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.