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N-FLEM's avatar
N-FLEM
Rising Scout
5 days ago

Great Beta - Our squads BF6 feedback

We enjoyed both weekends, game looks great.

Here are some of our concerns: 

  • We would like more emphasis based on locked class weapons as opposed to open to all.
  • The city maps feel a little small for the number of players on them, feels more like call of duty than battlefield of old. Especially referring to conquest. 
  • Even though some of us are medics we think the tap to defib is spoiling the game. A manual revive from a non-medic takes several seconds and recovers them to 50% health. We think that a d-fib should take at least a second to warm up, recover to 50% health, and then have a cool down of a couple of seconds. Sometimes it feels like you were fighting an army of 50 when in fact there's only four or five soldiers. 
  • One of us is a sniper and he thinks the rangefinder takes away the skill and the fun of sniping as it zeroes in at the exact headshot point rather than to the nearest hundred metres. We appreciate it opens up the sniper weapon to more people but it is a specialist weapon that should be learnt and shouldn't be easy. We did agree that the sniper glint is too big. 
  • Squad orders are difficult to place at times and even seeing the base you wish to tag can be hard. It would be nice if we could target from the main map. 
  • In week 2 we definitely had issues with objects like barriers and smoke grenades and tug systems being placed or thrown and nothing happening, no barrier or smoke etc, yet the cool down period began.
  • We fell as engineers we had too many rockets and it was too easy to kill a tank. Two of us could take it out in a few seconds. We feel the tank should have more armor or the rockets should be less powerful, and then the engineer repair tool could in turn be less powerful.
  • We felt the pistol was a little bit subpar 
  • The shotgun has too long a range for a one hit kill 
  • We didn't like the fact players learn how to get on top of a building roof in the city matches where this was not supposed to be allowed. From there they could dominate the game. This needs to be considered out of bounds with a timer to get off. 
  • We felt that you shouldn't be able to see tags through smoke. We tag most enemies and felt we had an advantage when shooting through smoke as we could just simply aim below the red dot highlighted by them. 
  • A lot of us felt that most of the carbines and assault rifles felt exactly the same by the time a few attachments were on them and even sounded the same. In the olden days you would definitely know if you were using an AK.
  • Liberation peak was the snipers delight, could do with a bit more cover between the bases on conquest. We appreciate there are rocks and stuff but it's very hard to tell if you're head is poking out slightly for a sniper to take it off. 
  • It did seem too much of a weight to be able to respawn on squad members. Often the remaining squad member would sit safely in a room with a door shut hidden away and it would say that we were in battle and squad mates would have to wait for 10 to 15 seconds even though the remaining player was very safe. Often made it hard to work as a squad, especially if we were with a random who would get bored waiting. This definitely needs some work.
  • We felt that there was a long wait between games a lot of the time. An obvious thing would be allow us to customize our loadouts during this period, especially to put new unlocked upgrades on. Instead we all just sit there... Waiting...
  • Mounting gun on random objects like office desks etc often left the gun facing the middle of the object rather than sitting on top of it.
  • You need to have a website containing patch notes. The perfect example of this is the game 'The finals' where they also explain any medium to major changes. You feel like part of the community, they listen to the community and everything they say seems to make sense. This would be a game changer for battlefield. 
  • Why not do mini surveys once a week when you open the game. You could give multiple choice answers to a couple of questions such as "is it too easy to defib?"with a few choices. No one would mind answering the survey and I'm sure there would be an option not to bother with it. It would give you some great feedback.
  • The New York Brooklyn map is far too open and a low it looks great it's highly frustrating from being shot buy about seven players at the same time all at different angles. Of course I know realistically it's not quite that bad but a lot of the time it felt that way. The other two city maps were our favourite maps out of the four.

On the positive side 

  • We enjoyed playing as a squad and working tactically was great, which is a good sign for battlefield as bc2, three and four used to be just like this.
  • So glad to see destruction back properly. Please never take that out again 🤣
  • The game sounds great with all the bullet hisses and whizzes. You feel like you're in a battle.
  • I know there was a lot of controversy over the time to kill but we like that it isn't super quick and also like that if you get some headshots in it isn't super slow either. For us it's about right. Our one concern is that it often feels like you have been killed with two bullets but you need 10 bullets to kill, so something is wrong with how that is conveyed to the player we feel. We appreciate that everyone takes the same damage to die, it just doesn't feel that way.
  • We seriously hope that new maps will not be few in far between once the initial game is released. A mix of redone old maps and new maps would be great, even if the emphasis was on the older maps that we know worked well. Don't be clever with them, you don't need to change the layout, just update the graphics and ensure that they are big enough to accommodate the players. 

Overall a good impression but some tweaks still need to be made to make it a proper battlefield game in our books. Fingers crossed the community all push in similar direction.

2 Replies

  • Krrrring's avatar
    Krrrring
    Seasoned Newcomer
    5 days ago

    Good list, thank you for that. I have few additions and since this was one of those rare posts that are compiled properly, I'll add few ideas to those:

    - Commanders: We're missing many tactical opportunities without commanders. Loved playing the Commander role back in the days and I feel like BF2-esque commander tools would add a lot to the game.
    - Six squad members: There are way too many squads given the max member count is four. BF2 had squads of six, which made a single squad a good tool for Commanders and kept things somehow controllable. And added relevance of those who played as a proper squad.
    - Squad spawn only on squad commander: BF2 had this and made squad commanding a meaningful role. You couldn't just storm into the fray, but had to stay a bit back to properly support your squad and keep the momentum alive wherever you were. Spawn beacons are obviously added bonus with this.
    - Maps, sizes and tactical aspects: It would add immensely to the game to give certain variety to conquest maps. Slightly evolving maps like Karkand. Flag domination opportunities and denial of vehicles like Mashtuur. Seemingly hard and "unfair" challenges like Sharqi Peninsula, The Iron Gator, Clean Sweep. Great dimensional variety like in Kubra Dam. Also, like in Kubra, Mashtuur and Gulf of Oman, ability to flank is in the heart of BF and brings more to commander and team players.
    - Fog of war: Please have at least some kind of fog of war so that tactical maneuvering could be possible without the enemy jets, helos and tanks seeing you from the other side of the map. Also eases strain on lower end PC's.
    - Friendly fire: BF2 had this and my squad preferred maps with FF on, since it forces you to think what weapons to spam and where. Would be great to get options like this for server selection.
    - Reward wins, not kills: It has always been a problem. The tactical aspect dies if people just run around spamming grenade rifles, camping rooftops or abusing shotguns. All that is fine and dandy as those teams typically lose. But at least reward the winning team accordingly.
    - Reward team play: This is already present to an extent. I was score leader few times by supporting and capping flags to fulfill squad orders. But we didn't win since people don't, at least yet, understand this. But regarding the previous line, this could be enhanced. Or players could be clearly and repeatedly told this in game for example while waiting to find a server.
    - Longer spawn timer: Players get back into the fray way too fast now. You might kill someone in an alley and run into them again just few seconds later. Maybe few more seconds on the counter?

    And a technical aspect: I had to make a new EA-account since I was told my Steam account has been linked to another EA account earlier. Surely not since I've never owned but one account. But hey, it is what it is.

    Overall, I've been waiting a Battlefield game to rise up to the great BF1942, BF2 and BFBC2. It seems BF6 is taking the challenge head on. Great job, thank you!

  • N-FLEM's avatar
    N-FLEM
    Rising Scout
    5 days ago

    Good points though we felt the spawn timer was a good amount of time, especially as it was often hard to spawn on your squad once that time I had elapsed due 'to being in combat' even when not in combat 🤣

    We also discussed the six players in a squad thing but felt that it would be too powerful vs those playing alone or in duos. A six squad game mode would work but if there are too many game modes then everything thins out and finding a game becomes difficult later on. Also, unless they nerf the defib (as a medic it's my favorite tool (though I do charge it for 100% health) so I'm not biased) a squad of six would be a bloody nightmare if it was full of support crew. Also, it would make tanks last even less time with extra engineers available. So definitely not something simple to implement.

    I miss the commanders, but if you have a rubbish commander then it can massively affect the outcome which is one of the reasons I think they scrapped it from what I remember. The extra friend that couldn't get in the squad would just focus on getting their mates all the drops in uavs.

    Agree with your other points though

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