Detailed Battlefield 6 beta feedback
Hello everybody,
I'm a passionate gamer for almost 20 years, with the experience of thousands of hours in first person shooter games like R6, ArmA 3 and some of the battlefield games (BC 2 +1000 hours and BF3 a few hundred hours).
I've never wrote about a game on official forums before, but this time I believe that the BF franchise can claim back its golden age reputation (which is in my opinion Battlefield Bad Company 2 and Battlefield 3).
I also heard rumors that the devs are listening to the reasonable feedbacks, which is giving me a good feeling about this project.
After putting almost 30 hours in the beta, I hope that my feedback is logical and makes sense to all of you.
If you do like the ideas, the best you can do is to spread these ideas, because I'll only post it on this forum.
Best regards
K4rilaz TTV
Revive system:
This system is a very well made mechanism in the game, however it is disturbing the flow of the game in this form.
If the players are using this function whenever they can, shot down players can be revived unlimited times, and because of this an objective like capture or take points can feel like there's an unlimited wave of enemies are pouring into the capture points or defending the points.
A slight adjustment could balance this mechanism, which is that the engineer, recon and assault class can only revive teammates once and only the support/medic class has unlimited revives with the injection function.
And I would somehow slow down or have a charge timer on the defibrillator function.
The support class can revive a whole squad in less than 5 seconds, there is no punishment for dying or there is no feeling of a small victory during a match for killing numerous attackers/whole squads, because the shot down players can be on foot almost instantly, if there is a good support player backing up the players.
Spawn system:
If a squad plays together and if they are playing smart and stay out of combat(which is not hard), there is always a spawn chance on your squad mate right where you have died or very close to the objective.
This again also causes a constant flow of enemies on objective, when for example you are trying to defend a point.
I have experienced almost always, that objectives were captured by enemies or us, by just simply overrun the objectives and winning with the strategy of having more gunpower.
Smart or tactical play is not a factor when its coming to playing objectives, because of this spawn system mechanism.
I would suggest that squads should have a squad leader and squad members can only spawn on the squad leader.
This would possibly motivate people who are playing together in a squad, to practice a more careful playstyle and play together/move together with the squad leader in order to be able to attack objectives successfully.
The vehicle spawn, in my opinion can stay the same way, as long as there is a squad member in a vehicle, you can spawn there, but players from other squads should not be able to spawn there.
Destruction:
Destruction of the buildings is too sensitive.
An Rpg-7 rocket or a 40mm launcher can torn down a really big amount of the building, halfway through the battle sometimes there are no buildings with covers left on the map.
Damage of the main battle tanks on the buildings might also worth a check.
Ping system:
Almost always the case, that I see too many pings on my screen.
Its a constant effect.
I think pings should be visible on the minimap only, this also would change the dynamics of a match.
If players want to gain information of the possible enemy tanks/air vehicles, they have to check their minimap.
And this feature would also help the objective infiltration squads in their success, plus snipers would have a better time doing their recon tasks, without being spotted too easily.
Pings are in general are way too accurate, it happened multiple times that I was just shooting pings through smoke or bushes and I've killed somebody.
Respawn time:
There is just simply no punishment for dying, you are back on the battlefield in 5 seconds.
There is no time to take a breath or regroup after taking\defending an objective, because the enemy can be there again in complete numbers in seconds.
Overall this feature gives almost no punishment for playing recklessly and dying constantly, but its more of a punishment for players/squads who are actually had a successful mission on objective.
In a very short time they have to defend or attack the objective again and most probably in a disadvantage already.
Respawn time should be at least 20 seconds in my opinion.
Explosion damage on players:
I did not test this in a detailed way, but it feels like that rpg rockets or tank/infantry shells/turrets are having too little damage on infantry.
This damage system was much better optimized in for example battlefield bad company 2.
Players can survive explosions almost right next to them(Maybe except grenade launchers).
Rockets or tank shells should be more lethal on infantry, the lethal explosion radius has to be adjusted.
It was a rare case that I saw armored vehicles killing infantry, engineers can peak out from corners and damage tanks without being killed by tank shells that are exploding on that corner.
Even if you hit a building wall with a player behind it with a tank shell or rpg, that player most likely survives.
It was also a constant thing, that I kept having damage markers with the anti-infantry tank, when I was shooting inside of a building, but I did not kill anybody.
This damage system caused a very short lifespan of the tanks, players in most cases could run around tanks recklessly and damage the tank.
This again benefits reckless play.
Tanks without dedicated engineers are almost useless, and this makes it even worse of an experience for solo players.
Restricted numbers of classes:
Teams kept on loosing on the Liberation Peak map, because everybody plays recon, and this is just an example.
Other case, when 3 rockets are hitting my tank at the same time, it might be a coincidence or it might be because half of the enemy team plays engineer class.
I would restrict numbers to 1 recon/squad and 2 engineers/squad, the other classes are having minimal effect on the dynamics of the game if there is too much of them.
Classes:
In my experience the classes are very well put together this time.
I love the idea that the support class is a dedicated support class with all the necessary equipment.
This dedicated support class is an excellent help for your squad and 1 player can do it all, no need for a separate medic.
This system gives assault class the space to play freestyle without the need to play any role.
Sliding mechanism:
I'm just hoping that people will collectively agree on the fact, that the sliding feature in this form, has no space in the Battlefield franchise.
It has to be severely slowed down, if they keep this feature in the game.
You are a soldier with a 10-15 kg backpack on your back and a weapon in your hands, there is no way you can slide so fast and stand up immediately.
Sliding up on the building stairs is also quite impossible physically.
I'm not saying that Battlefield has to be realistic and all that, but again this benefits the reckless fraghunter playstyle.
There is a reason why Battlefield community is playing Battlefield and not Call of Duty.
Extras:
Offline training modes, like flying jets or helis.
Have the option to turn off kill/capture flag etc sound effects.