure if it is just an UI issue but as an engineer main I'm surprised that it looks like every vehicle has the same hitpoint pool and takes the same damage from every angle. Because no matter if I shoot a Tank, an AA or an IFV with an RPG it seems like I get 25 points and the vehicle health goes down by about 25%. every time. If its just a visual issue please make it more clear so we can understand what is the most effective way of taking out a vehicle. Otherwise the vehicle gameplay feels good, they have a strong presence but they can't just solo push into places or they get blown up and think that is fair. The third person to zoom in aiming needs some work but I think that is not a huge issue.
Classes:
Assault: So far feels completely useless, even in locked weapon conquest. The Assault Rifles has higher recoil and damage even in the same caliber because of "reasons??", I just don't know why and you are limited to 3 magazines of ammo which is just a joke when the Engineer carries 240 rounds of the same caliber bullets. I can win 3 fights back to back and lose the 4th because I have no more main gun ammo, this is just a stupid way to try to balance it and even highly unrealistic. The class gadget highly situational and not really useful I feel. The grenade launcher is okay but if you want to explode stuff just play Engineer.
Support: The kit itself feels good, maybe a bit too good after looking at the Assault. I feel the giving ammo, health and revive too is a bit too much in class adding on top the fact it can lay down 200 rounds of suppressing fire if needed.
Engineer: I feel like so far its balanced, it can fight in CQB pretty well and if needed can be just useful enough in longer range fights too. The doubling up on AT and AA weapons is a nice change I don't think any of them are too powerful by itself you need to use them in quantity and that limits you enough to not be overpowered. Against infantry though just sending 6 rockets back to back into a corner can be a bit overpowered but maybe the infantry explosive damage can be lowered a bit and that would resolve it.
Recon: So far feels a bit too powerful with the Spawn beacon, TUGS, UAV and being the only thing that can 1 shot you other than a shotgun. If played good in a city map a Recon can alone keep covered a full lane of the map with the TUGS and UAV place correctly and you can never really root him out unless you find the Spawn beacon first. If you are in a squad this is just multiplied. Regarding weapons I mainly played it with the 8.6mm DMR and again felt like a nerf gun, I understand that it can't 1 shot to the body like the bolt action gun but at least with a big bullet like that a headshot should be a kill in reasonable distances. I noticed it was most likely balanced to do constant 2 shot kills just because its not a bolt action but still, please give well placed shots a prize because why would I shoot for the head if it takes 2 shots anyways. Regarding the C4 I think it is a bit weak that you have to put 4 charges on an IFV to kill it.
Class suggestions:
Assault: Remove standalone GL and give it as an underbarrel option but it should have negative weapon handling effect so people need to choose it. Give them the Defib and the Medical bag(no ammo in it) remove the Injector and give them the Spawn beacon. Give them more ammo for weapons.
Support: Let them have the Ammo bag, and let them have some actual support oriented skill like "Moral Boost" which lowers the suppression effects and explosion effects on aim for friendlies near by and the class special charged up maybe give some special ammo that is a bit stronger for 1 magazine for the people who are resupplied. As extra gadget they could get a second defensive gadget like something that can shoot incoming grenades from the enemy and it can be placed.
Engineer: Don't feel like any major change needed so far that is class specific. Maybe the previously mentioned explosive damage nerf on rockets against the infantry.
Recon: With the removed spawn beacon I would give them the Marker Pistol from previous Battlefield which would have guided missiles and other vehicles to lock on enemy vehicles and see them through smokes and explosions.
TL;DR: Need bigger maps, weapon damage rework and class rework and most importantly locked weapons so not everyone just runs around with the same gun.