Battlefield 6 – Bring Back Real Squad & Team Play
Right now, Battlefield 6 feels like players playing solo at the same time rather than a coordinated army. It makes the solo player do just that, i join a game to feel part of a team/squad.
There’s very little incentive to:
- Spot consistently
- Drop ammo/meds
- Revive
- Repair
- Transport teammates
- Escort armor
- Play around squad cohesion
The core issue isn’t just balance it’s incentive structure. The game heavily rewards kills, but under-rewards teamwork.
If you want team play back, the systems must reward it properly.
1. Rework Spotting to Reward Active Intel
Current problem:
Hardly anyone spots. The map is often empty of information.
Suggestions:
- Remove auto-spotting mechanics (especially passive sniper spotting).
- Improve reliability and range of manual spotting.
- Increase XP for manual spot assists.
- Add squad-based assist bonuses for kills on spotted targets.
- Remove range finder to encourage awareness and skill.
Make spotting a deliberate and valuable squad tool again.
2. Fix Revives & Strengthen Medic Identity
Current problems:
- Players skip revive too quickly.
- “I’m coming” indicator is inconsistent.
- Squad revives reduce Medic identity.
Suggestions:
- Increase time before players can skip revive. Fix the “I’m coming” notification reliability.
- Either:
- Extend squad revive timer, OR
- Return revive strength primarily to Medics.
- Increase XP for:
- Combat revives
- Smoke-assisted revives
- Reviving under suppression
Reviving should feel impactful and rewarded not punished.
3. Improve Support Role Incentives
Current problem:
Support players drop supplies mostly for themselves.
Suggestions:
- Prevent supply bags from refilling the owner first (or require another player using it).
- Increase resupply XP significantly.
- Add visible feedback: “Resupplied by [Player Name]”.
- Bonus XP for squad wide resupply streaks.
Support should feel essential, not optional.
4. Vehicle & Transport Improvements
Vehicles currently feel disconnected from team flow.
Transport Improvements:
- Allow spawning for all into attack helicopters once airborne if seats are empty for 10–20 seconds.
- Add light protection for transport gunners.
- Reward transport drivers for:
- Squad insertions
- Objective drop-offs
- Safe extractions
- Armor Adjustments:
- Improve armor weak point consistency.
- Reduce unrealistic tank mobility (no mountain goats).
- Improve Mobile AA viability.
- Reduce tank effectiveness as anti-air platforms. i.e. Reduce the TOW and Wired guided missiles effectivness
- Add base camping penalties (reduced outgoing damage or increased incoming damage in protected zone).
- Restrict unrealistic turret snap speeds.
Armor should require infantry support to thrive.
5. Anti-Spawn Kill & Air Balance Adjustments
- Improve base AA range/damage to prevent heli hovering behind spawn.
- Reduce jet strafing effectiveness over vehicle spawn.
- Add short spawn protection for newly spawned vehicles.
- Disable friendly damage on empty vehicles in spawn.
Spawn should allow regrouping, not farming.
6. Commander-Style Vehicle Request System (Major Teamplay Feature)
Introduce a Squad Leader Vehicle Request System.
Holding the command button allows:
- “Request Tank at Objective C”
- “Request Transport Heli at B”
- “Request Air Support at D”
Rules to Prevent Abuse:
- Only Squad Leaders can request.
- Cooldown per squad.
- Team asset cap.
- Optional approval by Commander or squad leader vote.
- Add Squad leader change if the squad leader is inactive, or a vote system
- Benefits:
- Vehicles deployed where actually needed.
- Encourages coordinated pushes.
- Reduces base camping.
Turns vehicles into strategic assets, not solo farming tools.
Optional expansion:
Squads earn “Command Points” by:
- Capturing together
- Reviving squad mates
- Following orders
- Better teamwork = better support options.
This alone would massively increase squad coordination.
7. Make Squad Play Directly Rewarding
Add systems that encourage physical proximity and cooperation:
- XP multiplier when near 2+ squad members.
- Bonus XP for full squad objective captures.
- Increased rewards for following squad leader orders.
- Squad streak bonuses (revives, assists, caps).
- Reduced passive XP when ignoring squad objectives.
Make squads matter again.
8. Improve Communication Systems
- Improve VOIP quality and reliability.
- Expand quick-command wheel.
- Optional mode requiring active squad mic.
- Visual indicator of active communicators.
Battlefield works best when players coordinate.
9. Class Identity & Restrictions
- Reduce over stacking of certain classes per squad.
- Reinforce strong class roles:
- Medic = best revive
- Support = best sustain
- Engineer = best anti-vehicle
- Recon = best intel
Team dependency creates teamwork.
10. Quality of Life & Structure
- Bigger maps to encourage maneuver warfare.
- Improve menu QOL.
- Expand game mode filters (Closed Class visibility).
- Fix TTK/TTD inconsistencies.
- Improve HUD customization.
- Simplify control & vehicle sensitivity menus.
- Allow custom skins to persist across attachment changes.
Final Thought
Battlefield shouldn’t feel like a large scale free-for-all.
It should feel like:
- Squads pushing together
- Armor supported by infantry
- Medics diving into smoke
- Engineers protecting tanks
- Recon feeding intel
- Transports running coordinated insertions
If you want players to act like a team, the game must reward them like a team.
Not sure what everyone else thinks but these could be tried and tested at least to get the feeling back of playing as ONE TEAM or ONE SQUAD, we purchased Battlefield to feel this, not a lone wolf large scale warfare