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Diglerharib0's avatar
Diglerharib0
Newcomer
5 hours ago

Negative review

So, I decided to write a review, even though for some reason I didn’t really want to. Let me start by stating my position right away — I didn’t like the beta. I’m writing this after having spent a lot of time playing BF4, so naturally my review will be based on comparisons with it, but it’s in no way biased. I won’t go over the obvious stuff; instead, I’ll try to highlight things that, as far as I’ve noticed, no one else seems to be talking about.

Now, onto the main issues that kicked me out of the game like a cork from a champagne bottle:

1. Too much chaos.
This point includes two aspects.
   1.1 Excessive and often unnecessary destruction. When you play tactical shooters, you want to have at least some solid positions where you can hold out and catch your breath to plan your next move. In BF6, this doesn’t exist.
   1.2 A complete lack of directional flow in gameplay. For example, we’re fighting over two points, A and B. We’ve captured A, the enemy holds B, so we expect them to come from B and keep in mind that someone might try to flank. And when you actually get flanked, you think: “Alright, I could’ve expected that, but I chose to focus elsewhere.” In BF6 this happens constantly, and way too often. The result is a loss of that sense of direction and flow in battles. A perfect example from BF4 would be the Metro map — very straightforward. But even without tunnels, most BF4 maps had this sense of direction. BF6 doesn’t, which makes the game tiring very quickly.
2. Gun feel.
Honestly, I don’t even know what to say here. To be blunt — even the cartoony guns in Valorant, which sound like dropping a plastic TV remote on the floor when you throw them, feel more solid and manly than the entire arsenal in BF6 (it's more about shooting, watch cs2 last sound update, you can copy paste it).
3. The health bar.
Next to squad info? Seriously? That feels like some kind of joke.
4. Hit feedback.
There’s no impact feeling — neither when shooting enemies, nor when getting shot yourself. This is probably the most important point. For dopamine reinforcement to work, you need a sound or some kind of clear signal tied to an action. You stripped the players of this entirely. If I’m not mistaken, a headshot sounds like a little bell or something. The game should feel like tearing flesh apart, delivering real damage — not like cotton fluff with flashy screen effects.

Overall, everything else seems fine, or maybe I just forgot something. The game has potential, but it all depends on the developers. Right now it swings between being complete trash and a legendary game. Good luck!

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