Battlefield 6 Needs STRICT Input-Based Matchmaking
I was really hoping that a modern shooter in 2025–2026 would at least include proper input based matchmaking, but Battlefield 6 still mixes PC mouse and keyboard players with PC controller players and also throws everyone into crossplay lobbies with consoles, which ruins the competitive experience. When I play on mouse and keyboard I expect to face other mouse and keyboard players using the same responsiveness, FOV, performance, and precision, not controller players with completely different aim mechanics or console players with aim assist advantages. Controller and mouse and keyboard are two completely different systems, one relying on rotational aim assist, sticky aim, and slow but assisted tracking, while the other relies on raw precision, fast reactions, and entirely different movement. Mixing them only causes imbalance and constant arguments. Crossplay makes it worse because it should be optional or at least input separated, but right now PC players deal with console aim assist behavior, controller-based aim mechanics, performance mismatches, and gameplay changes depending on the lobby. Console players should play with consoles, PC players should play with PC, and PC should not be stuck with a 60 tick rate while running high-end hardware capable of far more. What Battlefield 6 needs is separation between mouse and keyboard and controllers, separation between PC and consoles, and crossplay only if inputs match. If consoles want to mix with PC then they should at least have wired connections to match PC latency. Even though I still dislike mixing consoles with PC, input-based matchmaking would make it at least less frustrating. This would immediately fix most balance issues, aim assist debates, skill gap inconsistencies, and overall player frustration. The biggest problem is that PC mouse and keyboard players suffer the most when consoles and PC are forced together because it affects bullet registration, tick rate consistency, hit detection, dying behind cover, missing footsteps, and even vehicle audio cutting out. The game feels like it is trying to adapt to different aim systems and hardware limitations at the same time, resulting in delayed feedback and gunfights that feel random. Mouse and keyboard players end up paying the price for blending everything into one pool instead of separating inputs properly. Before the usual console replies appear, I have tested the game extensively and these issues are obvious and repeatable, so I don’t know if the QA team missed them or if the priorities are focused more on the business side than the gameplay experience.