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Milichip's avatar
Milichip
Seasoned Newcomer
4 months ago

Feedback on engineer, support, vehicles, and more

First of all, amazing game, and I am thoroughly impressed with the balance of the weapons - while there are a few outliers, they all have very clear strengths and weaknesses. Anyway, here's my feedback:

Engineer/vehicle stuff first:

  • AIM-GUIDED LAUNCHERS: They should not one-shot helicopters, because it is dumbfired weapons that one shot helicopters. If you make aim-guided launchers 1-shot helicopters, then there is no longer a reason to attempt using dumbfired weapons such as the RPG or tank shells to shoot down helicopters - and it is way too easy and reliable to do so. As a result I believe aim-guided launchers should be nerfed on everything - the attack helicopter, tanks, and on infantry.
  • ENGINEER (lack of infantry-only gadgets): I enjoy the variety at play here, however for infantry-only play, only the RPG is relevant, as the EOD bot has no PvP potential (besides welding enemies, which is funny), so I would very much like to see another pvp gadget added to engineer (maybe barbwire or spikes that works on tanks and people, or thermite flares)
  • ENGINEER (launchers): It is my opinion that only the RPG and the anti-air lock-on launchers are good, the auto-guided launcher (MBT-LAW) does not deal significantly more damage to the front of tanks to give up the RPG versatility, the long-range launcher (MAS glaive) similarly does not deal good damage to give up so much potential, thus I suggest buffing the damage of the mentioned launchers
  • ENGINEER (mines): I like the variety in mines, however I believe they should be more distinct from eachother - I believe the acoustic mine should have even more range such that it is undodgeable even if it loses some damage, and the tripwire mine should have a slightly smaller tank radar detection radius
  • JET DOGFIGHTS: I am not a fan of the jet vs jet gameplay, it often feels like whoever gets behind another jet first instantly wins with no counterplay possible - I would like more "movement tech" to be added to jets like making stalling more useful or other skill-based tricks, as well as buffing the automatic base anti-air range to actually defend you if you go back to your base
  • GROUND VEHICLES HMG AND GRENADE LAUNCHER: My opinion is that there is currently never any reason to use anything besides the LMG on a ground vehicle. I believe the HMG should be significantly more precise than it currently is even with prolonged fire to match its "long range" description, and the GL should deal have more damage/AoE/reloadrate, I do not think the LMG should be nerfed in any significant way if at all.
  • ENGINEER (thermal overdrive): While I never get to use it anyway, getting 50% repair efficiency as the engineer ability is not exciting to acquire or use, especially compared to all the other classes. I would like for it to instead make his AoE larger, meaning 1 rocket could take out multiple windows or deal more splash damage (but not increase the 1-shot infantry range), as well as speeding up his lock-on time significantly. And yes, getting some extra repair efficiency too, which should also work for dealing more damage to an enemy tank with a welder.

 

Support stuff:

  • SUPPORT (supply bag range indicator): I liked the beta's ring around supply bags indicating their range, I wish it was brought back in a more subtle form - still as a ring, but just not as bright. (side note: I also believe there's a bug with supply bags as they sometimes don't resupply me after a while)
  • SUPPORT (gpdis and mp-aps): I love these gadgets, however when compared to the value of the deployable cover or smoke grenades, I do not feel like they should be separate. I believe both gpdis and mp-aps should be the same gadget which blocks both grenades and missiles.
  • SUPPORT (supply pouch): It should recharge significantly faster to even be a consideration, and even then it does not feel like it would be worth it in its current state, maybe if it restored more health (via regen) it would. Also, I don't like how all of its momentum stops once it reaches a certain radius around a player, it looks jarring and unsatisfying.
  • SUPPORT (incendiary airburst launcher): It's decent, but it has a very very large downside, which is its range - because of that, I would like to see its AoE radius increased. Especially when compared to assault's grenade launcher, which is significantly more powerful due to its ability to one shot.
  • SUPPORT (defibrillator): I would like to drop this from my loadout at times, but it feels quite mandatory - without it, reviving people in risky spots without using way too many smoke grenades (which take too long to recharge to make this viable) is impossible. I would like to see support's default revive time buffed as a result.
  • SUPPORT (lmg reload time): While I did like how long it took to reload some LMGs, making them feel special, I would like to see more variation in reload time besides just have them reload in either 2-3s or 6-7s. None of them take 4 or 5 seconds to reload, and while I do understand it for precision LMGs like the M/60, I don't think it's appropriate for the M123K which is a more "spray/suppressing fire" weapon.

 

Other comments/improvements:

  • SUPRESSING FIRE: It's very underwhelming. I did watch a video on it, so I understand the mechanic, but I do wish it did more than just pause health regeneration. Perhaps it should be harder to trigger (i.e. require more bullets to trigger the suppression) but have some effects on ADS accuracy, or just more oppressive visuals - as currently, I do not feel it is ever worth the risk of keeping your head poked out and showing on minimap by firing just to MAYBE delay health regeneration if they are not on a supply bag. So please buff/overhaul it, and please show a "suppressed enemy" significantly more often than currently, as I barely ever get the popup despite doing it.
  • TRAINING PATH (level-up rate): I believe everyone should gain more XP, I hardly ever reach the class active ability in matches, which is very disappointing as during the beta they were available much more often (perhaps a bit too often, but still)
  • TRAINING PATH (customization): I do not like the lack of customization in training path, for example, being able to choose only between "combat medic" and "fire support" is disappointing, I wish it was possible to create your own training path containing for example, urgent aid -> explosive resistant -> defense-focused
  • RECON (smoke grenades): I absolutely loved having 1 smoke grenade as recon during beta, especially with C4. It made blowing up a building where people are camping delightful and cinematic, as it all came down at once instead of one rocket a time. I do not think it is overpowered, as it is still very risky for the recon player, so I would like to see smoke grenades available for recon again.
  • ASSAULT (adrenaline injector): It just feels disappointing to use the injector, I think the buffs it provide should last much longer for how long it takes to use, leaving you vulnerable.

 

Even if you don't implement these changes, I think the game will still be great, however I feel like after 1-2 more months, these issues will grow into frustrations that become even more noticeable anytime they occur.

Still, I want to end on a positive note: great job for the game, and I am still hopeful for upcoming changes to keep the game as peak and amazing as my first impressions of it.
It is truly amazing how special the game is, and it is only a few changes away from being even more amazing. Keep up the great work! :>

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