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I agree with everything that’s already been said. And honestly, most of it could be fixed pretty easily.
For me during the beta there were only two real problems: maps and classes.
Maps
They’re so small the game often felt more like CoD Ground War than Battlefield. And yeah, I get why — EA clearly wanted to pull in the CoD audience since Battlefield fans will show up anyway. That’s a fair move for the first week of testing, but then week two rolled in with a fully urban, vehicle-free map… and that just didn’t make sense. Two weeks of beta, and not once did we get a proper large-scale “Battlefield” experience.
Looking at the pool now, out of nine maps only two really qualify as large-scale: Operation Firestorm and Mirac Valley. One of which is reamke of old map. The rest? Mid-range at best. Empire State is infantry-only (tiny). Manhattan is literally described as a CQB map. And what’s even the difference between that and Empire State, why do we need both? Saints Quarter is another infantry-only map, just a maze of tight city streets. New Sobek City looks slightly bigger than Liberation Peak - thats should feels good, who knows...
It feels like they’re trying to sprinkle in “a little bit of everything”: a couple of larger maps, some medium, some small, some with no vehicles. But here’s the thing: if you build real large-scale maps, you can always make from them smaller infantry-only versions for dedicated modes. And vehicles? Just disable them on those reduced layouts. Siege of Cairo or Iberian Offensive wouldn’t change much at all without armor. Especially the Iberian Offensive, beyond driving an APC down the one green alley from A to E, heavy vehicles have no space.
What I’d love to see in the first update or DLC is two brand new large-scale maps. Or at least one new large one plus something like Naval Strike from BF4. And seriously — has anyone seen any sign of naval combat or water-focused maps in the previews?
Classes
- Engineer – no real changes, so nothing to complain about. Feels fine.
- Assault – the idea of carrying two primaries is interesting, but the ammo count is way too low. Each weapon should come with one more magazine then now. This idea could give Assault ability to flex guns and ranges any time. In reality, everyone just picked a shotgun as the second weapon to shred people up close. But for me the real issue was his the ability to run two different grenade launchers (thermobaric + explosive) while still keeping full ammo on the primary... primary shotgun ofc. Anyone who figured this out was basically ruining matches in Breakthrough or Rush. At the very least, they should limit it so you can only take one damaging launcher, and the second has to be utility (flash or smoke). But this would’ve been a problem to just leave Assault the way it was in BF4: Assault = Medic. Done.
Now many players never realized the double-damage launcher combo existed, so they assumed the class with double-guns with few bullets was weak and very dependent on support. That might push the devs to consider taking the spawn beacon away from Recon (a key feature) and giving it to Assault. Which would be absurd — imagine an Assault with an full ammo AR, thermobaric launcher, explosive launcher, self-heal, and a respawn beacon. That would completely break class balance, especially on infantry-only maps. - Recon – if the spawn beacon really does get taken away, Recon is basically left with just C4. Dont mind sniper rifels as class identy. First coz its called "recon" not "sniper". Second guys with SR sitting back on spawn dont do anything for objective, they just annoying. Besically team with more snipers has less chances to win.
Maybe devs will give him a recon drone for scouting at some point, which would be cool, but without the beacon the class loses its sauce. - Support – right now it’s way too self-sufficient. Drop a single crate and you’re set for health and ammo. In BF4 you had to rely on teammates — here, a Support can just camp and keep himself going forever. It makes the class feel overpowered compared to the rest and breaks the whole point of class synergy. Actually he is real problem of class system rightnow.
One change threw the whole system out of balance — giving Support both ammo and healing in a single crate. That forced Assault to get a new gimmick. After the beta, two primaries wasnt. Now this led to idea of taking the spawn beacon away from Recon and giving it to Assault, making Recon pointless. And in the end, there’s just one Engineer left fixing your vehicle, not even asking for your thanks.
yep.. i think it would be nice to split med-ammo box as it was before and put it on to 2 classes. Assualt=med, support=ammo dude. would make teamplaying better and balance things out more for both classes in my opinion since as youve said it, support is way too self sufficient. I agree on your takes.
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