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MILANDER_80's avatar
MILANDER_80
Seasoned Veteran
4 hours ago

Allow us to finish Downed soldiers

Hello EA&DICE

When a soldier is downed, the enemy should be able to finish them off. In other words, if you down an enemy or if an enemy downs you, the  downed soldier should always be able to be killed. 

You know this sound good and it was looking good in Battlefield 2042, so blease bring it back.

5 Replies

  • ShadowCat97's avatar
    ShadowCat97
    Rising Rookie
    2 hours ago

    Dude, this is exactly the two-way tension I had in mind — and I love that you specified the finish-off should be instant. That’s such a crucial detail. If it takes more than a split second to finish a downed enemy, it ruins the pacing. Making it an instant kill makes perfect sense tactically: you see the threat crawling away, you take the extra second to erase it, and it’s done. No health bars, no prolonged shooting at a helpless target — just a quick, brutal decision.

    That instant-kill factor actually makes the crawl mechanic more intense, not less. Because now, if I’m the one downed, I know that the second I start moving, I’m gambling with my life. If I stay still, I’m safe (invincible). If I crawl, I’m exposed to that instant finish. It turns those last few seconds into a high-stakes game of chicken between me and the enemy. Way better than just waiting for a respawn timer.

    And you’re 100% right about the REDSEC animation looking fake. Right now it’s this weird, floaty glide — it doesn’t look like a wounded soldier fighting through mud or rubble. If DICE redid the animation to show the struggle (uneven breathing, hands clawing at dirt, legs dragging limp), combined with that instant-kill finish option, it would feel incredibly visceral.

    Since we’re both picking apart these little details that make the battlefield feel alive, I actually posted a deep dive on the audio side a few days ago. I talked about how distant gunfire in canyons just... dies now. No echo, no way to tell what weapon is firing at range — basically the same "soul is missing" feeling you mentioned with the crawl animation. Felt way too familiar reading your point about it looking unnatural!

    If that hits home, I’d really appreciate a vote or a quick comment on the thread — it’s been a bit quiet over there. Would love to hear if you’ve noticed the flat audio too. Link’s here:

    https://forums.ea.com/discussions/battlefield-6-general-discussion-en/am-i-crazy-or-does-bf6-sound-flat-where-did-the-battlefield-feeling-go/13608183

  • MILANDER_80's avatar
    MILANDER_80
    Seasoned Veteran
    3 hours ago

    ShadowCat97​ Crawling would be actually be a great addion. I forgot about that Idea, so thanks you for reminding me. I agree that it would be a smart mechanic and it would make downed states much more interesting. However I think it would be even better if it also came with the option to finish off a downed enemy. For example: If enemy downs you and decides to finish you, He should be able to do so, But if He choose not to finish you, then you should the ability to crawl and try to reach cover or a teammate. Having both options would create more realistic and intense moments. Redsec already has a crawling mechanic but the way it looks and feels is not very natural. I think Devs sould make crawling look and feel more realistic. They should change the crawling animation. 

  • Hey, I agree that giving players more agency over downed states is a great idea — it definitely adds tension.

    But instead of just letting us "finish off" a static target where they lie, what if we took it a step further? Imagine if the downed player could slowly crawl​(maybe 10-15% of normal speed).

    If they stay still, they are safe (invincible). But if they start crawling to reach cover or drag themselves toward a teammate, that movement exposes them. If they move, they can be finished off.

    This creates a much more intense standoff:

    The downed player has a choice: risk moving to safety or stay put and hope for a revive.

    The attacker has a choice: push forward and confirm the kill on the moving target, or leave them for a teammate to finish later.

    Just being able to shoot a lying body is a bit static. Letting them crawl turns it into a micro-decision for both sides. It brings back that Battlefield tension without just making death instant. What do you think?

  • I think that would cause more problems with downed players eating bullets that could have downed another enemy.  

    I think doubling the timer where you can be DBNO every time you die should be put in though.  And/or a cap on how many times a person can be revived as well.  Kind of tiring to down a guy, he gets stood up but hides for, what, 5 seconds?  Then he pops out, you down him again... then you do that 3-4 times in a row.  

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