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SBCSCP
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6 hours ago

Battlefield 6 player advice

First of all, congratulations on the launch of pre-orders for Battlefield VI and the reintroduction of the campaign mode in Battlefield VI. Since the release of Battlefield Lab, I have been keeping an eye on the information of the new Battlefield game. I have watched every trailer, every experience video, and also participated in ea's server stress test on a weekend in mid-June. To be honest, I'm a very lazy person. So the improvement suggestions that were supposed to be sent to you in June were postponed until August when I decided to officially put pen to paper. Therefore, I hope this belated improvement suggestions and experience report won't come too late.

This is an improvement suggestion with very strong subjective opinions. I have not denied any improvements made by Battlefield 6 compared to Battlefield 2042. The following viewpoints are mainly the conclusions I have drawn based on my observations and personal thoughts. So it doesn't matter whether you accept it or not. I just want Battlefield 6 to become more and more fun.

First, regarding the return of troops in the battlefield:

I think the development team of Battlefield VI should be very proud that their unit system has returned to the level of Battlefield IV and intends to focus entirely on this project. I have played Battlefield V and Battlefield 2042, but I'm not an old player who has played Battlefield III and Battlefield IV. Therefore, I'm not quite clear why old players have such a strong demand for the return of units. Because Battlefield 2042 is actually equivalent to creating a unit system, only that each unit is further divided into different roles.

But this is the problem. The unit system from Battlefield 3 to Battlefield 2042 and up to Battlefield 6 has not changed much in fact. During my trip, I actually discovered some issues with my friends regarding the original configuration of troops in the battlefield. My friend once said to me during the game: "This is so unfair. All the heavy firepower is basically with the support soldiers." This issue will be even more prominent in Operation Delta, as the firearms that can be used by all branches are different. All light machine guns and some ultra-high damage assault rifles and rocket launchers are concentrated in one branch.

Anyway, up to now, I haven't seen anyone who can carry a heavy machine gun and a rocket launcher to the battlefield and still run as fast as other infantrymen. This has led to many other problems. Many veteran players can run around the battlefield alone with teammates' supplies and medical care, killing enemies everywhere, and even the serial devices cannot stop their advance. Many beginners are easily outplayed by experienced players when they are drawn into this game. Moreover, when it comes to high-end matches, most of the battles among Battlefield players turn into a contest of reaction speed and equipment performance.

Although I trust the data provided by the Battlefield Lab more than my personal observations and inferences, I believe that Battlefield VI should not merely be an Fps thrilling game; tactical aspects should also be taken into account. There are two types of troops: long-range and melee, assault and support. This is because the abilities of each squad member are different. In a squad, there is always someone whose reaction speed is half a beat slower than others or who lacks map experience and thus cannot charge forward. They also need their own way of playing, such as helping to mark enemies from behind or providing support to teammates, to create a situation where 1+1>2 and make everyone feel happy. So I came up with a new way to balance things. Here are my suggestions.

1. Separate some of the anti-tank functions and delegate them to the assault troops. The most important thing for assault soldiers is their endurance and versatility on the battlefield. This means that the equipment they carry can effectively deal with most threats on the battlefield, and they can be less dependent on the health recovery methods provided by medical soldiers when they have sufficient supplies. Players who want to play the Assault soldier have two options: one is the grenade soldier, and the other is the anti-tank soldier. Both are positioned as advanced riflemen, and they can all attach attached grenades or shotshells to their assault rifles. However, unlike anti-tank soldiers, grenadiers have a skill-oriented large grenade secondary weapon such as sniper grenades and six-round grenades. Their aim is to destroy infantry who are holding up cover. Anti-tank soldiers usually carry a disposable rocket launcher. Most of these disposable rocket launchers use mechanical sights and have relatively low damage. However, skilled assault soldiers can use it to drive away some enemy vehicles, destroy certain modules on the vehicles such as remote-controlled weapon stations and tracks, or harvest the enemy's depleted vehicles. Of course, due to the uncertainty of where the infantry will appear, adding too many anti-tank weapons might make it impossible for the enemy's vehicles to cope. But don't worry, I've already thought of the balance. However, that's what I should talk about regarding the vehicles later. The weapons that assault soldiers can often use include assault rifles, certain paratrooper light machine guns, submachine guns, personal defense weapons, and shotshells.

2. All players who want to play the Fire Support Soldier have two options: one is to hold a heavy machine gun, and the other is to hold a rocket launcher. However, they can only choose one of the two and cannot hold both the heavy machine gun and the rocket launcher. Players holding rocket launchers can only carry submachine guns and defensive weapons, which can make them more easily killed by enemy infantry. However, the ammunition they carry can enable them to kill an infantry fighting vehicle alone or severely damage a main battle tank when used properly. The heavy machine gun is a mid-range defensive fire support weapon. It has the damage of a large-caliber assault rifle, the rate of fire and recoil of a submachine gun, and the sight of a precise rifle. It can easily block individual Windows or exits. When set up, it can be said to be the best weapon attribute in the game. However, most machine guns have a much slower aiming speed when moving than other weapons. Some machine guns even have a delay in firing, but there are always exceptions for each weapon. For instance, the rpk16 in machine guns can be used as an assault rifle, the Negev can be used as an assault rifle with its magazine inserted, the Vss can be regarded as a precision shooter rifle, but it can also be used as a submachine gun. Some large-caliber assault rifles can also be used as precision shooter rifles after switching to single-shot mode, and some small-caliber assault rifles can perform the functions of submachine guns. Each weapon, by analogy, will have several weapons that seem to belong to this profession but can serve as weapons for other professions. Some low-performing machine guns, after choosing the profession of heavy machine gun, can even be equipped with a periscope tripod similar to the MG5 to operate the machine gun from a relatively safe position behind cover.

3. The capabilities of the medical soldiers remain largely unchanged. However, in accordance with the principle of roughly consistent equipment weight, medics may only be able to use lighter weapons when carrying medical kits. Although they cannot use heavy sniper rifles and heavy machine guns and other heavy firepower, they can at least use precision shooter rifles.

4. The capabilities of the scouts and infiltrators remain largely unchanged, but some of the functions of the scouts will be separated. They can only use a type of small unmanned aircraft with a shorter range, slower speed and more difficult operation. But in fact, they also have the ability to resist vehicles. Within the branch of their sniper rifles, there is a hidden branch called the anti-equipment sniper rifle. Rifles with this attribute, when equipped with armor-piercing shells, can be used to paralyze some vulnerable surface devices on tanks (such as the passive skill of most tanks in Battlefield VI - the active defense system). Although these sniper rifles seem very powerful, they are actually rather troublesome to operate. The shooter needs to know in advance the positions of all penetrable parts of the enemy tank Control the distance between yourself and the tank (the penetration of the gun decreases with distance, so the scout must get close to the tank to penetrate certain parts), and test the shooter's hit rate on the moving target, because these vehicles usually do not stay in one position for a long time.

5. Add a new troop type, the Technical soldier. This is the change that will be made in the subsequent update. There is no need to rush to add it during the public beta test. However, adding more troops is an important step for the battlefield to make greater innovative changes. Technical soldiers will have the ability to maintain vehicles and operate drones. The drones they operate are far better than those used by scouts. In addition to the reconnaissance aircraft carrying thermal imaging that can stay in the sky for a long time, they can also deploy a remote-controlled unmanned combat vehicle with very low health but equipped with a small machine gun. Unlike the health points of ordinary soldiers, these vehicles usually have only 50 health points, which means they can only withstand two shots from any large-caliber assault rifle. The Precision marksman rifle can precisely point and kill them, and their movement speed is also slower than that of ordinary soldiers. They are also very afraid of any electromagnetic interference and communication interference from the enemy. But I think it's worth it. If this thing is really powerful, then basically no one needs to go to the front line. The battlefield will most likely become one where 80% to 90% of the people are playing remote-controlled tanks at the back. So if you want to go out, make this thing a mid-range output method that has a relatively slow reaction, a slow movement speed, cannot shoot while moving, and has decent damage and ammunition capacity. When necessary, it can also cooperate with infantry to attack, and after entering the room, it can scout the way for infantry. However, once it is destroyed, it will take several minutes to recover.

6. A new unit, Vanguard, has been added. Vanguard is a weakened version of assault in terms of firepower. They place more emphasis on survivability and are usually placed one position ahead of assault soldiers. It also has two branches: one is the heavily armored soldiers wearing heavy armor, and the other is the shield soldiers holding shields. Unlike the relatively long-range grenade launchers of the assault soldiers, they pay more attention to cqb battles between rooms. These battles are within the safe range of the grenades, so only hand grenades can be used to attack each other. Their responsibility is to conduct close reconnaissance for the team, draw enemy fire, protect teammates at the rear or cover teammates as they leave dangerous open areas. Among them, the most distinctive one is the shield-bearer. Behind the shield-bearer, any friendly soldier can be placed on his shoulder. Thus, when the shield-bearer turns, the person behind him will turn along, thus avoiding exposure to the enemy's fire. When the teammate behind him presses the aiming button, he will automatically turn his head. The vanguard of another branch usually employs smaller shields or is equipped with better armor. Smaller shields, such as foldable bulletproof shields and a type of bulletproof glass shield from the previous Rainbow 6 gun shield, are more inclined to assist the vanguard in their survivability against the enemy from behind cover. Or provide a very basic protective barrier for teammates in emergency moments (such as the Irishman's foldable protective cover or a bulletproof shield that can be quickly deployed like an umbrella). These things usually have relatively weak bulletproof capabilities. Some weapons can even directly penetrate them, and small-caliber weapons can also shatter them in a short period of continuous firing. The armor is not powered armor but bulletproof vests with better bulletproof performance. Heavy armored soldiers have armor to protect their upper arms, thighs and faces, and they also have certain non-powered assist devices. They have higher resistance to explosives and have slightly higher health points than ordinary soldiers. They can use some weapons that require four shots to kill the enemy to take five shots to kill them. However, some guns that can kill in the head with just one shot require two shots to hit them.

Suggestions for vehicle improvement

1. Suggestions for improving main battle tanks: All main battle tanks should be converted into three-person crews. The commander will serve as the driver and have an active skill that doesn't require much aiming and can kill. The gunner will be responsible for the main gun and a coaxial machine gun. The machine gunner will be responsible for the remote-controlled weapon station on the roof and serve as the assistant observer. This is the conclusion I have drawn after carefully comparing the tank ideas of tactical teams and the Battlefield series. In tactical novels, tanks are usually two-person or three-person teams, but the driver, an extremely important profession, cannot get a single head throughout the entire game. Tanks cannot move and thus cannot fight without drivers. However, being a driver is a rather imprisoned profession, and few people are willing to take it up. This will lead to a vicious circle. In the Battlefield series, this issue has been greatly improved. The movement of the tank and the operation of the main gun are all handled by the commander alone, but this brings about a drawback. It is difficult for the driver of a tank to balance aiming and observing the front. Therefore, every time a shot is needed, the tank is immediately stopped to aim. It is impossible to reproduce the basic operation of all tanks, the ability to shoot while moving, in the situation where modern tanks have widely adopted gun stabilizers.

In my original design concept, although the train conductor also worked as a part-time driver, there would be a train conductor machine gun for him to use. However, if the train conductor aimed from the machine gun's perspective, he would not be able to promptly obtain information about the nearby area, and the situation would still occur where he would hit the wall when advancing while aiming. Therefore, the new design concept is:

The commander will also work as a driver and has an active skill that doesn't require much aiming. The commander has three perspectives that can be switched: the driver's perspective, the commander's surround-view mirror, and an electro-optical mast or small cameras distributed around the vehicle body that can synthesize 3d images to form a third-person view. Therefore, the commander is the only person on the tank with a third-person view. The main purpose is to closely observe the situation around the tank, focus on moving the tank, and mark the targets for the gunner and the assistant observer, releasing the tank's active skills according to the environment. Although the secondary observer can also mark the enemy, the commander's mark will be more obvious and priority than that of the secondary observer, and the commander can force the control turret to turn in the direction he aims.

2. The gunner is responsible for controlling the main gun and coaxial machine gun of the tank. He is the operator of the strongest direct fire firepower in the entire camp. Sometimes, he even controls the gunner to fire missiles, both near and far, and always has the highest number of heads in the crew.

3. The secondary observer, like the gunner, can only use the first-person perspective. However, the secondary observer has the best telescope and thermal imager in the entire vehicle, as well as control over a remote-controlled weapon station on the roof that can be equipped with various weapons. He can observe distant targets more closely than the vehicle commander and mark the threat for the gunner. This is very important for tanks conducting sniping at the front and rear. He is also responsible for anti-aircraft and guarding the area around the tank. When the captain is busy moving and handling other affairs, he and the gunner will form a pair of cooperative combat partners on their own. However, he cannot control the gunner as much as the captain does.

The following are some active skills of the tanks I designed:

Abrams (Feature: High Survivability) : It has a better active defense system. In emergency situations, the commander can have the active defense system fire air-burst grenades nearby to kill soldiers approaching the vehicle.

3.T14 (Features: Flexible Defense) : The T14 has a bottom hatch that can accommodate smart landmines and is equipped with an engine that can accelerate briefly. The combination of the two enables it to quickly penetrate every corner of the battlefield and skillfully block any possible enemy attack routes. Gunners can fire gun-fired missiles.

2. Mekawa (Feature: Infantry Support) : Equipped with a 60mm mortar managed by the commander, it strikes through the map but causes less damage. After parking, the rear cabin door can be opened to form a temporary resurrection point that can revive a limited number of people.

4.EMBT (Feature: Sound Detection System) : The vehicle commander can detect hidden infantry within nearby buildings and dispatch a small, slow-moving drone shaped like a thermos flask to attack the enemies inside.

5.AMX Command Type (Features: Information-based Combat) : It can summon two types of airdrops. One is a common assault point, which can restore health and replenish ammunition for nearby soldiers within the affected range and provide them with stronger item recovery capabilities. Another option is to summon an airdrop automatic battery, which has a relatively powerful ability against infantry, especially when the health of the six infantry soldiers in the battlefield is so low. Equipped with a heavy machine gun and featuring excellent reaction speed and accuracy, only some parts can be penetrated by light weapons, but its own health is relatively low and it can be easily destroyed by some light anti-tank weapons.

6. Salman 402 Reconnaissance Type (Feature: Anti-vehicle Capability) : Although its damage is the same as that of other tanks, its body health is slightly lower. However, as compensation, it can summon loitering missiles. The vehicle commander can mark a certain area through the map. The roving missile will fly into the battlefield on the side closer to the friendly side and automatically search for targets in the air above the area. If there are no enemy vehicles in the target area, it will hover for a period of time. If no enemy vehicles are found after a period of time, it will fly back to the launch site for recovery, and the preparation time for the next launch will be halved. If there is an enemy vehicle, it will launch a powerful slam dive suicide attack, which endows this tank with an extremely strong ability to kill enemy vehicles.

7. The last point is that all the vehicles mentioned above are equipped with active defense systems, and these are passive skills, rather than skills that need to be actively triggered like those in Battlefield 2042. Most tanks, except for Abrams, have one active defense system on each side. These systems can intercept almost all low-speed ammunition, including loitering missiles flying from the sky. However, it cannot intercept high-speed ammunition, so the steel needle of the main gun and the anti-material sniper rifle can penetrate its defense, and they can also be damaged, deceived or overloaded. The addition of this equipment enables tanks to operate more freely on the battlefield and not be afraid of enemy teams with more anti-tank weapons. This has turned anti-tank work into a project that requires the full cooperation of the team. The strengthening of the main battle tank has also made it an indispensable core of the entire team, and it may determine exactly where the front line of a battlefield is.

2. Suggestions for improvement of other vehicles:

I think the infantry fighting vehicle is well designed and doesn't need any changes. If a change is to be made, it can actually be designed in such a way that the gunner and the commander are separated. The commander can control the remote-controlled machine gun, and light tanks and other high-speed tank destroyer vehicles can also be designed in this way. These lower-level vehicles are usually two-person crews. In the mini-map, these vehicles are usually only one main battle tank and one infantry fighting vehicle. However, in the large map, players can score points to summon and replenish more vehicles.

I'm very pleased to have the f16 and the Gripe, these two light multi-functional fighter jets, on board, because finally someone has made these not so top-notch but very important fighter jets. However, the aircraft in the Battlefield series are usually quite difficult to operate. If possible, I think the operation method could be further simplified. In contrast, the combat methods of helicopters have been greatly simplified in this generation. Just this aspect alone is quite good.

If improvements are to be made, I think they can be carried out in this way. Regarding fighter jets, each fighter jet can choose to carry two of the following functions: close-range dogfighting missiles, medium-range missiles (with a long range but unable to attack helicopters, similar to the sniper rifles in fighter jets), and jamming pods (briefly suppressing an enemy's air defense unit after activation, including fighter jets). Shorten their range and reduce the accuracy of their weapons, such as anti-radiation missiles, light bombs and heavy bombs, unguided rockets, etc. Players can customize the equipment of their fighter jets. For instance, they can carry a jamming pod and a medium-range unit to transform into a pure air interceptor, or carry anti-radiation missiles and electronic jamming pods to become a pure enemy air defense suppressor. Or carry jamming pods and bombs to become a low-altitude penetration bomber.

All fighter jets have become a type with limited ammunition. And it's a personal exclusive resource item. After each run of ammunition, you can manually return to replenish it and fly back to the battlefield again after a period of time. Infantry will use a computer to summon fighter jets. When the fighter jets are on the battlefield, they cannot move or shoot, so they need to hide themselves before summoning. However, after the fighter jets are blown up, the infantry will not be immediately withdrawn. In operation, it can become a pilot and parachute. If the pilot successfully returns to the infantry fighting vehicle, etc. Vehicles that can be used as resurrection points or those near the birth point can return a certain amount of points to the infantryman.

Those who have purchased aircraft with points can set them to air combat status as the enemy's aircraft. After being summoned, there will be a period of time when they fly into the battlefield. During this period, infantry of the enemy who are set to engage in air combat and have fighter jets will receive a prompt. At this point, the infantry can decide for themselves whether to carry out the interception. Once the interception is confirmed, the air superiority fighter jets will enter the battlefield earlier than the enemy's fighter jets. Fighter jets carrying only bombs can also be set to air combat mode, but they can only use cannons to intercept enemy fighter jets.

3. Infantry Taxi: This is a type of vehicle that replaces existing light vehicles and requires infantry to summon it. It is usually the exclusive possession of team members. It is equipped with a light weapon such as a machine gun or a grenade launcher with simple protection, which is usually operated by the commander. Each vehicle of this kind is operated by only the conductor and the driver. The conductor is responsible for the slow movement and the control of the hand-cranked machine gun on the vehicle. Yes, after the driver gets off the vehicle, the commander can still control the vehicle to move at a slow speed similar to that of an infantryman. However, if a long-distance transfer is required, the driver must operate it. The vehicle is equipped with shooting holes or upward-opening hatch covers, allowing infantrymen to stick their bodies out of the vehicle for fire output. Such vehicles are usually carried out by m113 or other similar inexpensive armored vehicles. When operating the machine gun, the commander would also stick his body out of the vehicle, so other infantrymen could easily take him out, but it was not as easy as with the existing light vehicles because it had a simple gun shield. But if possible, I hope it can be designed as a vehicle like a Brunn light machine gun carrier. It should not become a heavy vehicle like an infantry fighting vehicle. Enemy soldiers should be able to directly attack the members inside from some special angles.

These are all my suggestions. Thank you for watching. Some of the suggestions might be outdated because they were thought out from the last test. If possible, I will write another piece of advice after the test. I hope Battlefield VI will get better and better.

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