I really get the feeling that the developers behind this game are people whoâve never had anything to do with the previous Battlefieldsâand probably never even played them. And I donât just mean because it feels more like CoD, but also because in some areas theyâve taken ten steps backwards. In my opinion, they pushed way too much on infantry, as if players who use vehicles are less important or way fewer in number compared to infantry players, which seriously watered down the VEHICLE side of the game. Iâve been a vehicle player my whole life, and the regression is shocking.
Let me explain:
Vehicle communication regression: Why on earth are the classic comms commands missing inside (and outside) vehicles? ENTER/EXIT/GO GO GO!/SORRYâthese were staple commands of the series. I used them all the time, especially when teammates acted stupid, like spraying endlessly with the turret and giving away the tankâs position.
Player name visibility: When youâre inside a tank and a teammate is on the turret, you canât see their nameâor vice versa, you donât know whoâs in the tank with you. The only way is to open the map and hover over the tank, or check the kill feed, which is way less immediate. It may sound minor, but when I came across a skilled player Iâd often add them as a friend. Itâd be great to have the name displayed somewhere at the bottom of the screen like in BF4.
Anti-infantry explosive shell damage (M1A2): The splash damage is way too lowâthe lowest in the series. You basically need a direct hit to kill someone in one shot. If theyâre even 1 meter away, they survive, unless they were already weakened by infantry beforehand. Probably this was nerfed because of higher player density in smaller areas.
Infantry vs. vehicle kill feedback: Killing infantry with vehicles feels good, but destroying other vehicles is not satisfying at all. Sometimes you donât even know if you actually got the kill. A louder kill-confirm sound (like with infantry) or a more visible on-screen indicator would be welcome.
Vehicles are too weak overall: They go down way too fast. A single rear shot from a light tank can one-shot you, and for the M1A2 a rear hit takes nearly 90% of its HP. In BF4 it was around 45â50%. Also, having visible vehicle health in % alongside the health bars would help players be more aware.
Damage feedback when hitting vehicles: When you hit a vehicle with an RPG or another tank, it always shows 25 points, even if you dealt more. That means you donât really know how much damage youâre doing, especially to weak spots. Sure, there are the little squares above vehicles, but theyâre not clear. You shouldnât see the enemyâs health %, obviously, but you should at least see accurate hit values like in BF4 (scale 1â100). That way, if I hit the side for 35, I know Iâll need 3 shots, instead of always seeing â25â and thinking Iâll need 4. Right now, vehicle fights are way more confusing.
Disabled vehicle state missing: In previous Battlefields, hitting weak points would immobilize a vehicle for a few seconds, with the âDISABLEDâ indicator. Thatâs completely missing here.
Vehicle ballistics are poor: Shells fly way too straight at long range, removing the need for aim compensation that was so satisfying in earlier Battlefields. Even at 1 km distance, you just aim dead center and land the hit. On top of that, shells look way too small, fast, and almost invisible. They should be slightly slower and larger, with proper ballistics, so youâd actually see them streaking across the sky for a second before dropping down. Right now it feels like firing a laser. Play BF3/4/5 and youâll instantly notice the difference.
Repair tools are broken in groups: If you have 2â3 engineers repairing a vehicle at once, youâre basically IMMORTAL. Repair efficiency should scale down when multiple engineers are repairing the same vehicle simultaneously.
As a Battlefield veteran, BF6 feels heavily focused on infantry chaos, leaning way too much toward CoD-style gameplay, at the cost of the seriesâ more tactical side. And the state of vehicles is proof of that.