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ROBERTCPP's avatar
ROBERTCPP
New Rookie
5 hours ago

MY FEEDBACK

GUNPLAY: So I was playing the campaign & the gunplay felt great! Snappy, responsive. I simply aimed at a target and fired. The optic went where I wanted it to. So did the bullets. So I'm thinking the gunplay for multiplayer must be fantastic. I was wrong. Almost as if using a completely different system, I found myself spending hours, days getting lost in a Library of settings trying to figure out why everything feels off. Why does it feel weird? Why does the scope move too slow but then too fast? Why does it feel too loose? & Why is it overcompensating? Okay it feels half right now, but what's affecting the other half? The gunplay doesn't feel great or responsive. Acquiring a target is not that easy alot the times. Some kills felt like you have to force the gun to work rather than it feeling natural. Gunplay needs improvement, tweaking refinement. Half of the problem is that it seems like all of the aim assist & control that was in the campaign got taken out of the multiplayer. In modern gaming s sweaty state, casual players need more assistance to hang, not less. 

 

MAPS: We need Larger Scale maps. I'm talking sandboxes. Caspian Border, Gulf Of Oman. Ground to cover. Individual players having their own path to take. BF6 maps are either too small & tight to where the whole team can just converge in an alleyway and you're trying to fight gangs of 7 people all at once 24/7 (Cairo, Iberian Offensive) orr maps are Too Open to where everybody can just effectively snipe from afar the whole match or sit in a tank and nobody is pushing forward. Flags aren't met with a healthy amount of rifleman. It's just people in hills sniping miles away rendering a 2x scope useless. Simply traveling the map got you exposed (Firestorm) Manhattan Bridge seems to be the only map with decent space & flow. 

 

Health: An issue from the beta is ranged fire. It takes more shots to kill someone long range than it takes to kill them close range. You'll be asking how your long distance target isn't dead after you put 10+ rounds to a whole magazine into him and got a ton of hitmarkers. But if it was the other way around, you'd be dead instantly. Which leads to TTK especially when being rushed by more than 1 player. We need enough health to be able to react to getting shot at & get to cover, but not too much health to where we're a walking tank. 

 

VISUALS: It's too BRIGHT. The sunrays, the lighting. You could be in a building and look out a window & you can't see a single thing outside the window because the lighting is too aggressive. It's not easy on the eyes at all. & There are point where people are effectively hidden behind aggressive amounts of fog & sunlight.

 

MATCHMAKING: We need an actual SERVER BROWSER or CUSTOM SEARCH should work. Not a portal workaround. Let us play the maps and modes we want to.

 

MUSIC: The Beta main menu music was great. Not perfect but good, but it got replaced by this haunting orchestra. And the beta main menu music is now the In-game Waiting for players music. We need that song back in the main menu & it wouldn't hurt to put LIMP BIZKIT BREAK STUFF in the main menu 👀👀

 

TEAMS. Let us switch teams or have a favorite team selected from main menu that only lets us play as that team. Wanna play only NATO? Just have the team selected from loadout in lobby & that's the team you get. 

 

CONCLUSION: BF6 has potential. You've got the graphics, the sound design, the look, the aesthetics, but now it just needs to play right. Remaster more BF3 maps without shrinking them. Tweak the gunplay to where getting kills feels super satisfying. BF6 shouldn't just be great to listen to & look at. It should be fun to play as well.

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