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bloodragon09's avatar
bloodragon09
Seasoned Newcomer
2 days ago

[Warning - Lengthy] | Total overview of Arguably necessary changes.

This review is my first review. For the convenience of everyone, staff and players included, I will be putting these in categories starting from infantry and going down to vehicles.

Infantry

Weapons

Shotgun -  Firstly, I would like to say something controversial: the shotgun is fine, but needs tweaking.  I consider the one-hit kill range annoying, yes, but I also think that it's slightly realistic without being too unrealistic, where it's bad for a playing experience, plus as the user, it doesn't feel like you have to be in handshake distance to get a kill. I do have to say the inconsistency should be tweaked if it's in kill distance, it's in kill distance, not more if you're lucky with pellet spread.

Another thing that I want to bring up is a buff... No, don't get angry or fearful now. In the specific instance that slugs are being used, I think that they should be a one-hit kill to the chest only at a good distance, after all, that is why you're using slugs in the first place, for the range increase but less forgiveness of spread. This would make the trade worth it while increasing the skill ceiling because if you miss you'll end up as a meat stepping stool.

AR's - The alternative Assault rifle is kinda buns, I think this is due to the lack of consistent accuracy, recoil, or damage while in a gunfight when people are moving around, which makes it feel like a worse AR than the base one, with the additional debuff being that you earn this... Thing.

Machine guns - I really like these, they feel like proper machine guns. Can kill like an lighter weapon while having a large mag so you can like you would an actual machine gun mag dump in a position making it so Johnny and his squad will either keep their butts tucked around the corner or Johnny and his friends will end up as Jhon does but I will say the 100 round magazine attachment cost on the second machine is absurd. Please reduce it to 15 or 10.

Snipers - No complaints really other than the lack of them, but it's a beta, so I don't really think they're all on the table... but, there is something stupid, exceptionally really **bleep**ing annoying in fact. The rangefinder. What about the rangefinder? I hear you mentally question, my pretty little carbon producer. IT DOESN'T EXPLAIN HOW TO USE IT IN THE MENU OR GAME. THAT'S WHAT. Ahem, my bad. Yeah in the menu or game, it doesn't explain that you have to hold the button while looking at the spot for no reason. The canted sight on the sniper has a tutorial on how to use it while in-game, but this doesn't, and it frustrated me because I thought it was just bugged or something. | I had a thought while reviewing this, and additionally, I would like it if there are Anti-material rifles on the way, so we can shoot tank treads to disable their movement temporarily, so Engineers or Recons can destroy them while being an excuse to one-shot infantry chest up.

Carbines & DMRs - I didn't get to use 'em much, and it saddens me because when I did, I genuinely enjoyed them. The reason for this is ingrained in the classes, I feel as though there is a plan for this but I just wanted to vocalize this idea in case it wasn't. My idea is that, given the field specs, I think that all field specs should have their specialized weapon rather than the classes themselves because I thought different field specs are planned; otherwise, there would be no reason to select it. An example being, Recon having infiltrator build for flanking objectives or points, which would make their specialized weapon a carbine or smg while their ult places a Team wide radio spawn point, Engineer having pilot which makes which would make their specialized weapon a shotgun to clear their vehicle safely before doing repairs while their ult would give their vehicle an instance of resupply station health and ammo, etc.

Pistols - I am going to say it, this might just be me personally, but the sidearm sucks, it needs to be a three-shot kill, not a four. You get constant ammunition from supports, so you really won't run out of ammunition unless you don't have any supports or you're rocking a low ammo reserve weapon, such as a Shotgun or some of the ARs and Carbines. I feel as though if a player wants to use a Sidearm as their active weapon they should be able to. Hell, make it one of the specialized weapons while at it. However, in the Sidearms' current state, it's no good. It has a four-shot kill that is the same as an automatic weapon with a lower rpm, it loses in most gun fights that aren't the opposing player being low or ambushed. Granted, however, the other sidearm that'll be released in the full game may be stronger, but I'd rather have a gun that's still decent even if it started and was not left in the trash bin.

Phantom bow/Compound Bows - Do it :)

Weapon inspection - As a firearm lover, I would like it if there were firearm inspections to do, just look at your weapon or fiddle with it while going to an objective.

Vehicles

Amount - Bring back total chaos amounts, I want to turn around the corner and see three tanks stare me down before I fly into the sun like a bad trip from substances you bought at a gas station before eventually blowing them all up. Seriously, though, I feel as though there should be more vehicles, two of each tank (Unless there are three tank variants on the map), two of each helicopter (Unless there are three Heli variants on the map), two of each jet (Unless there are three jet variants on the map).

Tanks - I think these suffer from an issue where sometimes they instantly move when you input a movement, but other times the tank slowly accelerates in the inputted direction. I just want consistency on the motions, that's all. Overall, the tanks sort of feel fair and balanced, other than when half of the opposing team is Engineers.

Attack Helicopter - OK I know that it's beating a dead horse but it must be said, the flying needs to be improved heavily, not being able to spin or tilt in place is just sad, barely capable of landing without slamming itself into the ground, the ability to target absolutely nothing considering your cabin is flailing around like a stick from a teenager that recently figured out the term Helicoptering is as both nauseating and infuriating. However, there is a different issue stacked on top of that it suffers an identity crisis.

So to explain it, the attack helicopter well... doesn't know what to do as a result of the rampant Anti-Air problem in this game and its inherent paper-like durability. I will talk about the Anti-Air in its own part, so I'll explain its identity crisis. The helicopter kinda wants to stay at a range body due to the recharge rate of its flairs and its ability to roleplay as an exploding spin top after getting hit once by a rocket or being in front of a jet or Anti-Anti-Air cannon for more than 1.5 seconds. 

However, the gunner can't hit from such a range, which I will guess as purposeful inaccuracy at range. Plus, on top of all this, its rockets have comically less range than an infantry rocket. The thing is the flailing of the aircraft is tolerable and favorable if you're doing a strike run over an objective however you see the issue, it literally can't do that as everything and anything can put it down if you're not playing as a slower awkward-to-control jet (I.E. Striking and running, which you have a 78% fail rate due to your lack of speed unlike a jet.)

It needs to pick what it wants to do, be at a distance, and rain down hell at a range rockets can't hit it, which incentivizes the enemy team to send a jet to swat it down, or have it eat three, yes three, rockets so it can properly do its job of striking runs.

Jets - These I am overall happy with however they all suffer an issue of having the durability of a paper plane, as it stands now a jet machine gun killing another jet happens in a whopping 0.4~0.7 seconds the other pilot barely has a chance to react to the sudden dog fight, not to mention that rockets nearly one hit the aircraft.

 As a change, I feel like it should have enough time to last a solid 1.4~1.8 seconds to jet gun fire so its pilot can react and instead of rockets dropping the jet to two health notches its should hit down to 5 a full node so a helicopter or jet doesn't kill in two bullets, but still will kill you if you decide to be a clown and eat another rocket and not use the environment as cover

Aircraft - As a General change I would just like ally pings to be visible/more visible to allow the pilots to know what area to target, trying to spot targets on the ground is genuinely annoying when you already can barely take the cost of getting hit and know there are opponents on an objective but you can't help because you can't see jack all.

Anti-Air - I will say being in your chosen aircraft for the first few times is discouraging you instantly get shot out of the sky from two objectives away, even worse is that even when you do get comfortable flying you're not comfortable in the air, Engineers have way to much air dominance, which is ironic because they're infantry. They shouldn't feel defenseless against any aircraft, but they shouldn't be able to control aircraft in the game single-handedly. If you fly in a game with even seven Engineers you'll hear more ringing that a naughty man near Japanese children, which gets even worse when the opposing team has no limit to Engineers.

Granted doesn't mean you'll be facing off against only Engineers but considering that there is no downside to it either means you'll possibly be like me and have twenty-three Engineers on the opposing team always looking towards the sky for a free kill. Oh did I mention they have more lock on range that most vehicles? Why? Because you look funny, and I don't like you. Did I mention Assault needs a buff? Because having that many Engineers and having no repercussions is diabolical. Because they also won that game dominantly too 0-768.

Anti-Air rockets should have a significant cut in their lock on range, if I get smacked my a RPG than good kill they deserve it but being able to just dominate the air with no support from your own aircraft is not healthy for the wish to be pilots at all.

Bugs

Lighting bugs - These are obvious and don't need much explanation (I feel like I'm looking into an angel's colon when I see these).

Kings Rooftop glitch - Genuinely infuriating and causes your team to lose because you can't get rid of the exploiters. Add a kill barrier at X height, simple fix.

Vehicle resupply bug - Needs to be fixed. The opposing team gets a leg up, and it's unfair that you can't resupply while they can. While skill can make up for it, you shouldn't be forced into the position of having to do that.

Hit registration - Can be more consistent so enemies don't feel like bullet sponges and you don't feel like you're using rubber bullets.

4 Replies

  • Bro I've been playing Battlefield a long time and I dont even know what the vehicle resupply station does? Was not a feature in bad company 2, the best battlefield.

  • The bullet spread around your reticle or front sight while ADSing needs to be removed forever from Battlefield games.

    This does not mean get rid of recoil. They could keep the same exact weapon accuracies but have our ADS bounce around more to reflect it.

    If my ADS is on target, i expect hit markers. Not a bullet throwing 2 feet off center.

  • 6nqwmjjwq7ql's avatar
    6nqwmjjwq7ql
    New Scout
    2 days ago

    Very good point, is that the bloom? Why the hell do games even have that to simulate youre own inaccuracies while moving or prolonged fire? It is terrible when they are also combining it with recoil.

  • CHIEF_HOTSTICK's avatar
    CHIEF_HOTSTICK
    Seasoned Novice
    20 hours ago

    I dont know but some imbecile game designer since 2002 seems to think thats what the fans want.

    I see battlefield zombies ferociously support random bullet deviation all the time too. A lot of them claim its realistic, or it helps newbs (?), or that it dtops it from being a laser beam fest. 

    Theres a reason battlefield has never been top dog in the shooter genre. And its because of their unreliable gun play. It really sucks cause i love the way BF6 feels and plays but i cant stand the RNG bullet spread and how it forces everybody into close quarters fighting. 

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