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0dU0ece's avatar
0dU0ece
Newcomer
16 hours ago

Battlefield 6 Moving in the Wrong Direction

ENGLISH NOT MY FIRST LANGUAGE,SO I USE DEEPDEEK SRY.

1. Weapon & Gunplay: The "Camp-Fest" Meta

  • The Terrible Trio: The combination of Visual Recoil + Scope Sway + Bullet Spread makes medium-to-long range gunplay a random, uncontrollable mess. Removing even one of these would significantly improve the experience.
  • The Lethal Combo: Fast TTK + Slow Movement Speed. This means engagements are over in an instant, offering no time for reaction or counter-play. It feels like "Call of Duty on steroids," not Battlefield.
  • Visual Clutter: The combination of a "tactical flashlight that's a mini-sun" and severe screen over-exposure makes it impossible to see enemies you're already struggling to aim at.
  • Result: Players who move are at a severe disadvantage against players who camp. The game actively rewards sitting still.

2. Explosives Ecosystem: Universally "Neutered"

There's a fundamental contradiction: Explosives are laughably weak, yet the equipment to counter them is overwhelmingly strong.

  • Assault Explosives (M320, RPG):
    • Anti-Intuitive: The M320 HE does not kill on a direct hit. This completely defies player expectations and logic.
    • Peashooter Damage: The splash damage and radius are a joke. They are useless for clearing entrenched enemies from objectives (e.g., the roof on Cairo C-point).
    • M320 High-Explosive (HE): A direct hit doesn't kill! Is this even HIGH-EXPLOSIVE? The splash damage and radius are way too low. Its splash is even worse than a standard grenade.

      RPG: The splash damage is 70, but the area of effect is minuscule. The radius is pathetic, and frankly, even that 70 damage could use a slight buff.

      M320 Thermobaric: Aside from also failing to kill with a direct hit, its splash radius has been significantly reduced, and its lingering area denial effect feels nonexistent.

    • Mortar: 60 damage on a direct hit, and a pitiful 20 splash damage. The splash radius is a complete joke. On top of that, the whole map is alerted to your position, and the 12-second flight time is an over-nerf that makes it practically useless.
  • Vehicle Explosives:
    • Aircraft Bombs: Damage is pathetic. The bomb-bay delay on the Air Superiority fighter is an unnecessary frustration.
    • Tank Shells (HE/HEAT): Splash damage and radius are "disappointing," failing their primary role of area denial and anti-personnel suppression.
    • HEAT (Anti-Tank) Shells: The splash damage needs a buff, but the splash radius is mostly fine as it is.

      HE (High-Explosive) Shells: The splash radius needs to be increased. The damage is somewhat acceptable, but still ultimately disappointing.

      IFV HE Shells: The splash damage definitely needs to be strengthened.

  • Defense is Over-tuned: The Support's Grenade Barrier System and other Explosive-Defense gadgets are incredibly overpowered in an environment where explosives are already weak, making pushes nearly impossible.

3. Class Ecosystem: Broken Roles

  • Assault (The "Cannon Fodder"):
    • Core Tools Removed: No smoke grenades. Double grenade launchers are gone.
    • Useless Gadgets: The Stim Syringe's movement speed boost is negligible. The Dragon's Breath shotgun is a meme weapon.
    • Current Role: Reduced to a "spawn beacon mule" and "ladder zombie," stripped of its identity as the spearhead of an attack.
  • Support (The Overstepping Role):
    • Has smokes, incendiary grenades, auto-supply, and busted defensive gadgets. Its overall survivability and area control now surpass the Assault class, creating a major role identity crisis.
  • Engineers need to spawn with more anti-vehicle rockets. limit the number of mines a single player can deploy.

    4. Vehicle Ecosystem: 

    • Air Vehicles:
      • Brutal Survival: Stingers have long range, there are too many "black zones" (out-of-bounds), and aircraft handle like bricks. The result: "Slow down to attack and you're dead; go fast and you can't attack."
      • Inadequate Firepower: The third-person crosshair is useless, there's a firing delay on cannons, and AGMs are single-shot with low damage.
      • Cognitive Dissonance: It feels like flying an F-16 with the maneuverability of a World War II propeller plane.
    • Ground Vehicles:
      • Poor Self-Defense: Slow turret rotation speeds and minefields everywhere make them sitting ducks.
      • AA is Useless: Anti-Air is ineffective against planes (overheats too fast, low projectile velocity) and useless against infantry. It's stuck in a pointless middle ground.

Conclusion: A Battlefield Moving in the Wrong Direction

final summary is perfectly accurate:

  • "To play well, you need a camping fetish." – This is the current meta.
  • "Camp is right." – In this system, choosing to "Camp" is the only rational choice that provides positive feedback.
  • "The premier Camping Warrior 6." – The game successfully selects for and rewards the most patient campers.

This feedback clearly shows that the game doesn't need minor tweaks. It needs a fundamental, surgical rework of its core mechanics (recoil, TTK, movement), class balance, and vehicle power. Otherwise, it will continue to drive away the players who love Battlefield for its dynamic, large-scale, and assault-oriented combat.

3 Replies

  • Weapon & Progression

    • Attachment Grind: The unlock requirements are still unreasonable. DICE's so-called "adjustments" have secretly made it worse. Needing 18,000 bot kills for a full kit is a joke and a blatant disrespect for our time.
    • Gunplay Experience: The core gunfeel is awful. The combination of Visual Recoil + Scope Sway + Spread makes aiming a frustrating RNG mess. Removing even one of these would help immensely.
    • The Lethal Combo: Fast TTK + Slow Movement Speed. This promotes extreme passive play. If you move, you die. The meta is to hold an angle and never let go.
    • Visual Clutter: The "tactical flashlight" is a pocket sun, combined with severe screen over-exposure, making it impossible to see enemies you're already struggling to aim at.
    • Conclusion: Infantry combat feels worse than the end of Battlefield 2042's lifecycle. That game's core gunplay was fine; it just lacked good maps. This game's core gunplay is the problem.

    Explosives Balance: From Threat to Joke

    The core contradiction: Explosives are useless, but the gear to counter them is overpowered.

    • Assault Explosives:
      • M320 HE/Thermobaric: Failing to kill on a direct hit is absurd. The splash damage and radius are pathetic, even worse than a standard grenade.
      • RPG: 70 splash damage is okay, but the radius is far too small.
      • Mortar: 60 direct damage, 20 splash, tiny radius, full-map spotting, and a 12-second flight time? It's been nerfed into complete irrelevance.
    • Vehicle Explosives:
      • Tank HEAT Shells: Splash damage needs a buff.
      • Tank/IFV HE Shells: Splash radius needs a significant increase. Damage is underwhelming.
    • Aircraft Bombs:
      • Attack Jet Bombs: The "High-Drag" bombs are a complete failure. Their damage is a joke.
      • Air Superiority Fighter Bombs: Remove the pointless bomb-bay delay. We get that an air superiority fighter shouldn't be great against infantry, but the clunky mechanics are unnecessary.

    Class & Gadget Ecosystem

    • Assault (The Red-Headed Stepchild):
      • Tools Taken Away: No smokes. No double grenade launchers.
      • Useless Gadgets: Stim Syringe speed boost is negligible. Dragon's Breath shotgun is a meme weapon.The Dragon's Breath shotgun is still a complete joke, especially when you compare it to the Support's burning airburst grenade.
      • Current Role: Reduced to a "spawn beacon mule" and "ladder zombie," stripped of its identity as the frontline pusher.
    • Support (The Overstepping Role):
      • Has smokes, incendiary grenades, auto-supply, and busted defensive gadgets like the Grenade & Missile Barrier Systems.
      • Its overall power and versatility eclipse the Assault class, creating a major identity crisis.
    • Engineer:
      • Needs to spawn with more rockets to be a consistent threat to vehicles.
      • The number of mines per player must be limited. Vehicle players are already suffering on the "red carpet of explosions.
    • Air Vehicles:
      • Brutal Survival: Stinger range is too long, there are too many out-of-bounds zones, and aircraft handle like bricks. "Slow down to attack and you're dead; go fast and you can't aim."
      • Inadequate Firepower: Third-person crosshair is useless, cannons have a firing delay, and AGMs are single-shot with low damage.
      • Cognitive Dissonance: It feels like flying an F-22 with the flight model of a WWII propeller plane.
    • Ground Vehicles:
      • Poor Self-Defense: Slow turret rotation speeds and ubiquitous minefields make them sitting ducks.
      • Anti-Air Vehicles: Useless against infantry and ineffective against planes due to slow projectile velocity and rapid overheating. They have no viable role.

     

  • Daftsoul319's avatar
    Daftsoul319
    Seasoned Newcomer
    15 hours ago

    True dude, after 2042, DICE seems forget how to run a game again.

  • It's intentional. Vehicles are not their direction unlike the real "battlefield". They want you use guns like COD. 

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