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IAteARottenKiwi's avatar
IAteARottenKiwi
Seasoned Newcomer
6 hours ago

Battlefield 6 Feedback

Major Issues

1. Red Zones

Red zones in Breakthrough and Rush are overly restrictive.

In Breakthrough, once the attacking team captures the first two objectives, those areas become red zones for defenders. Why are we suddenly locked out of ground we just fought over? Let the players use the whole map, let the game breathe. You achieve nothing by limiting gameplay area. The flow of the game will come naturally. Sure, sometimes the attackers won't be able to push because of the defenders (that happens now aswell), some defenders will try to flank but that's what makes the game all the more fun. We play the game how we want - Not how you think we want.

In Rush, the red zone timer is only five seconds, barely noticeable during a firefight. The boundaries are so tight they eliminate flanking entirely, reducing most maps to two or three narrow access ways to the M-COMs. These turn into constant meat grinders, much like Operation Metro back in BF4 - only that with your current game design, every map feels like a meatgrinder in rush. Unfortunately that's all because instead of designing the gamemode for 64 players, you designed it for 24. People play battlefield 4 for 64 player combat, not 24. Most community servers for hardcore rush are either 48 or 64 player rush. All of that combined with the disastrous way that smokes work in this game, most squads simply camp while only one or two attempt to push.

2. Smoke Grenades (Critical Issue)

Class Lock: Smoke grenades should be available to all classes. While encouraging teamplay is a nice idea, most players don’t coordinate their class picks for utility (another case of an okay idea, but bad implementation. Relying on Support to carry smokes just doesn’t work. The old dynamic— Having a couple recons in the squad who can push forward or even behind enemy lines with smokes and spawn beacons, so the rest of the squad can all spawn and catch up is gone. This is a very clear example of trying to reinvent the wheel and failing miserably.

Quantity: Two smoke grenades by default, or three if you place an ammo crate down and wait for it to load, is far too limited. Three should be the standard. Support should be able to carry four (Maybe through something like a perk?).

Gameplay: A perfect example here would be from bf4. People took smoke grenades, no matter what class, they were able to push using them, recons were able to push and set spawn beacons, engineers were able to smoke the tanks and then blow them to bits, assault players were able to smoke on revive, so on.
Now if you want to smoke a tank and kill a tank, you simply can't. If the team has to push do you seriously expect the players to switch to support just so they can push? No-one, i mean seriously no-one is doing that. The players would just stagnate the whole game playing their favourite class than switch to support just for smoke grenades. Really, really bad idea guys.

You have to understand that by making the environment so destructible, you have (knowingly or unknowingly) created many camping spots. To be able to push in those conditions, you need many smokes. Sure, players blowing up walls/buildings with RPG's makes for cool youtube videos, most players wont resort to blowing up the entire map to make sure they kill the entire enemy team so that they can blow up / capture the objective.

3. Recon Class

Both training paths for Recon are focused on standard mode and have little to no benefit in Hardcore.

Removing the deploy beacon from Recon makes aggressive play nearly impossible and promotes static, long-range sniping or camping in spawn spotting the entire enemy team when playing normal mode. Previous titles gave players the option to find creative spawn locations—now that’s gone.

The current spawn beacon is a cheap knock-off version of what it used to be. Four spawns before auto-destruction is - to say it nicely - a bad idea.

Scope glint should begin at 6x magnification, as in BF4. Sniper rifles that deal maximum damage at 75–90 meters become unusable when your position is instantly exposed and perfectly in range for someone with an LMG, or in battlefield 6 even a PDW, to take you out :)

3D spotting for Recon in Hardcore should be removed entirely.

4. Rush Gamemode

Rush feels like it was given minimal development attenition. The 24-player cap, small map size, close M-COM placement, and restrictive red zones result in a mode that lacks the depth and flow of older titles. 

5. Blackwell Fields map

The hills catching fire is a tremendously bad game design idea. There are areas that dont look like they would set the soldier on fire, but they will.

The spawns of the players on objectives is terrible (at least in hardcore). The enemy team can camp the tops of the hills with 3-4 tanks and it's game over. You spawn - you die.

The entire map doesnt feel fun, it feels frustrating to play. 

Secondary Issues

  • In Hardcore, squad leaders can’t spawn on teammates. Why, whats the point of this?
  • Can’t control character movement when the map (M) is open.
  • Server Browser resets filters too frequently. Clunky to use.
  • WHY OH WHY do I switch classes with Q and E when in the spawn screen? More often than not I spawn as a completely different class than what I actually wanted, and it took me a while to figure out this absolutely idiotic mechanic. Click to switch is fine. Who thought this was a good idea?
  • Game crashes when opening the squad menu before the round starts.
  • Fall damage is inconsistent: sometimes the soldier rolls, sometimes not; sometimes you take damage, sometimes you don’t. Parachute deployment is also unreliable. BF4’s fall damage model was simple and predictable—this isn’t.
  • Sprint speed feels much slower than in older Battlefield titles. The sprint perk from BF4’s offensive class should return, or the sprint speed increased.
  • Keyboard backlighting turns off in the main menu (Logitech).
  • Smoke grenades should extinguish flames.
  • Hardcore mode feels broken. BF4 remains the best example of how it should work.
  • Revive tool kills were heavily nerfed after the Open Beta. Please revert.
  • Support packs sometimes disappear or remain without giving supplies. May have been addressed post–Season 1, but needs confirmation.
  • Bring back the Skid Loader on Operation Firestorm. It was one of the few fun elements on the map.
  • Still no compensation for multiplayer downtime on Friday launch. Very disappointing.
  • Soldier vaulting/landing physics are still bugged. Players still get launched. This issue persists.
  • FLIR scopes (especially 1.5 and 3x) are INSANELY LOW RES. Why? Is this 1980's battlefield?

 

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