Battlefield 6 Revision Suggestions
Let's talk about the biggest issues with Battlefield 6 right now. The game’s maps and graphics are currently very poor—its map size is too small, and the combat zones are exceptionally narrow, especially in the "Breakthrough" mode. Small combat zones mean high player density, and when combined with this installment’s problem of an excessively short Time to Kill (TTK), players cannot move effectively. They are forced into a "trade-off" combat loop: as soon as you kill one enemy, you get instantly taken down by another. There is no decent gameplay experience unless you hide in a corner using a sniper rifle or set up a machine gun to hold a position.
Another issue is that the Battlefield series is inherently different from Call of Duty (COD). Battlefield 6 has far too many combat gadgets—items like grenades, incendiary grenades, and the M320 rocket launcher. When these are used simultaneously in such tight combat zones, the entire area becomes shrouded in smoke, which further increases the difficulty of enemy detection during infantry combat.
Let’s also discuss the problem with the game’s lighting. The lighting effects in this installment are extremely poor: the line between light and shadow is overly sharp, shadowed areas have excessively high saturation, and areas illuminated by the sun are far too bright. The interiors of building models lack sufficient brightness, which only makes enemy detection even harder. Additionally, there are too many vertical combat scenarios on the battlefield, with excessively large height differences.
A strong suggestion here is to add a "suppression penalty" mechanic. The suppression effect in this installment is far too weak, meaning assault rifles cannot effectively counter sniper rifles or machine guns holding positions. This means assault rifles are useless at medium to long ranges. Assault rifles already have low hit rates at these ranges, and without a suppression effect, players using assault rifles have no choice but to avoid engagement when distances are even slightly long. This is especially true against enemies hiding behind cover, where assault rifles become completely ineffective.