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NIse-Azoth's avatar
NIse-Azoth
Newcomer
6 hours ago

Dear Battlefield Studio:

  1. Sobek City (Breakthrough)
    The first and second sectors need to be redesigned.
    In many matches, attackers struggle significantly in the first sector, especially at Objective B. There appears to be an exploit where defenders can get onto rooftops (Objective A,I’m not sure how this is done).
    In contrast, the second sector is heavily biased toward attackers, and defenders often lose it almost instantly.
  2. Manhattan Bridge (Breakthrough)
    The first sector needs to be redesigned.
    Defenders can snipe attackers from buildings along the right-side road, while attackers cannot access this area because it is outside their playable zone.
    More critically, defenders can hide behind rocks along the main path attackers must take, ambushing them or even pushing into the attacker spawn.
    Snipers on rooftops behind the objective can directly see into the attacker spawn, which creates serious balance issues.
  3. Blackwell Oilfield (Breakthrough)
    The frist sector is extremely problematic.
    Defenders can camp behind trucks in front of the objective and easily ambush attackers.
    Based on my experience, only about one-third of attacking teams can pass the first sector.
  4. Contamination (Breakthrough)
    I have played 157 hours of Breakthrough and have never seen an attacking team capture the hangar in the third sector.
    Perhaps it is possible, but the success rate feels far below what would be considered balanced.
  5. Hagenthal Base (Breakthrough)
    This is a good map overall, but I have never seen attackers break through the first sector.
  6. Iberian Offensive (Conquest)
    Objective D has a performance issue.
    My PC (5800X + 6700XT) drops to around 45 FPS at this objective, while other maps remain stable at around 80 FPS.
    This issue does not occur elsewhere.
  7. Assault class balance
    The stim ability is currently ineffective aside from adding visual disturbance.
    Given the extremely fast TTK in the game, often under 200 ms, the stim provides no meaningful advantage.
    I suggest changing it to increase movement speed so it becomes more useful.
    Flashbangs and concussion grenades also feel ineffective.
    They could mark affected enemies on the minimap, with stim providing immunity to this effect.
    This would increase their usefulness and reduce the dominance of explosive grenades, while also discouraging corner camping.
  8. Vehicles in Breakthrough
    Please consider adding more transport vehicles and attack helicopters.
  9. Weapon balance
    The SCW SMG and TR7 are too strong at close range due to extremely fast TTK.
    This makes network issues feel worse and removes counterplay.
    They can remain strong, but should allow some chance for reaction instead of instant kills.
  10. Optics cost
    It's not worth spending 10 points to add a low-magnification scope to a high-magnification scope.
  11. Bullet velocity
    Please consider slightly reducing bullet velocity across all weapons.
    Many weapons designed for close range become too dominant at mid range when using extended barrels.

Have a nice day!

1 Reply

  • NIse-Azoth wrote:

    In many matches, attackers struggle significantly in the first sector, especially at Objective B. There appears to be an exploit where defenders can get onto rooftops (Objective A,I’m not sure how this is done).

    You can shoot down the deployable ladder ( Assault class gadget ), used to do this, and use a longer range weapon to eliminate any players on the rooftop. Most don't do this, because it would actually slow you down, and you could lose the objective in the middle very quickly.

    NIse-Azoth wrote:

    More critically, defenders can hide behind rocks along the main path attackers must take, ambushing them or even pushing into the attacker spawn.

    Class-Counter: Use thermal sights ( GRIM 1.5x / TH-RDS 1.00x / TS-HD 6.00x ) in conjunction with a DMR ( M39 EMR, SVK-8.6, LMR27, ) Assault Rifle ( AK4D, L85A3, ) Carbine ( AK-205, M417 A2, ) LMG ( L110, KTS100 MK8, M/60 ), Sniper Rifle ( Mini Scout, ) Secondary Weapon / Sidearm ( MP44, M357 Trait, ) or select the Engineer class ( Anti-Armor specialization / training path ) with the RPG-7V2, which will spawn with 5 RPG rockets ( this be used on some maps to destroy the ladders found on the sides of most buildings, but not the zip lines. )

    NIse-Azoth wrote:

    Defenders can camp behind trucks in front of the objective and easily ambush attackers.

    You can still hit the sides of the building with the RPG-7V2, and rush in and arm the M-COM station / capture the objective. It's possible to move to opposite side of the vehicles near the base of the hill, and eliminate any players using a weapon equipped with a thermal sight. Grenade launchers also work well ( M320A1 HE, SICH G1 WP, ) or even the Recon class drone gadget ( provided you fly high enough to avoid small arms fire. ) On the second objective, if you use to destroy the three covered fences, it makes it much easier to arm the M-COM station or capture the objective. On the later objectives, you can also destroy the ladders that are used to get onto the rooftops by using the RPG-7V2 ( Engineer class "Anti-Armor" training path / specialization spawns with 5 RPG rockets. )

    NIse-Azoth wrote:

    I have played 157 hours of Breakthrough and have never seen an attacking team capture the hangar in the third sector.

    It's easier to go up the middle or the sides of the map, given you can see inside the hangar with long range thermal sights. Near the base of the hill, where there are more trees and dense foliage, it's easier to attack from a distance, given you will still have a clear field of view without being near the entryway of the hangar, where all the sandbags are, without worrying about the opposite team having plenty of cover. They still have to stand to be able to shoot at anything.

    NIse-Azoth wrote:

    The SCW SMG and TR7 are too strong at close range due to extremely fast TTK.

    The average usable magazine capacity, with a max of 100 points available, would be around 15 to 20 bullets, and it takes quite a long time to reload. The TR7 is not very accurate btw. It does have an advantage, if you don't miss. If you have to reload you die. The SCW SMG is useful for overwhelming another player at close range, though if you miss, or the person goes prone, uses cover more effectively, then you have to go prone for a little while after you get spotted, as well as reloading. Most will wait, and then attack you when you go to reload. They do have an advantage at close range, where there are choke points on some maps, but even if you hit rank 40 with most attachments, it's not better than anything else. Sure it is faster than a gun that fires at 500 RPM, but it's terrible at long range when firing from behind cover ( in semi-automatic mode it's controllable, though there is significant horizontal / vertical drift. It's not recoil alone. )

    NIse-Azoth wrote:

    Given the extremely fast TTK in the game, often under 200 ms, the stim provides no meaningful advantage.

    Think of it as a short-term cumulative reduction in baseline timers for most UI actions. It's not as useful unless you look at the minimap, pay attention to where spotted enemies are, while trying to find choke points and cover on the maps themselves.

    NIse-Azoth wrote:

    reduce the dominance of explosive grenades

    Whenever you use grenades or grenade launchers, you can roughly estimate or visualize the angle of attack from which the grenade or grenade launcher was used, without the enemy player even being spotted on the map. While they are useful as AOE weapons, they take quite awhile to restock. If you're worried about grenade spam, thermal sights are useful, but so are auto-shotguns, sniper rifles or DMRs with iron sights, or a 1.25x / 1.50x sight. You could also switch to an LMG like the M123K, though the reload time is really long, and it's not very accurate at mid-range.

    NIse-Azoth wrote:

    It's not worth spending 10 points to add a low-magnification scope to a high-magnification scope.

    When using DMRs / Sniper rifles, it's useful when used in conjunction with a 6.00x / 8.00x / 10.00x scope, in instances where you have to close the distance to reach an objective, and you don't want to use a canted sight ( meaning you're in the wrong place at the wrong time, and you have no way to fall back to increase your range, yet you don't want to respawn. It makes it more flexible, so you don't have to redeploy every time there is a minor obstacle to overcome. )

    NIse-Azoth wrote:

    Many weapons designed for close range become too dominant at mid range when using extended barrels.

    The extended barrel only reduces bullet drift at longer ranges, and possibly bullet drop, it doesn't increase the precision of the weapon, neither is it a substitute for long-range ammunition, nor does it change the physics of the weapon itself. If the weapon is already inaccurate, it's not a significant change unless you modify all the attachments and switch to semi-automatic mode. It isn't productive and will slow you down in some settings ( meaning you'll fall behind if your build isn't suitable for the game and the player composition on either team. )

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