Weekend 1 - Comprehensive Gameplay Feedback From a BF4 Super-Fan
Here is my comprehensive feedback from the first weekend.
I played two of the four nights it was available with friends. I was consistently top 3 on our team (mainly thanks to teamwork and aggressive objective play), and I was able to reach Level 18.
Context: I am a competitive practical shooter and shooting coach who handles many types of guns on a daily basis, a software engineer, and have amateur game development experience.
Disclaimer: I am definitely biased. I think BF4 on Hardcore mode is the best Battlefield experience, and it's not even close, so most of my feedback will be using BF4 as the standard to compare against.
First: Shoutout to the Battlefield Studios team. I haven't been excited for a video game, let alone a Battlefield game, in several years. Battlefield 6 has changed that. I think this game has massive potential and I think the team should feel good about what they've done so far. With the following changes and a server browser, this game could seriously become the best Battlefield ever made.
- Snipers
- I don't like the sweet spot mechanic that is currently being used, where you must be in a certain range to guarantee a one-shot kill to the chest. It makes no sense to do all the damage at 100 yards but only 70 damage at 20 yards. Battlefield 4 should be the model for sniping. It was virtually perfect.
- The ability to change your zero distance and realistic bullet drop is exciting to have return. It adds a level of realism that doesn't make it too simulator-ey.
- The sniper glint needs to be reduced by like 90%. Again, BF4 did it right, all they have to do is copy that. Also, an Anti-Reflection Device for sniper scopes as an expensive attachment to eliminate glint would be AWESOME.
- Shotguns
- Many people have complained about the shotguns but I think they're in a really good spot. Most of the people who have a problem with it are used to arcade games with shotguns that turn to glitter past 10 feet. This feels much more realistic. They should feel incredibly punishing at close range (0-40m) and fall apart in larger areas, which they do.
- Grenades, Grenade Launchers, RPGs
- Basically all of the small explosives need a buff against infantry. Shooting an RPG and seeing it detonate on someone's ankles just to do 40 damage is absolutely comical. Same with Assault's 40mm launcher and frag grenades. These should feel like bombs, and if you can't use them to punish groups of enemies who are too close to each other, they lose their purpose. To balance out a damage buff, slowing down the animation to throw grenades (it currently feels like I'm a ninja) would even this out fairly well.
- Because of all this, smoke grenades are currently the best throwable option because you can deny visibility to snipers and provide concealment to revive teammates.
- Pistols
- Pistol gameplay feels alright but not as good as BF4. The only thing I would change is a damage buff. It does way too little damage.
- Melee Combat
- I dislike the new melee system and would appreciate a return to the BF4 knife system, where going for a knife kill requires commitment. Getting stuck in that knife-fight animation made it very balanced (and more rewarding when you succeed) compared to the rapid stabbing that the Beta currently has.
- Classes
- "Closed Weapon" gameplay is the true Battlefield experience and the dev team should commit to it. Having both open and closed playlists demonstrates a lack of confidence in the identity of the game. Assault players should not have sniper rifles and LMGs available to them, and vice versa. Having carbines, shotguns, and DMRs available to all classes is great and offers more than enough freedom within the Closed Weapon system.
- Assault's two-primary-weapon feature is a little frustrating because of the lack of ammo. I don't hate the idea but I'm also not a fan. You only get ~3 magazines for each primary, so if one is a rifle and the other is a shotgun, your rifle ammo will last you about 1-2 gunfights. It really incentivizes teamwork because you'll be looking for a Support player every 5 seconds though lol.
- Vehicles
- They all feel pretty good. I did not get any gameplay in helicopters, but if they feel anything like BF4's helicopters they will be great. The games that came after BF4 made flying too easy. It should be somewhat difficult, and feel very rewarding to get good at it.
- Sometimes tanks feel too.... tanky, and sometimes I melt them. This tells me that they're balanced well lol. It really comes down to the infantry support (engineers using repair torches) to keep the armor alive.
- Machine guns on vehicles should be a little more accurate. It can be very frustrating as a tank/IFV/jeep gunner to have the majority of your shots miss when an AR would totally nail the target, especially since you're a sitting duck on the jeep. It's a lot of risk and very little reward for the gunner.
If you read all of this, thank you for your time. Looking forward to next weekend, and to the October release!