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xzez's avatar
xzez
Rising Newcomer
2 hours ago

Armor balance on breakthrough is utterly broken

Whoever is in charge of balancing Breakthrough clearly did a terrible job, even playing a single round makes it obvious how extremely poorly balanaced putting any armor, let alone the overwhelming amount for some maps in that mode is.

First off, it's bad enough that the amount of armor so heavily favours attackers - Mirac Vallery for instances sees points in the map where attacker have 2 tanks to defenders 0, or 4 tanks/IFV to defenders 1.

All of this is made egregiously worse by the fact the nature of the game mode makes it impossible to flank and destroy enemy armor. Tanks can, and often do, sit back in enemy OOB area endlessly spamming the objectives where they know they're next to invicible because no enemy can reach them, and a single engineer can out-repair just about any damage that's thrown at them.

Maybe, just maybe you'll be lucky enough to be on a team with enough engineers to take out a tank, but I can say testify from 80 hours of breakthrough that's very rarely the case. And, even if you are that lucky, taking out one of the tanks is never enough, you'll have to somehow coordinate enough to take out the rest... and repeatedly as they respawn.

Get rid of the armor on breakthrough, or at least make it so that they'll never respawn and they can't cheese the entire match.

2 Replies

  • iLuckyBrad's avatar
    iLuckyBrad
    Seasoned Traveler
    2 hours ago

    It’d make more sense to limit the number of vehicles per side, and once they’re used up, they’re gone for the rest of the match, maybe letting players earn a new one after reaching a certain point threshold. Tanks should reward smart play and coordination, not feel like constant, unkillable spawns that dominate the whole round and don't even take out the players near them when they explode. And defenders should always have the advantage when it comes to holding ground that’s the whole point of the mode.

  • I thought this myself.

    They are supposed to have 'fixed' this?

    It seems a lot of what we thought was broken spawns was in fact bad design.

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