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I_AM_PR000's avatar
I_AM_PR000
Seasoned Novice
2 months ago

Battlefield 6 improvement suggestions

I've been playing Battlefield for years. Ever since I saw Battlefield 1942 as a kid. I love the series. But the current state of the game is just... It's not fun, it's not satisfying - it's just annoying and frustrating.

Everything I say below is purely my personal opinion. I'm not talking about bugs, but about the core of the game.

Let's start with the aim spread.

Who even came up with the idea of ​​randomizing aim spread? It completely destroys any sense of mastery. You can aim perfectly and still lose, simply because the random number generator decided so. That's not "realism" - that's just bad design. If the idea was to add randomness to shooting, you've already got it - hit registration on your server is so random that you don't need aim spread.

And to everyone who keeps saying, "Spread adds realism," come on. You want realism? Fine. Let's talk about realism:

  • If you jump from the second floor (3-4 meters), you're more likely to break your legs than run to the next capture point.
  • A real flashbang grenade blinds you for up to 10 seconds and disorients you for a couple of minutes, not two or three seconds.
  • Friendly fire is very real in combat, but apparently not in the "realistic" Battlefield.

Real guns don't shoot like slot machines. Recoil and spread are predictable, and experienced shooters learn to control them. A real RPG shot is lethal at about 10 meters and dangerous at up to 15 meters, not a "hit unless it's a direct hit." A regular grenade can kill anyone within 5 meters and injure people up to 15 meters away, but now it deals 15 damage if you're standing next to it.

So please stop using "realism" as an excuse. Battlefield has never been a game about pure realism - it's a game about exciting, large-scale, skill-based combat with a lot of gameplay conventions. That's what makes it great.

Bring back proper recoil patterns. Let players learn them, master them, and earn their shots. You already have a not-so-great, but at least decent example: Battlefield V is the best game in the series in terms of shooting. There's no need to develop "new mechanics" - just use the logic from the previous code and adapt it. This will make shooting more enjoyable. Right now, it's just random chaos.

You should be looking at the market, at the industry. Look at your current direct competitor, Delta Force or COD. It pains me to admit it, but their gunplay design meets the community's demands far better than the current design in Battlefield 6. I'm not even talking about the UI elements that let you see how a particular attachment changes the weapon's behavior (from damage at different ranges to recoil patterns). Shooting in those games is predictable and could be mastered.

It feels like you tested the gunplay on gamepads, where recoil and spray are lower (you can watch Enders' videos on this topic). So, where was your QA department when you were testing this aspect of the game for the KBM players?

Guns and TTK.

You have more than 50 guns in the game, but there are only 5-6 playable ones, and I can count them one by one. And all of them have the same attachment builds (with a few differences).  And this is because of the best (smallest) TTK. It should be reworked. It doesn't mean that you need to nerf those guns. Rework TTK and the rest of the guns. 

Infantry movement.

You've simply destroyed it as a concept. The current balance of TTK and movement simply encourages sitting in corners. There are no "rewards" for an offensive playstyle. And why? The answer is simple: at close range, the current movement physics don't allow you to evade fire, where you can be killed in 250ms. A simple crouch takes 250ms. If you were inspired by Battlefield 4, you could jump out from around a corner and back in. Here, after the first jump, your character will stop dead in their tracks. 

Now, about class balance.

We have four classes for a reason:

  • Assault, who must engage in close combat en route to objectives.
  • An engineer, who repairs vehicles, stands behind the team and provides suppressive fire.
  • Medic (who the hell decided to call them "support"?!), who runs all over the field and helps where needed.
  • Scout, who stands behind everyone and provides long-range surveillance (at least for most of them).

And we have four meta weapons for the classes:

  • Assault rifles for close and medium range combat;
  • Submachine guns for close-range combat;
  • Machine guns for medium/long-range combat;
  • Sniper rifles and DMRs for long-range combat.

But somehow, everything's all mixed up now. You've provided:

  • Assault rifles for Assault - a close-quarters class with a medium weapon. Assault rifles dominate mid-range combat, not close-quarters.
  • SMGs for Engineers - a long-range class with a medium weapon.
  • Machine guns for Medics - a close-quarters/medium combat class with a medium weapon.
  • Only the Scout makes sense now.

That doesn't make sense, does it?

Just make:

  • SMGs are the meta for Assault
  • Assault rifles for Medics
  • Machine guns for Engineers
  • Leave Sniper Rifles for Scouts

That's it. Classes will finally make sense again. 

The rest

There are a few topics needed to be discussed, such as:

  • technics
  • audio
  • class gadgets
  • class percs (skills)

And to solve all of this, ASK us "HOW TO?" What to change? Where are the problems?

Opportunities.

You now have BF LABS, where you can check all of the changes. Invite opinion leaders. Ask them about the changes and what you can do with your game! Work with your community! Because streamers bring you more new audience and suggest old audience to come back, not your marketing department.

Let us check how all of this works in BF labs, and you'll see that it will change the gameplay and community opinion instantly and for the better.

Please, Battlefield Studios, fix these fundamental issues. This franchise deserves better.

Thank you. Peace.

7 Replies

  • Nicely put. Here I am on a Friday with the whole evening ahead of me to play BF6, 1 game in and I have quit, once again frustrated at how un-Battlefield like the game is.

    I was part of Labs from the start, not a lot changed as a result of feedback, I am so disappointed by the process. They had their chosen direction of the game,  Labs feedback wasn't going to change that! My Labs game is now deleted and I have opted to no longer take part. I was thrilled and so excited to have been part of Labs from the start, so excited when the game launched so see how it may have developed further from testing, my thoughts on the game haven't changed from then until now; incredibly poor enemy visibility, too fast, small maps, no time to evade the incoming gunfire, dying far too quickly,  a lottery as to whether I get a positive KD at the game end, no platoons and ways to play with multiple friends...lots more including that which you point out. 

    I so want to enjoy the game, I keep coming back telling myself I will enjoy it, I must enjoy it, but sadly I don't and I feel bad for that. I play BF daily but find myself back to BF5/BF1 and finding more buddies there more often, so am not the only one feeling this way I guess.

     

  • I_AM_PR000's avatar
    I_AM_PR000
    Seasoned Novice
    2 months ago

    Thank you, mate!

    I hope my post will somehow reach someone who is making decisions about the game and its mechanics.

  • Worstdevs's avatar
    Worstdevs
    Rising Veteran
    2 months ago

    Some good points, however i feel there should be a vehicle class where only they can use vehicles no fun in joining a game and find half your squad is off running the map in a tank.

    SMG really should be used in CQB or personal defense or for vehicle crew as they are compact. Ideally rework assault rifles to be jack of all trades master of none, for instance assault should have body armour to fight  sustained battles on an objectives Recon is fairly balanced. RPG etc should have minimum arming distance and a warhead type choice, Tanks and IFV should be allowed to bolt on reactive armour at but add a movement penalty (could do the same system as small arms 100 score).

    Movement is a killer all this jumping and sliding is COD, Just give sus normal old school BF movement or Squad

    Some small differences of opinion but on the same lines.

    All the points you listed are valid however i wish for the love of god to fix netcode and hit reg above any other issues. Just put a hold on season 2 otherwise there will be no playerbase left.

  • I_AM_PR000's avatar
    I_AM_PR000
    Seasoned Novice
    2 months ago

    Yeah! It was just my opinion. I don't claim that my opinion is the ultimate truth, and I agree that something could be changed/discussed, but it was one of the main points - ask and discuss changes with players!

  • Twordy's avatar
    Twordy
    Seasoned Ace
    2 months ago
    I_AM_PR000 wrote:

    SMGs are the meta for Assault
    Assault rifles for Medics
    Machine guns for Engineers
    Leave Sniper Rifles for Scouts

    I am not sure about this one. Assault Rifles should perform nicely at any range. Lack of a smoke grenade launcher on Assault renders this class useless to me? Small med/ammo pouches could go with the Assault class instead of getting stacked with the Support's main Supply Crate.

    Machine guns with an engineer is overkill in my opinion. Heavy ATs, mines, and LMGs at the same time don`t speak to me at all. 

    When it comes to maps. Maps are generally too small to handle 64 players. All of them feel like Pearl Market from BF4. 48-52 would be perfect in Conquest or Escalation. There is practically zero breathing room for tactical play. Players would like a slower pace, some time spent on VoiP with mates on TS3 or Discord. Instead, players usually amass in one place, with zero chance of slowing down. Placing a Spawn Beacon doesn`t make sense most of the time.

    All flags are in the same proximity, and mostly there are 5 of them. This should not be the golden standard for BF. I believe the golden standard is in BF3 and 2 when it comes to maps. In BF4, only Golmud and Parcel Storm stand out in the base game for proper vehicular gameplay.

    Some areas of the map could be more open for vehicular gameplay. Devs should rather think in categories of compartmentalisation on the maps, especially for vehicular gameplay.

    I hope Golmud will be brought 1:1 with some of the redesigned areas. Devs have to mind the slower movement of the Infantry. Perhaps motorcycles would fit Golmud also. Vehicle placement can change the dynamics on the map. This would be the ultimate benchmark for vehicular play before the Naval map comes into the game.

  • Да, и Русский язык добавьте! fENNZOR пора мышку менять. 

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