A Battlefield 6 Feedback Report
Battlefield 6 Feedback Report from Two Battlefield Veterans
First, thank you for all the hard work; the foundation for a great Battlefield game is here. The audio, destruction, and new mechanics are fantastic. Everything mentioned here is just right on the cusp of greatness.
However, this may be the last chance to win back many players. If community feedback gets disregarded to chase competitors’ audiences, it won’t work long term or bring the profit that is being looked for. Battlefield thrives when it stays true to its roots. Please don’t let this be a waste of time and passion for the community.
We understand game development is complex and not everything can be changed. We love seeing new features like the Drag Revive Mechanic, but some additions feel like they’re only there to mimic other games rather than serve Battlefield’s unique style.
It's understandable that a dev wants to add their own unique flash to a game. But there are ways to do that without copying other titles when you have a great title in front of you. The drag revive mechanic is evidence that it can be done.
** This report focuses strictly on gameplay feedback, not bugs or glitches. We realize some of this has likely been changed/addressed. **
TL; DR
We love Battlefield 6’s foundation but feel it’s straying too far into COD territory. This more than likely stems from trying to bring in the competitor’s audience. This will not help the long-term health of the game or bring the profit you desire. The other audience types will ultimately go back to COD/Warzone within time. It has too much grasp on the FPS scene to pull away all that player base. Focus on actual battlefield players while being grounded true to the core of the Battlefield experience and you will get the numbers.
I’m generating this term “The BattleBit effect” as I think it will fit to what I’m trying to explain as an example. You saw the regard for BattleBit and its HIGH player counts on launch months after and now it’s dead. Why is that? Devs dropped off the face of the Earth for over a year and didn’t listen to players provided feedback. That game is 1:1 in a lot of ways that I see for battlefield 6s future if there aren’t changes.
TL; DR Key points:
- Why do we ask for one thing and get another?
- Make class 3 level progression score-based, remove assault wallhacks.
- Add more large sandbox maps with full vehicle play.
- Fix TTK/TTD/Netcode issues and rebalance recoil, snipers, and certain weapons.
- Improve UI all around.
- Tweak bunny hopping, sliding, and parachute speed.
- Keep Battlefield’s identity—large maps, vehicles, tactical squad and class play
- Keep game modes true to their core.
Classes
We know this will stir debate, we don’t particularly like the “Level 3” ability and recommend removing it. The current implementation still feels tied to operator abilities from BF2042.
If it stays, progression should be score-based per player instead of XP from team actions. We just sat at the back of the map in conquest and within a few minutes we had the level 3 ability.
Example for change (PTFO)
- Level 1: 2,000 points
- Level 2: 4,000 points
- Level 3: 6,000 points
Level 3 Ability Feedback:
- Assault: Enhanced sounds/stamina is fine but remove wallhack effects entirely. Wallhacks do not belong in any modern military shooter period.
- Engineer: Torch efficiency is okay, but it should overheat faster for balance.
- Support: No major complaints.
- Recon: UAV feels more like Call of Duty while in concept it is cool but not sure it fits into battlefields style. It Seems the Recon is just a guy with a high-powered rifle and optic there is no stealth/overwatch. It feels tuned for more “quick scoping” rather than long range sniping. Needs a balance on ADS and Fire Rate.
Class locked weapons VS non class locked
We think there is room for both, However the main preset should be locked weapons. If someone wants to play open, they should be able to but locked should be the primary focus.
Maps
- Battlefield is known for large sandbox maps with vehicles, not only small infantry-focused maps.
- The “Tajikistan Liberation Peak” map comes closest to classic Battlefield but still feels too narrow.
- Avoid spawn zones taking up 20–30% of playable space.
- Small maps are fine in moderation, but we need more large-scale maps.
- Forced spawn intros at match start feel copied from COD MW2019. If I have selected my class and am ready throw me into the cinematics but if I haven’t chosen a class or anything don’t spawn me.
- The ability to edit weapons before moving is a fine addition,
- Making more terrain accessible, Liberation Peak’s center mountain should be climbable to near peak without going out of bounds.
Matchmaking
Keep matchmaking button for quick play but please add server browser. Player counts on steam alone were over 500k the audience for a browser is there. I personally like to join the best latency for the maps/modes I want to play.
The second beta weekend search addition felt like a slap to the face. Why do we ask for one thing and get another???
Game modes
I want the devs, execs, and marketing to look at the game modes. ALL of them are close quarters fast gameplay….
The people want a large scale well battlefield…. There needs to be a balance and right now this is COD level set of weight scales….
KOTH-CQB
SQD DM-CQB
Rush- CQB
Breakthrough-CQB
Conquest- CQB albeit one medium map from the beta....
I think this all stems from small maps and large team spawn zones
Weapons & Equipment
- TTK/TTD/Netcode: Needs adjustment; players are being killed behind cover and sometimes taking all damage at once.
- Weapon Damage: Feels inconsistent could contribute to the aforementioned.
- Laser-like Accuracy: Some guns have near-zero recoil with attachments, increase recoil and slow attachment unlocks.
- Snipers
-Reduce glint size/brightness and bullet trail visibility.
-Unconfirmed but feels all optics have glint apply glint only to 5x+ scopes.
-Make ADS slower for snipers (closer to LMG speed pre-attachments).
-Calibrate “sweet spot” damage by caliber/distance (e.g., .300 Win > .338 > .50 BMG).
- Pistols: Slight buff needed.
- Shotguns: We have thought about it a lot. We don’t think it needs damage or range nerf. The Spread needs to be not as tight. This thing has a virtual choke on that makes it seem super strong. It seems wherever the circle aim icon is that’s where the pellets go. It feels like it does not spread beyond that circle. It feels more like “hit scan” and it needs more ballistic level trajectory.
- Grenades: Throw animation is overly exaggerated; grenade launchers have almost zero drop.
- Defibs: Inconsistent revives; collision sensitivity too high UI Icon needs work.
- Sledgehammer: If destruction matches trailers, tone it down that is a huge hole for a sledgehammer.
- Knife Takedowns: Add varied animations and weapons like in BF3/BF4.
- Attachments: Need more variety of optics, grips, barrels, lasers, lights, etc.
- SMGs: Slightly over tuned for their size.
- Assault Injection Pen: Feels underwhelming/pointless
UI
- Show a list of squad mates to spawn on, not just the map view.
- Streamline gun customization shouldn’t require multiple menu layers.
- Show who’s in your vehicle and who’s driving.
- More mini map customization options.
- Combine duplicate settings into clearer categories with a search function.
- Make weapon mastery easier to see.
Movement
- Bunny Hopping: Tone down—match BF3/BF4 stamina limits.
- Slide: Keep but slow the speed slightly.
- Dive/drop to Cover: Good addition.
- Parachutes: Too fast—likely shared with BR code; separate it for MP or slow all together
Vehicles
- Heavy ground vehicles need better turning.
- Slightly increase vehicle HP; Engineer should have lower the number of RPGs from 5-3 and only allow 5 RPGs and two mines with support bag. I don’t think one man should be able to take down a tank.
- Jets need in-air repair options.
- Secondary MGs on vehicles should have slightly tighter spread.
- Naval combat (attack boats, RHIBs, jet skis) would be a welcome addition.
Conclusion
Thank you for all your work and effort on this new game. It has started of with the right foot forward but don't back track and let greed take over. We debated long and hard if this is going to even be taking into consideration but OUR love and passion has hope that things will be listened to and acted upon in the correct manor.
P.S. We NEED Phantom Program and easter eggs :)