tjgamer97
9 days agoRising Newcomer
Open Beta Feedback Quick Dump
As a pseudo-veteran-player (some BC2 with dedicated play at BF3 and beyond), having played objective-based modes in partied squads for over a decade, here are some quick thoughts on the beta. I don't claim to have any development understanding, but I do know what makes a "classic" Battlefield game feel like Battlefield:
- Praise — Let's acknowledge that the beta was a major success in player turnout. The build, with rare exceptions, is high-performing and stable, and looks very good. The game feels fun and has some good bones that harken back to BF's heyday, at least in part. Destruction is dynamic and feels impactful to play in many moments. Balance was fairly strong out the gates. Players are generally optimistic.
- Map design needs tweaking — Devs have said larger maps are coming, but chose to showcase small, dense maps with semi-closed-lane play. Let's hope this is true. Beta maps felt more constrictive in ways that BF's best did not. Even classic dense maps like Metro were sprinkled with open areas, HQs that played far back, and more diverse paths in CQB areas. The amount of private servers running Kharg/Caspian/Firestorm 24/7 is a good indicator of what was popular.
- Server browser — Speaking of private servers, a dedicated browser as the standard for all multiplayer matchmaking is integral to the BF DNA. Let players pick the games they want, based not only on mode or map, but rules, ping, density, and more. We'll see how this plays in Portal, but I suspect it won't scratch the itch players are looking for. If this sounds like beating a dead horse, it's because veteran franchise fans are passionate about this.
- Firing range flaws — Here's hoping this is just a beta build. If we can't play empty servers via browser, then the firing range is the only way to test controls, loadouts, and more. If that's the case, we need something akin to the BF4 training grounds. Being locked into one weapon on a 100m range is no way to practice "All-Out Warfare". Namely, long-range gunplay and vehicle testing is non-existent here.
- Long-range gunplay — This feels fine, but not nearly as good as it used to. First, just make it punchier. Next, what happened to tracers? Range readouts and zeroing while also tracking tracer impacts created a sense of skill development and accomplishment. It also meant patiently scanning a battlefield for enemies. Now it has become who can auto-range find and pull a trigger over the opposing lens flare the fastest—a CoD sniping staple. This is not BF. Lens identification is fine if done right. Flares need to be intermittent and narrow at most. Swap the AG coating for a honeycomb filter to eliminate it entirely, and balance by making sniping more difficult/slow overall. A BF classic moment is a sniper showdown where each faces off spotting and zeroing to see who can do it best. It may take several seconds or several minutes, but not a single instant. Abundant and persistent low-effort spotting also contributed to this. Furthermore, it felt as though it reduced dependence on squad play, another BF-defining feature. Excessive spot markers and no default compass meant players were shooting diamonds, not collaborating to pinpoint enemies.
- Class identity — This feels weak in this game, but a major improvement over operators. Class-locked weapons with floating categories like SMGs or carbines will be a helpful first step. That said, making recon a sniping class means reworking equipment. The TUGS is great as a self-defense, but the class has never felt like it knew what it wanted, even in older games. It's either overwatch with tools like the MAV or it's a stealthy, close-range class that outpositions enemies. Let Assault fill this role or reclaim the Field Medic role from Support. Support should stick to playing back, acting as a stronghold for a squad to pull back from frontlines. The deployable cover with ammo is a good step. Reward support more for suppression and resupply, but don't let is also play as medic. Besides being overly broad, this also runs counter both to Support and Assault identities. Engineer should play as either anti-armor, anti-air, or pilot, NOT all 3. Let Engineer players spec into one at a time.
- Vehicles — Controls are bad, revert them to BF3/BF4 days, enough said. Ground vehicles feel a bit soft, but this may also be a result of class imbalance with an abundance of C4 and RPG pressure at key points while also choking movement through map design. Hopefully larger maps will showcase more variety of vehicles overall, otherwise this is a must-change. Most importantly, the 'disable' feature appeared to be absent in the beta. This was a huge part of letting players feel like they earned repairs or destroys on vehicles. It also led to more 'Only in Battlefield Moments', as it created intermittent shifts in combat where vehicle play became more tactical, stressful, or intimate as eminent destruction demanded changes in approach.
- Spawn locations — Threat/combat detection on squad members needs to be expanded to force pulling away from firefights to allow spawns. The ease of squad spawning into fire combined with the poor objective spawn protection and the closeness of HQs to playable area makes dying on spawn a frequent and annoying feature of play in the beta, no matter where you do it.
- EA-ification — Seasons, BR, Battle Passes, Daily Rewards, Skins, Microtransactions all make money. No argument there. They are what allow CoD to print money hand over fist. They are also what have been slowly turning players off to that franchise for the last decade. The beta released to a 10x player count compared to the latest CoD season. Why? Players want Battlefield. Battlefield will never do CoD as well as CoD and BF players will never love a BF game that feels like CoD. Don't let this be an excuse to devolve the format—let it be a reminder of the one thing that can make it successful. Swallow your pride and greed and give us a good Battlefield game without the nonsense. Otherwise this just-decent beta will be BF6's high point, and there will be no 'return to form', and nobody wants that.
There were also plenty of bugs/exploits/broken mechanics, but these have largely been called out and frankly, did not feel as if they dramatically ruined gameplay. I don't worry these will be a problem in the full-release build. Overall, the beta had me excited to see more of what's to come, while also making up my mind not to preorder or purchase the Phantom Edition.