BioSniper
3 days agoSeasoned Newcomer
My BF6 beta feedback and suggestions
I assume we dont really have any way to feedback other than here so Ill lay out my thoughts as a long time BF player (since BF2 really) on what I feel needs work. In no particular order, just how my brain dumps the ideas;
- Cross play NEEDS a toggle. Im saying this as a PC player! We shouldnt be lumped in with aim assist as console players shouldnt be lumped with mouse and keyboard players. It also means the inevitable cheating on PC doesnt overall mar the experience too much for console players
- Slide movement and movement in general for ground soldiers needs work. Jump shotting and slide shooting needs some serious penalties. This isn't COD and as much as I agree its a game, BF used to have more of a realistic feel. My suggestion is you cannot shoot until your feet are on the ground (unless with parachute or having exited a vheicle such as a plane or heli) is one way to deal with jump shooters, the other is make weapon bloom have a 3-5x penalty on shot to make it nearly impossible to hit otherwise. Its stupid, it looks stupid, and its annoying as hell to play. The same goes for slide. Slide to cover is good and 100% can remain, its fun to do as well as slide to res paddle / throw ammo crates etc, slide shoot shouldn't be as accurate as it is and needs resolving.
- Tapping out with nearby medics, holy hack this one is annoying AF, getting next to someone and having them tap out at the last second when they couldnt be bothered reading the mini map or UI prompts. Peanlise those tapping out consistently by increasing their spawn timer per tap out if medics are within X radius. Allow the person to however earn a timer reduction by earning points through objective and teamplay. e.g. Tap out once with a medic nearby +1 sec on the spawn, second time +2.5sec, 3rd +5sec etc. Incentivise rolling gameplay and use of medics. Holding on by pressing E should be the default, not the option, removing the option to have mid-speed, hold, tap out, makes more sense. Just have hold on the default and tap out the option. The mid-speed isnt needed. Equally an increase on ticket usage for anyone tapping out would help to balance attack / defend play. Tap out with medics nearby? 2x tokens used. No medics? Keep it normal etc. You get the idea.
- To go with the above, default spawn timer should be 3 seconds not 2.
- Class locking weapons should be the game default, open should be a choice. This is what has always helped to make BF relatively balanced and also tactical. Open weapons ruins this element and creates some serious imbalance in the larger maps with many people running things like assault + sniper for the dual weapons and grenade launchers creating the one man army effect. I love a power fantasy in a game, but this isnt fun to play against.
- Enemy visibility needs some work, Im not sure quite what it is thats the issue with this, but generally enemies are hard to see, and at times impossible. Im not sure the exact cause, maybe its monitor colour calibration differs user to user, maybe some people have messed up gamma making it easier, maybe the spotting system is broken, I dont know. But something about it feels like it needs more testing and tweaking. Espescially as some people seem to magically appear to be able to see through smoke and consistently headshot, even though you are obscured. I'll file this under "possible bug" with seeing through smoke too easily for some
- Footsteps - Enemy footsteps need to be a touch louder, as it is above the general noise of the battle its hard to hear them. The sound design is generally fantastic but I feel this needs a slight tweak.
- Music - Capping audio queue music etc doesn't seem to be affected by turning music volume down. Its a good audio queue BUT for me at least, it would feel nicer to be just a more generic blip as its capped, the music swell is nice for cinematics but thats about it. For gameplay its just annoying personally.
- Compass - Should be on by default. Had to dig through menus for this, really annoying.
- When early in the beta and starting for the first time the volume was at 100% with no way to change this. Please, just set on PC, the default volume to maximum of 50% to prevent this, and additionally on the queue screen just, allow us to change some basic game settings, audio and visual. Its 2025, we dont need ear destruction from every intro video when we start a game, and I cant see a good reason to not allow the options menu configuration during a queue screen. Yes I know after launch this issue will die down at some point, but it should still be there and the volume limits should still be in by default allowing the user to go UP from being lower.
- Map boundary abuse and buildings needs to be resolved. I get that buildings have been modelled to have space in them etc, I assume because re-use of basic assets and shapes just makes sense. It doesn't mean people should be able to get to those spaces. The holes that allow this need fixing. Its annoying to play against. On non-air maps just set a ceiling or something that kills you out of bounds fot getting into these places if its too awkward to make them properly playable objects. If its intended then please put in official ways of getting to these spaces like ladders and zip lines.
- Mounting walls etc, the arrow highlighting that its possible needs re-working, its almost invisible against the general gameplay and the objects that you can lean against. UI change required / re-colour. The action is also really inconsistent so its hard to know what you can and cant mount with any level of consistency. For new users and vertans alike this causes some confusion.
- Weapons balance - Extensive and I cant list it all here, but there does need to be a review across the board including the shotgun of course.
- Assault class second weapon - My suggestion is to just remove this feature, they already get the grenade launcher which is high utility. Its horrible for balance allowing a Primary, Secondary AND GL. Either that or balance it by giving them less body armour / HP when carrying a secondary. Equally primary ammo should be limited if carrying a secondary. A 50% reduction to primary Ammo would be about right as well as the one loaded magazine for the secondary being the only ammo.
- Support - shield wall breaks quite often, as in its often obscructed, or when placed just vanishes and uses it and doesnt work. Paddles need a cooldown between revives. As funny as it is sliding into a killbox and resing 4-5 people as you slide, its not good for gameplay really.
- Engineer - The repair of tanks feels both too powerful and too weak at the same time. The over-clock of repairs with multiple people on a tank making it invulnerable is again not good for gameplay. Max the number of popped repair overclocks to 1 per vheicle to help prevent this would be a suggestion. The AT mine launcher thing also feels inconsistent, like whats the activation radius of it? Does it rely on specific vheicles entering its zone etc? More flavour text, maybe a radius marker would help.
- Recon - Respawn beacons need to make a little more noise than they do right now. BE3 and BC2 had this right. I feel for people that are new to the series its really not obvious what these are, increasing the audio queue should help. Same for the detector. Auto-spotting feels inconsistent. Equally this class should be limited to one per squad due to the power the UAV and detector AND auto spotting can have combined. This goes with the sniper rifles in general, again max 1 per squad.
- Squad play - Please if the squad is my party, just keep the SQ Leader the same person between maps. No need to rotate it. While squad size is 4, please allow larger parties to get into the same server easily. I might have 6-7 on in a night that want to play together. Allow my party to be created but separate squads on the same team! UI elements showing who the Sq L is could do with a little more obvious-ness. Just a yellow star would do it, Or re-colour the icon for the Leader.
- Tank armor feels odd. The weak points add almost too much weakness, and the frontal armor adds too much damage reduction. When 3 synced RPG users can get out-repaired by a single engineer its not good for balance or game flow. I feel like if a specific number of rockets hits the tank within a short period of time the damage should go critical or something to that effect and become non-repairable for X period of time so that they HAVE to pull back or get destroyed creating the need for a tactical choice. Organised teamplay should in most circumstances almost always beat most things.
- Larger maps - Please tell me there are more larger maps incoming? Right now it feels too small by a long way, even the maps with vheicles are a bit too close for comfort in most instances with 1-2 routes through now allowing vheicles to really shine.
Of course, I imagine we've not been given all the toys to play with, and the balance notes may well be incorrect when we start adding additional unlocks to the pools.
I also REALLY need to know more about the monetisation model, as it stands the game is very expensive, adding monetisiation on top of that could be problematic unless its just skins / cosmetics.