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Satiricalfever69's avatar
Satiricalfever69
Rising Novice
5 days ago

Feedback After Launch (Compared to Beta)

I’ve been a longtime Battlefield player. I play sim shooters as well, but Battlefield has always been my main game. I want to like this one because the foundation is there, but some things feel off compared to the beta.

First off, the eye adaption and lighting need work. When you use the Adrenaline Stab with the Assault class, your whole screen flashes bright, which already makes visibility bad. On top of that, the lighting between indoors and outdoors feels broken. If you’re inside a building looking out, it’s way too bright to see anything. But if you’re outside looking in, you can see everything clearly. It throws off fights completely and makes some areas painful to play around.

The maps feel really uninspired. They aren’t good at any one thing, but they aren’t terrible either they just feel empty. It doesn’t feel like any map was built around a single game mode. You can’t even tell which ones are meant for Conquest or Breakthrough. Maybe Operation Firestorm fits for conquest, but everything else feels random. There are hallways and doors that go nowhere, and interiors that just feel unfinished. In Battlefield 3 and 4, maps had the atmosphere things like markets, banners, and color that gave them life. Here it feels like they arent funneling correctly and the fights don't have that weight like before. Also no weather (we dont want 2042 style.   But give it some life small events or different weather itd be a nice touch to have rain, snow, fall, like just changes it a little..) Also maybe more dynamic events destruction based like BF4.. they really are moments you remember from those old maps. 

In older Battlefields, there were clear hotspots — areas that actually mattered and created natural choke points. In this game, the fights feel random, like no area is more important than another. Maybe Siege of Cairo with that C point has a bit of that feel, but most maps in Conquest just lack structure.

Rush doesn’t really work anymore either. Breakthrough plays fine, but Rush feels out of place with the current pacing. Respawns are instant, and everything happens too fast for the old Rush flow to make sense. It kills the buildup and back-and-forth push that used to define it. In Battlefield 3 on Noshar Canals, for example, when you came in on boats and attacked the land, it actually felt like an invasion. It wasn’t about realism, it was just that the mode had personality and direction. That kind of atmosphere is missing here.

The open class system itself is fine. The issue is with how spotting works. If players can use any gun on any class, then spotting shouldn’t call out classes anymore. When it says “Sniper spotted,” I expect a guy with a bolt action, so I rush him. But then he turns around and melts me with a carbine. It should call out the weapon type instead, like “Assault spotted” The class callouts don’t make sense in the current system. Need to base it off current weapon.

Grenades also don’t make sense being locked by class when weapons aren’t. If we already have open guns, grenades should be open too. There’s no reason to restrict them. (Also forces you to play one class to use smokes....)

The gunplay just doesn’t feel right either. I’ve been using iron sights most of the time because the optics don’t feel good. Something’s off with mouse aiming. I’ve changed my settings a hundred times, and it still doesn’t feel like it did in the beta. It’s either too fast or too slow, just inconsistent. Seems to be a common complaint in hearing online. (Never had an issue in the beta)

Hit registration feels inconsistent too. Sometimes I’ll land a full set of hits and still lose. The bloom feels worse than before. Assault rifles have a hard time hitting anything, and people say to burst fire, but it doesn’t really help much. Meanwhile, SMGs can beam from mid-range like nothing.

The movement update is one of the few things that feels improved. It’s smoother and faster, which I like. But overall, the gunplay feels worse than it did in the beta. I think the balance changes went too far. The beta’s aiming might have been a little too easy, but it was smooth and satisfying. Now it just feels clunky and over-tuned.

The attachment grind is another big problem. Unlocking new guns and attachments takes way too long. And when you finally unlock something, most attachments feel almost the same. You’ve got multiple versions of the same vertical grip, but they all have such tiny stat differences that you can’t even feel a change in gameplay. I’m not asking for attachments to make guns overpowered, but there should be a clear difference between them.

Maybe part of that problem ties into the bloom, netcode, and aiming issues, since it’s hard to tell what attachments actually do when the core gunplay already feels off. But right now, the grind is slow and the rewards don’t feel impactful, which makes it hard to stay motivated to unlock anything.

Overall, I don’t think the game is bad, but it definitely feels like a step back from the beta. The core Battlefield feeling — that mix of chaos, teamwork, and purpose — just isn’t there yet. The base is solid, but it needs polish, especially with map design, lighting, and gunplay balance.

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