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.
- Air Vehicles:
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.