BF6 needs a fix
Gunfight Scenarios
Gunfight scenarios need to be tested more thoroughly. If someone has a point-blank shot and lands the first hits, the enemy should not be able to absorb all that damage and take you down in three seconds with an SMG. That makes no sense. If I am landing LMG rounds, the target should be down. Consistency is key. This game is moving in the right direction with battle royale gameplay, but certain gunfight scenarios need to feel more realistic.
Weapon Swapping Picking up items
Weapon swapping is a major issue. There are too many animations involved. Whoever decided that the slow animations was a good idea should take time to analyze its impact on gameplay. The excessively slow animations cause delays and often result in not picking up the item or weapon. It also prioritizes the weapon that is thought to be better by the game. (I have tested this theory already by initial landing of the game, once you pick up a gun ensure you have the primary gun in equip while the gun you landed with holstered. Next find the next weapon pick it up and it will swap your secondary out immediately )By the time the player realizes the swap, it’s often too late, leaving them with a weapon they did not want or no longer need.
Movement, Walking, and Vaulting
Movement across terrain also needs improvement. I understand not being able to walk up extremely steep inclines, but there are many areas on the map where the terrain makes walking or vaulting unnecessarily difficult. Some areas appear jumpable, yet a height cap prevents vaulting. This should be reevaluated by measuring character height and adjusting vault limits. These issues have caused unnecessary deaths, either from the closing circle or during attempted maneuvers.
Fall Damage
Fall damage needs to be reworked. I understand there is a breakfall mechanic in place, but it does not always function reliably. In many situations, breakfall fails to activate even when the player attempts to initiate it. Additionally, certain drops remove an excessive amount of health, which feels overly punishing. There are too many scenarios where fall damage becomes a major gameplay factor and leads to unnecessary advantages for the opposing team, even when the fall height is not extreme.
This is game is fun and I appreciate it, I hope this get evaluated and continues to improve.