[PC ISSUES, NETCODE & STUFF] Open Beta first and 2nd week report update update
Hello there, so after playing Battlefield 6 Open Beta for 4 days (2 EA, 2 Open) here's a list of some issues that me and 4 other friends encountered and tested with other 4 friends, maybe some are already reported.
Bugs / Glitches:
- Sliding on small steps or other similar rubbles makes the character jump high + long distances (approx 2/3 meters from the ground)
- Rocks and other small objects sometimes makes your character jump high
- Shooting with the primary weapon of the Engineer and quickly swapping to the RPG it automatically fire the rocket (obviously no mouse clicks)
- If you are on a vehicle and an engineer is repairing but dies in the process, sometimes the repairing tool stay active and attached to the vehicle (ie: infinite repair), it doesn't "turn off"
- Activating DLSS add Input Delay when aiming with dots / optics
- Foliage of the bushes, trees, etc, blocks bullets, even if you shoot at the outermost part of it
- Barbed Wire blocks bullets when shooting throu' the big holes
- Spotting when downed sometims doesn't work, same when calling a medic or pressing space to drop the ress and respawn (ie: blocked inputs)
- Tanks / APC turret sensitivity feels clunky and slow even with high settings, third person perspective is insanely faster than the first person.
- Grenades throwing animation is too fast and distance is way too little (clunky stuff, feels like to throw some heavy granite blocks) / it should have a little delay when clicking the throw button as in the previous BF (BF1 / BFV for example)
- Sometimes the character get randomly stuck and doesn't move with WASD, but can jump on place
- Sometimes the mouse movement on the X axis doesn't work when respawning or ressed (mouse works perfectly fine in any other game)
- When using once the Quick Melee, sometimes it triggers an infinite action (stops only when shooting or swapping weapon)
- Compass should be ON by default
- Changing the colour of the Headshot kill doesn't work (set to Purple, stay Red as default)
- KTS100 MK8 (LMG) have a massive bullet spread when aiming with dots while shooting at targets that are 20/30 meters away
- Sometimes on the screen texture glitches pops out that stretch or spin in circles for some seconds
- Destruction debris does little or no damage to enemies that are hit / affected
- Sometimes the placeable gadgets can't be placed even if the "preview" is white: the animation is resetted, doesn't place anything but put in cooldown the gadget or consume a charge
Spawn System
Spawn System should be reworked asap, happens loads of times to respawn in conquest points literally in front of enemies that are already shooting at you at short distances OR it places your character in the middle of nowhere (open fields).
2nd Week update --> in the map Empire State, conquest point E, the players spawn in a fixed spot and you can kill them while standing behind it.
It's like a throwback of BFV when the respawn worked in this way and it was fixed post launch.
Netcode / Damage reg / TTK & related stuff
There are major issues with the Netcode and the damage dealt with the weapons is messed up and not registered correctly.
Examples:
- RPG -
Direct hit one shot infantry, but happens that the they receive only 70 damage (you can clearly see the rocket exploding on them - long or small distances, no matter). Happened a couple of times that the same target got hit by 2 RPG and both done 70 damage, no kill.
Also the splash damage literally attached to the enemies doesn't do damage or just a little like 12 / 14
Sometimes, but not so frequently, a Ghost Hit happens: the rpg literally passes throu' the enemy and explode behind him, no kill but the target gets some damage between 24 and 60. This issue happened two times and the targets were in open field, 20 meters away from my position.
- Sniper -
Hit in the chest of different targets that are at the same or similar distance does 50 / 60 / 74 or 80 damage, ie one can get 80, meanwhile the other one 50 (major of times)
Sometimes happen that the headshot does only 90 damage and you can hear the sound effect of the kill confirmed but the target is still alive. Sweetspot feature is affected too, from 80+ meters away the torso / neck hit instantly kills the target, but that doesn't work correctly and you get 80 damage instead most of times.
C4: placing 3 charges in the back of a tank, with NO ONE that was repairing it, dealt 150 damage (overkill), the damage registered was a little less than half (you could see it on display with the healthbar) - other times with 3 charges you can destroy a tank, placing them always in the back.
- AR / LMG / Pistol -
No matter the weapon you use, this happens TONS of times, you hit the target with 7/8 bullets in the torso / head (different hit colour confirms it), no kill. For example you can deal 83 damage (displayed in the crosshair counter with multiple headshots too), they shoot back and kills you with 4/5 bullets with the same damage amount (20).
The target health displayed in the recap (who killed you) is higher than the damage you dealt, so you can see 50hp left for example OR just 1 health point with 100 damage dealt, like it happened in BF4, BFV and BF2042.
I've hit a prone player with a clear hedshot using the Nade Launcher of the Assualt class, it displayed 100 DAMAGE, no frag, then I've shot him with just 1 bullet of M4A1: displayed 1 point of damage that killed him.
Happens also to get a damage amount - on the same target - of 102 / 104 / 110, that is literally an overkill.
The TTK doesn't work properly due the Netcode issues. When it's working perfectly, you can frag enemies with the correct bullets amount, but most of times nope, it takes more than 8/9 bullets to get a frag. Checking frame by frame is easily to find out all this stuff and count the amount of hitmarks / body hit.
Even grenades that explode under the enemies deal little damage instead to one shot.
We play in the EU servers but we also tested the USA servers, the damage reg / Netcode works way better.
Servers Refresh Rate
From the info bar you can turn on, it say that the servers have a 60hz refresh rate, but when playing feels more like it's set to 20hz.
IE: if someone shoots and you run into cover, bullets can still hit you even if already in cover because the Hitbox is not refreshed that quickly as the real position of the player character model.
Happened loads of times and fragged people in the same way, they were already in cover - so no visible character - bullet hit 'em. And no, it's not lag, since I have a FTTH connection with an average 18 ping in EU servers, no packet loss, everything is working perfect from my side (and friends too)
NETCODE should be fixed and improved, main issue to focus on.
--- If I have more stuff to report will add and update this thread ---
OPEN BETA 2ND WEEK RECAP
So, the 2nd week is ended and things got worse. The previous week issues / bugs / glitches were still there, especially the annoying auto-fire RPG when switching from main weapon to that gadget.
Netcode: Nothing changed with the 4.7gb patch, except the issues already mentioned in the first post have been boosted up negatively.
The first burst while shooting with any automatic weapon is not registered 8 times out of 10, you clearly see the bullet hit the enemy with no hitmarks, then they begin to pop out, it takes more than 100 dmg to kill someone, me and other players saw dmg numbers from 101 to 117 (and sometimes even 130+). Very noticeable too with grenade launcher that set on fire players, direct hit does 80 dmg + more than 20 damage of fire over time, at 100 dmg it still goes up till to 112, then you get the kill.
In most of gunfights if the enemy shoots back - after dealing MASSIVE OVERKILL damage - you instantly die receiving 3 / 4 / 5 hit in a sec, his health left in the recap is always 20hp or 50hp, quite impossible since the weapons do different damage - based in distance - like 14, 23, 24, etc., this includes headshots done that does obviously more damage, checking frame by frame, the enemies are hit with 6 to 8 bullets confirmed with the hitmarks / hs hitmarks.
Clear headshots with sniper - sound effect included - pops out 91 or 99 damage, if it's in the sweetspot range you still don't get the kill (neck or chest hit included, just 50 or 80 dmg).
Shotgun hit from 1 meter of distance in the back of enemies gives you: no hit / ghost hit (with bullets holes on the wall), 10 damage (or less) or 98. Ghost Hit could happen 2 times in a row while shooting at the same target.
Happens also to hear the enemy killed sound effect / confirmation (all weapons / general issue) but the player is still standing and shooting, kill feed / text doesn't pop out.
"Ghost Damage" when respawning: this issue happens when a medic / team mate ress you and the enemy instantly re-kills you. When you respawn, after 1 sec a big 90dmg hit you and on screen pops out the red enemy hit indicator, the health doesn't regenerate. If an enemy hit you while under this "feature", it unlocks it and can regenerate as intended.
Rush Game mode: it was really Rush? No. The Mcom stations were too close to each other and the map design / space used to create the zones were badly designed. This game mode should be done like in Bad Company 2 with 16vs16 players and not 12vs12, Mcoms placed far away too. There is plenty of room with the actual maps for this player size, why not use it? Also adding some new spots with containers or any other stuff (ie: creating a mini bunker or similar) to place the Mcoms takes a small amount of time and adds variety.
Enemy Footsteps Sounds: Well, it's almost impossible to hear them even if they wildly run behind you or around corners / zones that the sound can be amplified, it just pops out only when they are literally close, less than 1m distance. Meanwhile footsteps of the team mates can be heard from high distances, same for the vehicles, feels like to have them super near, instead they are meters and meters away.
Tested with multiple sounds settings, stereo, mono, 7.1, equalizer, nothing changed.