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WoTM__ShuTiaoA's avatar
WoTM__ShuTiaoA
Seasoned Newcomer
2 hours ago

INCREASE soldier mobility

Against most of the community opinions, I think it is necessary to increase soldier mobility.

This does not mean reverting the slide activation changes from S4. After all, that change did reliably reduce accidental slide triggers, but it also completely eliminated certain movement techniques that were previously possible.

 At the same time, based on my testing, DICE's method of limiting consecutive slides is not through stricter velocity checks, but rather by bluntly adding a cooldown period after a slide. During this window, no matter how fast you are, you cannot trigger a second slide.

This needs to be compensated. I remember back in S2 or another season, DICE nerfed slide distance. It's time to add that reduced distance back now. We need a longer, smoother slide. I'll explain the reasoning shortly.

DICE also needs to improve the overall smoothness of soldier movement. I recently watched a video on YT comparing the first-person experience of soldiers traversing uneven surfaces like rubble piles in BF3 versus BF6. In BF3, the camera feels natural and smooth, with minor terrain bumps ignored to maintain a stable view that doesn't disrupt combat. This also aligns with real world logic, where the human body naturally buffers and maintains balance. In BF6, however, the camera feels like it has no buffering whatsoever. Tiny bumps in the terrain are directly translated into first-person camera movement, resulting in significant jitter that heavily interferes with aiming and shooting.

 Another issue I have to mention, which I believe many players have experienced, is getting stuck on all kinds of tiny objects, making it impossible to pull back into cover in time and leading to death. This is extremely frustrating. Also, when you're next to an MBT or IFV, the slightest movement of these vehicles causes massive camera shake. DICE should change the detection and calculation methods and prioritize a stable camera and smooth movement by ignoring small objects, minor terrain variations, and subtle interfering factors like vehicle movement nearby.

Now let me answer that question: Why should mobility be increased?

The reason is simple: a game's various design elements need to be aligned.

When the vast majority of guns have a short TTK, and most maps are relatively small, complex in design, and dense with engagements, strong mobility is required. One thing needs to be clarified: if you often find yourself dying in BF6 before you can even raise your gun or react, or frequently get killed by enemies using seemingly absurd movement, this does not actually mean soldier mobility in BF6 needs to be nerfed. On the contrary, it indicates that mobility still needs to be increased.

If the soldier you control becomes more agile, the difficulty of aiming and tracking for everyone else will increase. They will need more time to kill you, and you will have more time to react, allowing you to counter-attack or evade using that more flexible mobility. In other words, your chance of surviving unexpected encounters will be higher.

Improving mobility primarily raises the skill floor for players. For those currently dominating in BF6 with complex movement techniques, increasing mobility won't raise their skill ceiling by much, as their execution is already approaching the limit. Meanwhile, with enhanced mobility making you more flexible, you'll be able to handle those seemingly insane movement techniques with greater ease. This narrows the gap between average and top-tier players, leading to a better gameplay experience for everyone.

Or, look at it from the opposite angle: why did BF1 receive a massive mobility nerf shortly after launch? Because BF1's longer weapon TTK and its relatively open, linear maps did not match the initial soldier mobility. The gunplay and map design in BF1 gave players a larger window of operational freedom, and combined with the initially high mobility, this made chaining complex movement techniques possible—perhaps even mandatory. However, mastering these movement techniques was extremely difficult, creating a huge and hard-to-bridge gap between average and top players, which made the BF1 mobility nerf inevitable. But BF6 is not like that. The map design leads to frequent sudden encounters, and the shorter TTK further compresses the operational window. Increasing mobility won't make movement techniques more dominant; instead, it gives average players more possibilities.

You might ask: why not change the gunplay and map design to create an environment suited to low mobility? If BF6 had no commercial targets and no live-service pressure, that might be possible. But at least for now, the cost and time required to buff mobility is far less than redesigning a full set of game mechanics tailored to low mobility.

Some might also say that BF6's design feels too much like CoD. Whether that's true or not is a topic for another time, but one thing is certain: as long as there is still Conquest, Breakthrough, 64-player all-out warfare, vehicles, Classes, and all the various signature design elements of the Battlefield series, Battlefield will always be Battlefield. Each Battlefield title can lean into a different stylistic direction, because at its core, it is not any other game. No matter how much it might resemble CoD, it is not CoD—it is simply a Battlefield title with an unprecedentedly smooth infantry combat experience. BF6 does not need to deliberately cater to every design choice of older Battlefields. While great designs from the past can be used for reference, old Battlefield is not the gold standard; it can be changed, and even overturned. The times are evolving, and I hope the series is evolving, and that its players are evolving too.

Thank you for taking the time to read through all of this. If you agree, please drop a like.

2 Replies

  • Yes. Sliding feels much worse now. I dont know why exactly, but sometimes it just wont trigger a slide. Feels so bad.

    Oh, and, HOW SLOW AND SLUGGISH can you even make throwing the supply bag as support make? I mean, COME ON!

  • WoTM__ShuTiaoA's avatar
    WoTM__ShuTiaoA
    Seasoned Newcomer
    1 hour ago

    Yeah, I've always felt that equipments are clunky and unresponsive to use — probably because the deploy animations and equip delays are just too long.

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