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X-GaNgStEr99-X's avatar
8 hours ago

Adding Vertical Objective Variety to Conquest (Mirak Valley)

Hello Battlefield Team,

I’d like to share an important design observation based on hands-on gameplay experience in Conquest mode, specifically on the Mirak Valley map, where there is a clear opportunity to significantly increase intensity, clarity, and gameplay variety without major structural changes.

In Mirak Valley, Objectives B and D are both located inside tall buildings, with capture progress currently calculated only from the ground floor.

In practice, however, the most intense, dynamic, and memorable combat moments—especially on Objective B—happen on the upper floors and rooftops, where engagements are faster, more tactical, and more skill-driven.

This creates a noticeable disconnect between where the game feels most exciting and where objective control is actually rewarded, causing vertical combat—one of Battlefield’s strongest strengths—to feel underutilized.

Proposed Change:

Move the capture zone of Objective B to the upper floors of the building

Keep Objective D ground-based as it currently is, to preserve contrast and balance

Why this change is worth implementing:

It rewards high-intensity, active gameplay instead of passive ground-floor presence

It gives each objective a distinct tactical identity, rather than both feeling mechanically similar

It reduces confusion caused by the visual similarity of B and D at ground level

It introduces meaningful strategic decisions: vertical control versus ground control

It adds real variety and momentum to matches without requiring a full map redesign

This relatively small adjustment could have a high-impact effect on pacing, objective clarity, and player excitement, while fully embracing Battlefield’s vertical combat potential and making each round in Mirak Valley feel more dynamic and memorable.

Thank you for taking the time to consider community-driven feedback. I hope this suggestion can contribute to making Conquest gameplay even stronger.

2 Replies

  • Moving B = more campers only way to offset this enough access points to B that it cant be held at every entry point.

    Leave D as is-could create more intense fire fight exchange between B and D and more use of the brain rather than fire straight across.


  • X-GaNgStEr99-X's avatar
    X-GaNgStEr99-X
    Newcomer
    2 hours ago

    That’s a fair point, and I agree.

    Vertical capture at B would only work if the upper levels had multiple access routes and flanking options, preventing it from becoming a camping stronghold.

    Keeping D ground-based while making B vertical could actually encourage smarter rotations and more dynamic firefights between the two objectives, instead of static long-range exchanges.

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