itskiser
12 hours agoNewcomer
Consolidated BF6 Game Feedback
Hello,
This post is inteded to house a list of major feedback items based on popular community sentiment, my own personal experiences, and communications.
The following are hot topics that I (and a lot of the community) would like to see changed:
- The IFV and MBT feel far superior to the dedicated AA for AA purposes. This is in large part due to the guided (TOW) missile being exceptionally easy to use. Would like to see reduced responsiveness in this projectile to player inputs.
- RPGs are extremely easy to use against aircraft and are the absolute best launcher for every purpose. What used to feel like a "clippable highlight moment" when shooting down a heli or jet with an RPG now feels commonplace and expected. Would like to see reduced RPG projectile velocity.
- Prevent stacking of mines (even different kinds of mines) in a consolidated location. Currently, mines can be stacked by throwing a mine down, looking away at a valid placement location for another mine, deploying it, and quickly whipping back around so it lands on top of the original mine. Mines that are not alike (SLAM and the default base mine) can be stacked on each other no problem. This makes it to where mine traps can be deployed and will stay there even through death anywhere on the Battlefield (TM) and requires little effort to one shot any ground vehicle.
- We need bigger maps with terrain/obstacles that allow maneuverability and survivability for every vic offered on the map. Blackwell Fields is a great example of a map with a "big map vibe" which is actually just a medium-sized map with little cover for infantry moving between cap points (Conquest/Escalation) and next to no terrain that allows Helis/Jets opportunities to break LOS and survive. It is a sniper and ground-vic-that-doesnt-leave-spawn (thanks especially to TOW missiles) haven and ultimately very unfun.
- Air RADAR working would be nice. This one is pretty straight-forward for jets.
- Gunners/bullet-based weapons camping enemy spawns. Thinking primarily of Attack Heli gunners, transport heli gunners, and jet cannons camping enemy aircraft spawns - the base AA (C-RAM) does not protect against bullets and allows enemy aircraft to be destroyed before even taking off.
- Maps that allow certain vehicles to shine are OK. Thinking of Manhattan Bridge for helis - this map is great for a good pilot because it offers man opportunities to break LOS and can make-or-break a game. Liberty Peak is great for experienced Jet pilots. Maps that allow certain vics to shine are OK would like to see more of them. (Earlier Blackwell Fields was mentioned, but this map is so open that no vehicle can really shine because there are so few places to protect against a rocket/projectile from cross-mapping you or cross-map-lockons.)
- Time-to-kill (TTK) for jet cannons is FAR TOO FAST. They insta-kill enemy jets, can one-strafe helis, and make air combat much less engaging. Things dont need more HP, jet cannon damage against other vehicles needs to be toned down. (The damage against infantry is ok because there is no splash damage and is very difficult to hit.)
- Recon Class needs smoke grenades. Smoke grenades are a very powerful tool in this game, and currently Recon has very little in its kit to make it attractive other than the recon drone or simply lying there in spawn and missing shots for 20 minutes. Would love to see a reason to take recon and play more aggressively. Plus, smokes would enable more "shoot-n-scoot" playstyle that is more realistic anyways. This would be a good start to making Recon more attractive.
- Assault Gadget (stimpack thing)/kit/Flash Grenades need a buff. The current iteration of the stimpack is not nearly worth anything at all. Whether its reducing throw-to-activation time on flashes, increasing its range of effectiveness, etc...if Assault does not have smokes, having a strong "objective-pushing" grenade would make its kit feel more sensible. The most attractive gadget it has (the deploy beacon) is useless in some modes (TDM, DOM, REDSEC, etc...). The GL is nice.
- Buff the effects of suppression. Suppression currently feels uselss, especially against snipers. If a sniper's position is determined, they should not be able to sit up under a hail of bullets and instantly headshot the source of suppression so easily it is ridiculous. Sure, the sniper/recon has the advantage at distance, but if a sniper's position is identified then suppressing it should be valuable in keeping its head down and reducing the sniper's effectiveness.
- Sidenote: Giving Recon access to smokes and buffing suppression would work hand-in-hand. This would A) Reduce the overall strength of Support because it is currently the strongest and most widely used class, B) enable players to suppress and reduce the effectivness/accuracy of a sniper whose position is identified, C) promote a more shoot-n-scoot playstyle rather than promote camping one place all game, and D) enable the Recon to shoot-n-scoot under the cover of the smoke grenade.
I would love to open this thread up for discussion and hear input from other players as well as take feedback for amending/adding to the list above.