Regarding 64/128 player rush debrief
Based on the listing in
https://www.ea.com/tr/games/battlefield/battlefield-6/news/community-update-open-beta-debrief
We’ve experimented with larger player counts over the years, such as 64- and even 128-player versions. While these matches created intense, fast-paced moments, they also led to issues: Overwhelming defenses, stalled frontlines, and too many games ending in the first sector. Rush is especially sensitive to higher player counts due to its tactical and strategic requirements; when a player tries to arm the M-COM while more than 20 opponents are defending, the intended gameplay becomes less tangible. Based on feedback throughout recent titles, we’re lowering the default player count for Rush to improve the flow of combat and restore the tactical, methodical experience that defines the mode.
As a player since bfbc2, I have not really posted on here but believe rush is the best game mode edging out conquest, loved it since the bf3 open beta on metro.
While not participating in any recent 128 player playtests, I did play in bf2042 and they did seem misfocused in the teamplay. Despite the range of character loadouts, I think the main reason was the density of the main fights on the maps.
If we look back at bf3, maps demonstrated rush, that progresses in area design a lot and generally have strong objective splits?
Damavand Peak, here's my idea. All be it better polished and not symmetrical as seen.
A new match intro starting at night, having some pilots in transport planes and helicopters airdropping people with focus on AA and flares for defensive side & night vision / torch gameplay.
As the game progresses it goes from night to day.
The orange would be new paths, first used by defense but, clearing a section opens orange for attackers.
Red is dead zones for on-foot and only for air transport or underground tunnel layer.
Yellow MCom points - the center being the final, only one side needs to be at the end to unlock,
Reintroduce a bf4 style commanders (2 per team) each MCom more time / supplies to attack and refreshers on more airdropping people and pickup weapons to counter defense.
high-altitude AC130 reintroduction as a team-score objective, and could be used for airdropping people and supplies.
Planes having a white phosphorous secondary weapon for spreading over ground on long cooldown for clearing mcom points.
Long distance artillery vehicle like bf4 for the verticality.
My hope would be to better promote playing as a more cohesive team in larger sizes, over distinct separate areas and counteract the problems seen in 2042 128 player, and providing more vehicle variety over the current standard tank on tank gameplay focus.
If you guys think this is dumb or improved further feel free to add your opinion.