Forum Discussion

JGriff867's avatar
JGriff867
Seasoned Rookie
3 days ago

MY WEEKEND 2 FEEDBACK

Unfortunately, I won't be able to play the Saturday and Sunday of weekend 2 so if any changes are made after today, I wouldn't have tested them. 

Return to Conquest and Breakthrough: 

I played these modes first to see if there had been any changes. There were none that I noticed other than the significantly unbalanced teams, which was very noticeable. Almost all of my games ended with one team having at least 700 tickets remaining and the games were very one sided. This also carried over to breakthrough and rush which made the experience a bit lack lustre as there was not “fight” but rather one team just decimated, whether it was my team or the enemy team. 

Across all maps, the capture points need to be a bit further apart, again to allow breathing space into the flow of the match. As it stands, as soon as you capture an objective you only have to walk a few meters before you’re engaging the next objective. This also means that when you capture an objective, it’s only a matter of a minute before the enemy team are recapturing it, again allowing no breathing room. There are countless examples on reddit on players suggestions on how to improve the maps and flag positions. 

Capture points should have flags again.  

Rush:

This was a mode that I was looking forward to as I always had a great time in BF4, lots of intense battles to arm/disarm the MCOM. Hearing that MCOM sound again was really great and brought me right back to memories from 10 years ago. With that said, seeing it was only 12v12 was quite disappointing as well as it being open weapons, meant the experience was quite far from what Rush has been in the past. Due to the close quarters maps and the MCOMS being so close to spawn points and to each other, this causes players attention to always be directed at enemies, meaning that no one ( and I really mean no one) was playing the objective. I quite literally watched players on my team stood next to an armed MCOM and they didn’t disarm it as they were to focused on waiting for the enemy to come back.

I think this could be improved if the MCOMs were spaced further apart from one another as well as being further away from the HQ spawns. I think this would give the match a chance to breathe, creating a more strategic approach. As it stands, the constant Chaos means everyone’s attention is diverted to shooting as the enemy that has spawned only 30 meters away. 

Server Browser: 

I’ve said this before and I’ll say it again. Players need a server browser and without one, my group of 6 friends can’t all play together without insane luck getting into the same lobby and if by sheer luck we do, we’ll be disbanded by the matchmaking system after the match ends. Yes, portal will have a server browser but we’ll be relying on custom made servers rather than regular official servers. 

Closed Weapons needs to be the standard:

Open weapons just leads to a different kind of overall game flow and not in a positive way. 

Closed weapons lead to consistency, as a tank driver if you see a sniper glint you know they're not suddenly going to pull out an rpg. Just like the classes have their designated weapon which makes them consistent (which is why the whole class system having consistent recognisable looks and not the hero characters of 2042 is so important) helps you to build your knowledge of the battlefield and how to approach it. With closed weapons, if you see someone in a ghillie suit far away you know "hey, that's a recon. I should be careful as they quite likely have a sniper. With the open weapon system you could see an assault, think "I should be fine I’m at a distance" and then get one tapped in the head with the sniper they pulled out. 

The point of a class system is to have pros and cons for each choice and to lend itself towards a more traditional rock-paper-scissors approach to gameplay. We are blurring the lines of classes and allowing people to do whatever they want without team support, encouraging lone wolf style gameplay. In short, it removes consequences of choice.

I don’t understand the obsession with open classes. The only reason behind this push for open weapons that I can think of, is for the sake of skins further down the line. I find this quite sad that skins will be such a priority, we’re loosing one of the core battlefield experience. 

Map improvements examples:

 

No RepliesBe the first to reply

About Battlefield 6 Beta General Discussion & Feedback

Discuss the Battlefield 6 Beta with the community. Give feedback and share your experiences!3,441 PostsLatest Activity: 51 minutes ago