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xAUx-Crimson's avatar
xAUx-Crimson
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43 minutes ago

Feedback and Suggestions! (Work in Progress)

Hey everyone!

I just wanted to put my 2 cents out there with some ideas and changes that could be made to improve the game even more!

I love Battlefield, and have hundreds of hours currently in BF6 because I just can't get enough of it. Seriously, I love it.

Having played a fair amount of it, I've noticed some issues and had some suggestions that I thought I'd share.

DISCLAIMER: I understand that game development is a large and time-consuming process, and none of what I say is coming from a place of negativity. It is purely coming from a place of constructive criticism/contribution. Also, this is purely based on my own opinion and playstyle, so obviously there are many other playstyles to take into account as well.

General Issues

Documentation of Game Mechanics

Problem: Lots of specific details about in-game mechanics aren't documented anywhere.

Examples: Base duration of revive? Adrenaline buff duration? Spotted state mechanics?

Suggestion: I understand that a whole in-game UI for this might be low priority, but even a makeshift wiki page would be amazing for people to understand how things are designed to work currently until then, perhaps?

Challenge Tracking Issues

Problem: Challenges don't register reliably.

Examples:

  • "X kills while using the Adrenaline Injector" - Seems to only count kills in the first <1 second of the buff, even though the buff lasts a good 3-5 seconds.
  • "Y damage dealt with the Incendiary Airburst Launcher" - Seems to only count damage dealt by the projectile/initial AoE detonation itself, not the burning cloud it creates, which is arguably the main part of the gadget!

These not counting can feel just as bad (sometimes worse) than the "too high-requirement" ones that are currently having their requirements lowered in recent patches. I've heard people joke and say that "the intern was assigned to coding the challenges."

Class-Specific Feedback

Assault

Issue #1: Class Weapon Proficiency

Problem: Class proficiency feels like a bit of an illusion.

Suggestion: Tune via stat bonus while using ARs.

Reasoning: Aside from more obvious ones such as the "sprint speed not affected while using LMGs as Support", the passive effect given to Assault for using their class weapon feels lacking. Yes, it exists, but the effects seem weak to the point of not really rewarding using "the weapon that the class was trained for" so-to-speak.

Mechanical Benefit: This would also encourage more people to play Assault and use ARs for competitive shooting, which in my experience, a lot of players tend to lean more towards Engineer + SMG with their hipfire improvement instead, yet not use the engineer kit when it's needed.

Issue #2: Perk Mismatches

Problem: Some of the perks feel mismatched.

Suggestion: Swap Agile Shooter (LVL1 Breacher) and Soft Landing (LVL1 Frontliner).

Reasoning: After playing both kits, the perks mentioned would make more sense being swapped.

Mechanical Benefit: The Frontliner would be able to strafe faster while ADS because they're more about mobility, and the Breacher would be able to use grenade launchers from height (where they have the upper hand) and jump down to finish off low-health targets without worrying about fall damage.

Issue #3: No Vehicle Damage Options

Problem: Assault doesn't have any means of vehicle damage – even trickle amounts.

Suggestion: Have incendiary damage from M320A1 THRM (launcher) and (maybe?) SS26 (shotgun) gadgets deal reduced damage to vehicles.

Reasoning: For classes like Assault and Support, who have thermite/incendiary, but almost ZERO ability to even deal ANY damage to a vehicle that isn't a helicopter/aircraft can be quite depressing. Even if that amount is minor in comparison to standard means. Even if, for example, the user had to be consistently supplied with ammunition to make a sizeable dent in the vehicle's durability.

Mechanical Benefit: It makes sense for fire/thermite/extreme temperature to be able to deal some damage to vehicles to a particular extent, such as let's say, a vehicle remaining in an incendiary cloud, and some of its components melting due to those temperatures.

Issue #4: Vague Passive Description

Problem: The passive, "Mission Focused", is a bit vague.

Suggestion: Specify values or reword it to make it more obvious how strong it is/isn't.

Reasoning: If it does what it says on the tin, it sounds like it could be quite good! BUT, without proper numbers, it's hard to quantify/doesn't really sell itself to someone having a quick read/glance at the Assault kit as a whole.

Mechanical Benefit: It's easy to misjudge/miss the importance of having an Assault class in your squad for objective capturing, especially at first glance. Having actual values would help to understand the importance.

Support

Issue #1: LMG Identity Crisis

Problem: LMGs feel lacklustre aside from their magazine size.

Suggestion: Lean into the identity of LMG "support" and "suppression".

Reasoning: LMGs can feel like they just don't bring that much more to the table than other weapons at the moment aside from ammunition, especially with the damage model of most weapons only having the 20/25/33 damage per bullet. Personally, I would have expected LMGs to have a much higher recoil baseline, but high damage brackets, let's say more like 25/35/40, but that was just my vision.

Anyway, remove Frangible bullets from LMGs, because (as far as I can tell/remember, suppression effect has regeneration cancellation baked into it) and massively increase the rate at which LMGs suppress enemies. Like, I'm talking, BIG numbers here. Make the LMG wielders actually feel like their job is to pin enemies down with their big magazines while their squadmates go in for the kill.

Mechanical Benefit: This would give LMG users a better sense of weapon identity and purpose, especially on Support classes with built-in ammo replenishment, without worrying about damage changes being a balance breaker.

Issue #2: Portable Mortar Needs Work

Problem: The portable mortar is too clunky to operate, and does too little damage to infantry.

Suggestion: Modify the way that it operates in order to make it less gimmicky, and increase the damage within 1-2 meters to kill infantry, with a sharp damage falloff, to reward accurate snipes with it, and reward tactical teamplay (like sharing intel, spotting, etc).

DISCLAIMER: IF THE MORTAR'S DESIGN GOAL IS TO BE THIS SPAMMY/LESS ACCURATE, EITHER HEIGHTEN THE FIRE RATE OR LOWER TIME IN THE AIR.

Reasoning: While on paper, the mortar DEFINITELY feels like it could be a very useful tool for a few notable situations, it doesn't really shine in any specific situation enough to feel worthwhile taking/using. The top situations where the mortar has been great to take/use have been flushing out snipers or hitting hard-to-reach soldiers (perhaps on roofs etc). Based on the way it currently operates, it takes way too long to be able to reliably hit any target, and is too RNG-based. Unless it's able to sit planted there for a very long time, constantly bombarding an extremely contested, uncovered, cramped, and infantry heavy point on a large map, and with good RNG, it just isn't worth it.

Mechanical Benefit & Proposed Solution: Obviously it needs calibrating, and can't be too accurate from the beginning, otherwise it would be too overpowered. So here's my suggestion:

  1. Mortar user aims to desired location (crosshair spread is wide, but has center dot indicator)
  2. User fires a mortar round, and is revealed as per current usual methods (3D world + minimap)
  3. While the user STAYS mounted on the mortar, and DOESN'T move the position of the crosshair, the crosshair shrinks at a rate of X per second
  4. If the user moves the crosshair at all, or dismounts, the shrinking resets back to default, and another round has to be fired again and the zeroing process started all over again

This way, "calibration" can still happen, enemies near the landing point still have a warning shot to let them know that a mortar is being shot in their vicinity (and to either spread out or go take the user out/get them off it) but the mortar user doesn't have to fire heaps of rounds in hope of finally hitting the desired spot, and therefore giving way too much warning to everybody to just leave the area completely before a single round properly hits.

Closing Thoughts

Thanks for reading through all of this! I'm really passionate about BF6 and want to see it continue to improve. Would love to hear your thoughts and whether you agree or disagree with any of these suggestions!

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