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