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NitroEx41's avatar
NitroEx41
New Novice
1 month ago

HQ TOW + Phalanx Meta is Breaking Air Vehicle Gameplay

After many hours of play, there is a very clear balance issue affecting air gameplay.

The Core Problem:

  • Maps are relatively small.
  • Air vehicles spawn from ground level inside HQ
  • HQ is protected by Phalanx (CIWS-style defense).
  • TOW system is very easy to explode any air vehicle. so it is OP.
  • TOWS are everywhere.

This creates a situation where armored vehicles can sit inside HQ, safely protected and farm helicopters and jets with TOW - with almost zero counterplay.

Why this is a problem?

1. Air vehicles are vulnerable during take off.

Because aircraft spawn on the ground and need time to gain speed and altitude, they are visible and exposed.

On small maps, they are immediately in line of sight from HQ TOW users.

This means pilots can get hit before even leaving HQ airspace.

2. Phalanx removes counterplay.

When armored vehicles stay inside HQ:

  • Incoming rockets are destroyed by Phalanx
  • Enemy infantry cannot push (10-sec auto death zone).
  • Air vehicles cannot retaliate

This is effectively a risk-free high-impact position.

3. Small map scale amplifies the issue

On larger maps, aircraft can reposition and play angles. On current map sizes, there is literally nowhere to escape or flank. And at this points, Flares are useless. If you try to fly low to get not locked, so you are a easy target for RPG7 players. You are always exposed.

4. Too many TOW systems

When  "everyone has TOW" air dominance doesn't feel earned.

It becomes spam-heavy instead of skill-based.

 

The Result.

  • HQ camping armored vehicles dominate airspace.
  • Pilots are punished before having any chance to maneveur. At this point, there is another big problem. other air vehicles just waiting you to spawn at the HQ ground with air vehicles, and killed you instantly. Air vehicles must spawn at the air!!!!
  • Air gameplay feels unrewarding and frustrating.
  • Risk vs. reward balance is broken.

Right now, the safest place on the map is also one of the strongest offensive positions. That design contradiction is the main issue.

 

Solutions

  • Disable TOW usage inside HQ protection zone.
  • Or remove Phalanx protection from vehicles firing offensive weapons.
  • Or for ground vehicles waiting at HQ, provide Phalanx protection for just 15 sec.
  • Debuff TOW (maybe damage, maybe speed, maybe range, maybe maneuverability)
  • Increase map sizes.

 

4 Replies

  • shinin2356's avatar
    shinin2356
    Seasoned Newcomer
    30 days ago

    ​I totally agree. The TOW needs a shorter range limit, and the wire should snap if it exceeds its turn rate limit.

  • NitroEx41​  I generally agree with the overall HQ + TOW + Phalanx analysis, but I think some solutions could be refined.

    First, in my opinion, the CIWS (Phalanx) is at the core of the problem.

    Because it is fully automated, it removes too much counterplay. An armored vehicle can sit safely inside HQ, passively protected, while still using offensive weapons like TOW.

    A better approach would be to return to something similar to BF3 and BF4:

    Keep the CIWS in base

    But make it player-controlled instead of fully automatic

    A possible compromise could be:

    Manual control → full effectiveness

    Automatic mode only when no player is using it, but with a delay before it starts firing

    That delay in automatic mode would still allow an enemy helicopter to quickly dive in and destroy a vehicle camping in HQ. However, if the helicopter stays too long or tries to hover, the CIWS would eventually engage and shoot it down.

    This way, the spawn remains protected from abuse, but it no longer becomes a completely risk-free and offensively dominant position.

    Regarding air spawns, I think spawning directly in the air is a good idea — but only for jets, and mainly on smaller maps.

    On these maps, jets are immediately exposed during takeoff. An airborne spawn would significantly reduce instant deaths from HQ TOW fire.

    For helicopters, I’m more cautious, since their gameplay relies more heavily on positioning and altitude control.

    As for TOW systems, it’s probably difficult to remove or heavily restrict them without affecting overall balance. However, some adjustments could help:

    Reduce damage against air vehicles

    Make the missiles harder to control

    Add a maximum range after which the missile explodes mid-air

    Slightly reduce missile speed

    The goal isn’t to remove counters to air vehicles, but to prevent a fully protected position from also being one of the strongest offensive positions on the map.

    Right now, the real issue comes from the combination of:

    Small maps + ground air spawns + automatic CIWS + very strong TOW systems.

    It’s this cumulative effect that completely breaks the risk vs. reward balance.

  • NitroEx41's avatar
    NitroEx41
    New Novice
    30 days ago

    Hey, thank you for taking the time to share your thoughts. The solutions you proposed are also really solid.

    I hope the topics we create here and the ideas we present won't go to waste. Battlefield is a unique game with its own dedicated niche community, and seeing it struggle with issues like this right now is simply dissappointing.

    Hopefully, the feedback grom players who genuinely care about the game can help push it in the right directions.

  • QcR4ptor's avatar
    QcR4ptor
    New Vanguard
    30 days ago

    NitroEx41​  It’s my pleasure, and I completely agree with you. Hopefully our feedback will be heard.

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