Sincere suggestions and opinions after BF6 Beta PC
Players who are not skilled at gunplay find the game uninteresting and prefer to play only in Breakthrough mode. During testing, whenever I was assigned to the attacking team, I wanted to quit the game.
1. Visual issues: The contrast is too high, and there is severe light pollution. Pursuing realistic immersion should not compromise the gaming experience. 13400F + 4060TI (16GB): There is a grid-like noise pattern on the main interface, even without enabling grain mode. The noise is still severe, and it may also be due to the clothing textures in the textures being too abrupt. The overall visual quality is not as natural and clean as in 2042.
2. Map Design: The battlefield is too small, forcing infantry to engage in close-quarters combat, while vehicle movement routes are rigidly restricted. Maps like the Abandoned Land, Nirvana, or Space Launch Center in 2042 offer ample space for vehicle maneuverability, enabling bold and innovative gameplay, with aerial vehicles also having significant room to excel. Now, whether it's the Liberation Peak or Egypt maps, every move and strategy is rigidly fixed, with each match feeling like a carbon copy of the previous one. The attacking side, lacking vehicle advantages, charges in like moths to a flame, depleting their reinforcements in infantry combat until they are completely exhausted. After playing for a few days, I never won a single offensive battle, but only lost once while defending. Such narrow and rigid maps should be redesigned like Deleted Land into pure infantry combat maps, with proper balance between offense and defense. While 2042's maps are often criticized for being too large and open, after remastering, at least every type of player has something to do. I may not be accurate with a gun, but I can drive an infantry fighting vehicle to easily advance on a base from different angles, or use a helicopter to airlift infantry, serving as a respawn point for all teammates, or avoid everyone's line of sight to conduct flanking harassment. As long as the tactics are executed successfully, even if I kill few enemies, I still feel a sense of accomplishment. However, in the 6th generation, it's just endless gunfights or dodging sniper rifle hunts.
3. Excessively fast TTK: Regardless of the mode being played, it feels like a free-for-all, with bullets frequently being ruled invalid, and the speed at which the scope opens has also slowed down. Even with a 64ms ping from a speed booster, you still get killed instantly by others, while it takes four or more hits to kill them. The map is small, forcing frequent gunfights, and playing for a short while becomes extremely frustrating.
4. Poor friend-or-foe identification: The uniforms of both sides are very similar, leading to either wasting bullets on teammates or being killed by what you think are “teammates” beside you. Why not add the friend-or-foe identification lights from 2042? Additionally, it's not as convenient as 2042's Q system for marking enemies. The red dots on the markings appear too far from the enemy's hitbox at medium to long ranges, and combined with light pollution and high contrast, every match leaves my eyes strained.
5. Scene destruction is too conservative: Buildings that appear fragile can only collapse one outer wall, and sometimes even small pieces of debris cannot be destroyed. Engineers can easily block the advance of vehicles by hiding in corners. For example, in the 2042 Space Launch Center, you can drive an infantry fighting vehicle straight into the building of the base, or in Nirvana, armored vehicles can easily ram through walls to clear a path for infantry, and in the Wasteland, you can use a winch to adjust the structure of shipwrecks to create entirely new attack routes, Such “destruction” is what I want to see in every map, what is worth boasting about, rather than the joke-like effects we have now.
6. Robots: The PVE mode and AI teammates to fill the roster in matches were not available during testing, increasing the number of players required to start a match. We hope this will be restored in the official release. With such a short TTK, we are concerned about how AI players will behave in matches—they should not appear overly stupid, nor should they seem to be using cheats to easily kill players.
7. Fragile Vehicles: Armored vehicles are too fragile and cannot function without engineers. Their damage output is also extremely limited, with the explosive charge of their main gun shells feeling inferior to even a single grenade or C4. Survival depends entirely on engineers for repairs, and sometimes multiple players must continuously repair them. During testing, there were tasks to complete, but how can we ensure that every vehicle will have enough teammates to repair it throughout the entire match after the official launch?
8. Ammunition: The supply of spare ammunition is limited, and it is not yet possible to replenish bullets by quickly swapping magazines like in 2042, nor can you pick up bullets dropped by others, making ammunition deplete quickly. The supply system is poorly designed. Aside from bullets, other resources require a loading bar to refill. Imagine a non-support class forced to lie next to a supply pack in an open area with no cover, while the loading bar for grenades or other supplies slowly increases. Just as it nears completion, the supply pack suddenly disappears...
9. Accessories: Given the challenging enemy identification and poor contrast, having thermal imaging/infrared aiming available for every weapon and vehicle is crucial; the SVD is equipped with a tripod, but it doesn't seem to set up automatically, and the recoil remains significant when firing while prone.
10. Balanced Matchmaking: It is said that teams are matched based on skill level, but I still feel like I’m teaming up with a group of weaker teammates, and there’s no sense of evenly matched competition during battles. Defending relies entirely on the unbalanced map design to secure victory.
11. Climbing onto the Roof: In the Cairo map, either everyone can climb onto the roof, or no one can. Seeing enemies ambushing from the roof feels as frustrating as encountering cheaters. If this is the intended gameplay for the engineering ladder, I hope you release the ladder now; otherwise, don’t release the Cairo map at all. Currently, having just a few people set up sniper rifles on the bridge makes the offensive team's gameplay experience terrible. If anyone can access the bridge in the future, it will be even more unplayable.
12. Throwables: Hand grenades should not be thrown immediately after pressing the button. Instead, after pressing the button, switch to the hand grenade, hold the left mouse button to charge, and release the left mouse button to throw.
13. Smoke Grenades: These smoke grenades are sparse like a middle-aged person's hair, have a low carry capacity, and replenishing them takes time, making them look comical. When teammates don't use them, relying solely on your own smoke grenades makes it difficult to provide cover for anything.
14. Mini-Map: The mini-map's size on the screen cannot be enlarged, and the red icons marking points are very similar to enemy red dots, making it easy to mistake them.
15. Running Pose: It looks awkward. Why can't it be like in 2042, where you can run quickly while holding the gun with one hand? The weapon keeps swaying in front of you, making the character's movement appear slow.
16. Weapon Balance: Shotguns can headshot me from nearly 100 meters away, more accurately than my assault rifle. That's ridiculous.
17. Adverse Weather: Will the weather system from 2042 return? While it can be annoying at times, it does create some unexpected effects.
18. Menu Display: The main interface's menu bar is redundant and complex, and Simplified Chinese always hides the last few characters. The menu has a long list of menu and submenu names with duplicate content. Can't it be as concise and clear as 2042? There are no Apply or Confirm buttons. After modifying a submenu, you can only click ESC, but you can't return to the previous menu level—it always goes back to “Accessibility” instead.
19. Other: There is no clear feedback on whether the stun gun successfully saves someone. The kill feedback should be displayed directly below the crosshair, in the center.
20. Bug: The scout's resurrection beacon and dynamic detector often fail to deploy correctly. After placement, the beacon has a chance to disappear instantly (the inventory turns gray, indicating it has been consumed, but nothing remains on the ground); infantry struggle to climb onto the armored vehicle and must find a specific angle to reach the top (climbing is difficult to trigger); the repair detection points also seem to have issues, as repairs can only be performed effectively by aligning the crosshair with the turret; following the vehicle while repairing it on the move appears to fail.
The above are my genuine impressions. I am not proficient in English and am unsure if translation software can accurately convey my thoughts. I sincerely hope this title becomes a new pinnacle for the Battlefield series, but currently, it feels far less enjoyable than 2042.