Forum Discussion
I've found that matchmaking is the broader issue, with team balance being sat underneath that banner.
I was watching footage from my days on BF1 and V recently to try and remind myself how long matches went on for, and how they felt in terms of balance. The majority I did record back in the day seemed to go on for an average of 20 mins. There was little to no stomping at all.
Im genuinely starting to think that they purposefully made it a stomp fest on BF6, by design, to try and mimic cod. It's a real shame, as it wastes xp boosters, makes modes vastly unenjoyable, and feels like we're not gaining anything from the match. Challenges end up laying incomplete too, purely for that reason.
MjrWalker wrote:Im genuinely starting to think that they purposefully made it a stomp fest on BF6, by design, to try and mimic cod.
Frankly, I doubt that. It is more likely that the sum of design decisions that have led to this iteration have resulted in the unbalance.
I know it's been less true with the recent designs, but for example look at how many maps have a tower or a mountain overlooking a large swath of the battlefield. I don't mind 3D spotting, I think it's a great mechanic to foster collaboration, but when one guy can overlook so much terrain, and if they're recon they will auto spot just by roughly aiming at you, one guy is telling they're entire team who's coming and from where.
Same thing for the gunplay. The laser guns are really bad for Battlefield, and they're still laser guns for the most part even after the recent changes. And that means everybody gets to take a shot at you under 100m. I used to see people in the distance in BF4 Golmud and neither would shoot because there wouldn't be a point. In BF6, you see someone, you're fighting for your life. Which is a problem when you're having to rush to try to catch up.
These are just a couple of data points, but there are more. And I just think that those changes, all put together, contribute to comebacks being rarer.