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Junos_Lenstorm's avatar
Junos_Lenstorm
New Rookie
24 hours ago

Pacing and lack of coordination

Title speaks for itself ; there is objectively zero coordination incentives with these smaller maps. 

Pacing - There are critical mechanics on the game to accelerate or reduce pacing ; time to respawn/deploy, gun reload time, infantry sprint speed, abundance or lack of cover, objective and map layout can also play a role. I think most Battlefield players can understand what pacing is about and how crucial it is to maintain an organic ''Battlefield rhythm''. In my opinion, Battlefield 6 Beta, so far, have shown it's way out of bound in terms of that authentic pacing.

  • Revive and respawn timer : Everyone has no incentive to hold onto their revive timer because they can simply spawn back just as fast or in some cases, faster.
  • We have a loadout of guns able to reload under or around 2 seconds. Let's say for example the M4A1 takes 4 seconds to reload instead of 2 seconds. That window of opportunity is crucial to consider as a player. It creates vulnerability and this kind of mechanic can create ''rhythm'' and dynamism. A gun reloading in 2 seconds have almost no downside and gives an incentive to constantly reload even if the mag is at 50%+ capacity. There is just no dynamism.
  • Infantry sprint speed have been shown to be below BF3 and BF4, which is fine. Combined to the map layout, this detail is crucial. 
  • Map layout is terrible in both Empire State and Iberian Offensive. Every ''hall'' has multiple angles of offense and every intersections has multiple connections attached to it. There are exception, and those exception are the complete opposite which is just as bad or worse. Imagine Operation Metro where you get 3-4 lanes of offense, it creates chokepoints which can be manageable in some ways (smokes, nades, nades launchers), but in BF6 it's like one side has 10+ points of cover whereas the opposite side has less than 5 and have to push through impossible to cross chokepoints. For me the most important thing, aside of chokepoints, is having longer lanes, more cover, wider rooms, less connections in intersections..

Lack of coordination - The pacing plays a key role into inducing coordination or enabling it. We're all human, some of us enjoy arcade game with fast-paced gameplay but in Battlefield, this is just not your typical arcade game. There has to be coordination because teammates can have key roles to resolve certain specific situations. If there are no room for decision making and most of your team just constantly run towards the target, why would communication even be necessary? In this situation, the only objective is to spawn, run, kill, push, die, repeat. When in reality, Battlefield is about spawning, assessing the situation, find the squad mates who can resolve the most imminent threat, let them do their job, push, follow your team, don't over push to compromise your position or under push to artificially increase the game time, find cover, wait for squad mates to respawn if needed, assess the situation, repeat.

 

Anyway I hope the devs just realized how boring it is right now in close quarters. The game won't live up to what battlefield truly is about if the devs can't trust players to have a minimum of thinking and strategy making. For me the 2nd weekend is just a big miss. 

3 Replies

  • I disagree about the reviving aspect. I think the window for getting revived is too long. Don't get me wrong, I enjoy getting revived and improving my K/D, but it's not only frustrating to kill two or three guys, then get killed by one last person just to see them revive all the guys you killed, but it also stops you from holding back the enemy push. Those kills don't mean anything in the grand scheme of the round. 

    I think there needs to be a set timer on how long you have to be revived. 

    Also, I hate having to hold/press buttons after I've been downed. Let me have a break for a moment while playing, ya know?

  • Junos_Lenstorm's avatar
    Junos_Lenstorm
    New Rookie
    15 hours ago

    Yes you are right. Let me just reformulate :

      The revive as such needs a set timer as you said, just like earlier Battlefield games. But the respawn delay should be longer, having considered the timer on the revive. So it's a double timer

       (Total time to deploy [x seconds] - revive cooldown [y seconds] = total time to respawn ). Ideally, I think there is a reasonable ground between 12-15 seconds total time to respawn, but that also depends on the mode played. I think it would be fine if people had the ability to skip the revive only after a certain threshold. For example, after 5 seconds, use skip to permanently die and wait 10 more seconds to deploy.

      But if someone would like to hold on for longer, they would still be able. If so, there would be a tradeoff where their total time to respawn would have increased. It's as you said, one guy can literally hover over 3 squad mates and revive them all. As strong as this mechanic is, there has to be a tradeoff for people holding onto their revive cooldown.

  • Kahldin's avatar
    Kahldin
    Seasoned Newcomer
    15 hours ago

    Holding on for revives should definitely be a tactical choice when tickets are low and every life counts. Balancing this will be key.

    Pacing: I'm not saying everyone is like this, and hopefully less will be when the game is released, but given the almost ravenous state of the majority of players to even get in to the Beta, like, people literally paying for keys to an open beta... I think that plays into the pacing a bit. Everyone just wants to play, and they're excited, and they're burning themselves out perhaps. It feels like how popular those meatgrinder servers like Operation Metro and Operation Locker were. There's definitely fans of it in the Battlefield community.

    At least Battlefield gives you the freedom to play how you want—as opposed to CoD, where you are forced into a fight every few seconds. Me and my bro can take our time in a Conquest match, do a sneaky back-cap, etc. Looking forward to the bigger maps for sure, but let's not let this very intentional slice of the game be overshadowed by consumer fatigue and pessimism.  o7

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