Forum Discussion

OFFik's avatar
OFFik
New Veteran
1 month ago

Concern about rumored gameplay changes (TTK, ROF, vehicles) + ongoing issues

I’ve been following the recent discussions and leaks around Battlefield 6, and honestly, I’m concerned about the direction things might be heading.

There are multiple reports and test data suggesting potential changes like:

  • Longer TTK (slower time to kill, often meaning more bullets required or reduced rate of fire)
  • Global ROF reductions (some reports suggest even 15–20% across many weapons)
  • Vehicle reworks leaning toward stricter multi-crew/teamplay roles (e.g. separating driver and gunner responsibilities more rigidly)

If even part of this is true, it feels like a major shift in core gameplay — and not necessarily for the better.

Right now, gunplay is actually in a decent spot. If anything, TTK could be slightly faster or at least more consistent across weapons. Some current balance decisions already don’t make sense (for example: certain 5.56 or .300 BLK weapons outperforming 7.62 in raw damage). Slowing everything down further by nerfing ROF across the board sounds like a blunt, artificial way to change TTK instead of properly tuning recoil, spread, or damage models.

From what’s been circulating (including testing environments), these ROF nerfs look like a “one-size-fits-all” solution rather than meaningful weapon balancing — and that’s worrying.

At the same time, there are still major unresolved issues:

  • Netcode and hit registration inconsistencies
  • Bugs like RPG rockets behaving incorrectly right after launch (trajectory issues still not fixed weeks later)
  • Limited map pool and long wait times for matches (especially off-peak hours)
  • Ongoing vehicle balance problems (which are apparently being reworked instead of refined)

Another important point: it doesn’t feel like the majority of players are asking for these kinds of gameplay changes. From what many of us see, the core gunplay isn’t the main issue — it’s that the game is starting to feel repetitive due to lack of content.

Player drop-off seems much more likely tied to:

  • Limited number of maps
  • Lack of smaller, focused modes/maps (TDM, Rush, infantry-focused experiences)
  • Not enough new weapons or meaningful additions to gameplay variety

Instead of prioritizing large-scale gameplay changes, it would make more sense to:

  • Add smaller maps designed for TDM/Rush
  • Introduce more weapons and gameplay variety
  • Focus heavily on fixing existing bugs and improving netcode
  • Avoid introducing new issues (like the ongoing RPG bug)

Right now, it feels like effort is going into producing large amounts of cosmetic content, while the core experience still needs technical polish and content depth.

Based on recent leaks and community findings, the development focus appears to include new content (maps, modes, seasonal updates), while core gameplay systems are being adjusted in parallel — including TTK tuning and visibility changes. Some of this might be necessary, but radically altering gunplay while core technical problems remain unresolved feels backwards.

What worries me most is why these changes are being considered.

It looks like an attempt to:

  • Slow down the game
  • Reduce the skill gap
  • Make gunfights more forgiving

But that comes at the cost of what many players actually enjoy — responsive gunplay and satisfying eliminations. Historically, large-scale TTK changes in Battlefield titles have been very controversial.

Also, enforcing more rigid teamplay in vehicles sounds good on paper, but in public matches it often leads to frustration rather than better cooperation.

So I have a few questions for the devs:

  • Why prioritize major gameplay changes when core issues (netcode, bugs, stability) are still unresolved?
  • Are these ROF/TTK changes planned for release, or are they just experimental?
  • What is the long-term vision — is the game being tuned toward a more casual audience?
  • If core gameplay is significantly altered, how is that fair to players who bought the game for its current feel?

Because if these changes go through in their current form, it won’t just be “balance tweaks” — it will fundamentally change how the game plays.

And that raises a serious question: at what point does it stop being the same game people paid for?

Would really appreciate some transparency on this before future updates roll out.


20 Replies

  • OFFik's avatar
    OFFik
    New Veteran
    1 month ago

    I dont know, Im worried that after the update random people inside the tank will have negative impact on how it operates. Medics dont do their job and people wont magically learn to play together in tanks, it will only frustrate other players :D But let's see what they implement at the end

  • I disagree, slower rate of fire and less TTK would take us a little bit back to the foundations of BF. Unless you like it then go to COD.

  • OFFik's avatar
    OFFik
    New Veteran
    1 month ago

    I love the argument "go back to COD". Man, I play since BF2 😁 you just said "I disagree" ignoring all the arguments and point of view without presenting anything beside some nostalgic stuff about foundations of BF. TTK/TTD were changed since BF V, check how long ago it was :) 

  • Twordy's avatar
    Twordy
    Seasoned Ace
    1 month ago

    Players drop-off is caused by a shallow and unpolished gameplay mechanics mainly. 

    Players have been forced to through some of the poorest map designs in the map pool without map vote system or a rentable persistent servers. Look no further than BF6 and older BFs for solutions.

    Obviously, the devs are not playing the game, so no visible issues on their end.

    What is annoying me about the vehicles:

    • No air radar for aerial vehicles,
    • Frontal armor is not that good as in previous BFs, or classic ones,
    • Most of the time vehicles are a bit to fast to track as a target or to follow them with repairs,
    • Transport trucks should have been more prevailing in the game instead of open-air light vehicles,
    • Gunner Turret is determined by the driver, not a gunner once we enter/spawn on the vehicle in BF6!?
    • Little Bird is OP in my eyes and mostly used against infantry and frontal attacks,
    • Zero room for skilled gameplay, only run ups for fast kills or deaths,

    I mean. There must be a room for experimentation because the gameplay in BF6 is truly uninspiring.

    What worries me about TTK changes is the fact that only one value is about to change probably. Mostly Rate Of Fire. How about bullet velocity? How about recoil patterns. How about bullet drop-off at a distance?

    Why KORD is basically a no skill laser beam at all distances? Why AK-205 is such a uselsess weapon at close range also? 20pkt damage... give me a break on AK-205. Just make a KORD perform similar to VCR with 25 damage with sligthly different recoil pattern for the love of GOD. Make AK-205 with KORD a 23 damage weapon with some recoil at a distance!!!

    Scout Elite is a godlike Sniper Rifle with bullet traversing over 1000 metres, again,  with zero bullet drop and almost instantaneous reloads. To my taste, some trade-offs  must happen, not only stackable perks across the board. No reason to pick PSR at this point because you about to loose most of the gunfights in such environment. 

    I would rather nerf Rate of Fire by 12-15%, and again bullet velocity by 12-15% also. Revise some bullet speed on certain classes of guns. I think the gap between bare gun without unlocks and the gadgets attached to them is too wide also. This is also making terrible players even more terrible at this game. Once a player gets a GRIP for 25 points, hes good to go most of the times... bare weapon is a death sentence compared to fully stacked with attachments.

    Reduce the so called stats differentiation on weapons... when it comes to stats of the attached gadgets vs bare weapon. Gadgets boost the bare weapon way too much. Decrease ROF, bullet speed, add bullet drop-off at a distance. Increase TTK with a bit of extra recoil by reducing gadget effectiveness. I am done with laserbeaming with SMGs, while strafing at a distance over 85 metres. Zero bullet drop-off at a distance making you a target at open spaces. 

    Slow the gameplay down and add some extra skill-gap factors.

    Many reasons why I stopped playing BF6.

  • ROF changes are also being made so the guns actually feel different. Currently most guns just feel the same when in use. In previous games you could feel the difference between a 3 shot to kill gun and a 4 shot to kill, in BF6 it's not noticeable - the 3 hit kill had a noticeable slower ROF, and I mean noticeable, not a statistical one. Vehicles need a rework. Why oh why did they take a step backwards and get rid of modular damage. They should increase the health of armour, but add more mobility and gun disables like in BF1 and BFV depending on where you hit. I'd personally like them to do away with super fast full health regen too. That's got a huge impact on the 1 dimensional gameplay. 

  • JudasSheeple's avatar
    JudasSheeple
    Rising Hotshot
    30 days ago

    I have to ask you this question to better understand where you are coming from because I disagree with you at face value. The question is: "What is your input method, controller or mouse and keyboard?" Follow up question: "If controller; are you console or PC?"

    This gives me a better understanding to state my case. You've taken the time to make well thought posts, the least I can do is provide the same in return.

  • OFFik's avatar
    OFFik
    New Veteran
    30 days ago

    I play on PC (keyboard+mouse) since BF2 but I got this account since BF3. U can check my K/D and other stats in previous games. Im not a total noob but also not a "hard-try pro wannabe commando seal". IMO vehicles are too weak, randoms usually dont help when they sit as gunner or passanger. I really enjoyed TTK/TTD in BF V and vehicles as well - although BF1 had nice vehicles gameplay too but it was sometimes frustrating when the driver was only utilizing his one-side gunner (prob teammate/friend) instead working together with both of them.

  • OFFik's avatar
    OFFik
    New Veteran
    25 days ago

    I think one thing that often gets overlooked in this discussion is the type of player Battlefield attracts.

    A lot of people aren’t playing to “tryhard” every match (at least from what I see among my friends or people I talked to), they log in to relax after work. A significant portion of the playerbase is closer to 40 than 18, and they still want a satisfying, dynamic experience where they can get kills and feel impactful.

    The fact that someone can eliminate me quickly also means I can do the same to them. Faster engagements don’t remove skill, positioning, awareness, and flanking still matter a lot. If anything, they make those aspects more important.

    And for players who aim for high performance, like good K/D or top scoreboard placement, there’s still plenty of room for skill expression. That doesn’t disappear just because engagements are faster.

    What’s more concerning is the timing and scale of these changes. Adjusting TTK, ROF, and recoil this far into the lifecycle, now confirmed for Season 3, feels quite drastic. Players who stayed have already adapted to the current gameplay, and those who return may suddenly find a very different experience.

    I can understand recoil adjustments, that’s a more precise way to tune weapon balance. But reducing ROF and increasing TTK across the board feels like a broad solution that mainly addresses complaints about dying too quickly, rather than targeting the underlying issues.

    That fast, chaotic battlefield feeling, where fights are intense and sometimes unforgiving, has always been part of the appeal. Yes, it can be exhausting at times, but it also creates those rewarding moments, like pulling off multi-kills or successfully flanking a group of enemies.

    I’ll wait and see how it plays in practice, but from a design perspective it doesn’t feel entirely fair to make such fundamental gameplay changes this long after release. I’m also skeptical that this alone will bring players back or retain them long-term.

    Right now, it feels more like trying to mask deeper issues, especially netcode and overall gameplay consistency, rather than addressing them directly.

Featured Places

Node avatar for Battlefield 6 General Discussion

Battlefield 6 General Discussion

Join the Battlefield 6 community to get game information and updates, talk tactics and share Battlefield moments.Latest Activity: 3 minutes ago
11,156 Posts