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twing1ea's avatar
twing1ea
Seasoned Traveler
20 hours ago

Overall Game Pacing of BF6 is Too Fast, 3 Easy Fixes

DISCLOSURE: This is largely a copy paste from a reddit post I made on r/Battlefield that garnered over 2M views, 10k likes (95% upvote ratio), and had 1000+ comments in agreement. The original post can be found here: https://www.reddit.com/r/Battlefield/comments/1mlf1n8/i_got_to_max_level_and_completed_all_challenges/

This was also the most liked post on EA's official BF6 Beta Feedback forums, but that section of the forums has since been removed. I am reposting here because of that.

 

 

15 year fan of the franchise here, I've been playing the BF games since BC2. After spending considerable time on the closed beta and mostly enjoying it, I want to say I am impressed with the current state of the game. It feels like a huge improvement over BF2042 and reminiscent of BF3/BF4 era. I'm hopeful that battlefield is back.

That being said, it still doesn't feel like a true return to form, and this is largely due to the game's pacing. BF6 is too fast paced to be considered on the same level as the games during the golden era of battlefield.

When I say fast paced, I do not mean movement. The player movement actually feels really true to BF3/BF4 movement; it feels grounded and realistic, and deservingly punishes those who try to slide and bunny hop their way through battles.

The problem with game pacing is due to a number of other reasons, and from what I can tell, the largest offenders are (1) the absurdly generous passive spotting system, (2) the utterly underwhelming suppression effect, and (3) the insanely fast passive health recharge.

1. Passive Spotting System

The passive spotting system in the BF6 Beta is overly generous in revealing enemy locations. For those who don't know, as long as an enemy within something like 15 degrees from the center of your screen and up to a whopping 35m or so away from you, the game automatically puts a large red dot above the enemy's head, giving away their position. This is before the enemy has even been manually spotted. Oftentimes, this leads to me identifying enemies far before I even see their character model. This mark is only visible to you, but it allows for easy target acquisition and enables a quick and easy follow up  spot, at which point the enemy would then be marked similarly for the rest of the team. Screenshot for reference:

As you can see, there is a red dot above the head of the enemy in front of me, who is by my estimation ~35m away from me. He is not spotted, which can be verified by his lack of a presence on my minimap in the lower left hand corner. The enemy directly behind me and firing at me is painted on the minimap, but the target pictured is not. This is what I mean when I refer to BF6's passive spotting system being overly generous. The target is far enough away from me that his character model can hardly be seen, yet there is still a large red dot above his head, giving away his position to me. And he hasn't even been manually spotted yet.

Previous battlefield titles had a passive spotting system similar to this, where the enemy's name or a red dot would appear above their head if you were aiming close to them, but the distance that this happened at away from the player was very close ranged. In BF4, enemy locations were not revealed this way unless they were within ~10m of you. The current ~35m that this happens at in BF6 is beyond excessive, and it allows you to easily identify enemies very far away from you, and then enables you to spot them, at which point their location will be revealed in a similar fashion to every member on your team. This of course goes both ways, which means that if you happen to be found by an enemy in this manner, it is likely that you are spotted by the entire enemy team.

This leads to a far greater number of enemies being spotted in BF6 than in previous BF titles, and oftentimes it seems that every enemy on the opposing team is running around with a red dot above their head, which takes careful environmental observation out of the battlefield skill set in favor of a brainless "see red, shoot red" strategy. This also contributes to the feeling that as soon as you turn a corner or find yourself out in the open, even for a fraction of a second, the entire enemy team and their mothers are shooting at you. This is a common complaint amongst BF6 beta testers.

The combination of the crazy long passive spotting distance and the strength of spotting in general in this game really speeds up the pacing of the game, and makes it play more like an arena shooter than an entry into the battlefield franchise.

Suggestion: Reduce the passive spotting distance to 10m, and remove the red dots above enemies for base level spotting. This would make it so that, under a base level spot, an enemy's location will only be revealed on the minimap, and no red dot would appear above his head. Think BFV style. This would do wonders in slowing down the pace of the game, and give players an actual chance to reposition without immediately being gunned down by 15 enemy players. It would also return tactically observing the environment for enemies to the game's skill set. Recon class should then have an improved spot mechanic made available to them, either at as a core part of the class or as part of one of their field upgrade paths, that would allow them to spot enemies for the team with the red dots above their head in addition to the base level effect of revealing their location on minimap. This would give the Recon class much needed class identity, especially if DICE continues to keep weapon types unlocked across classes and follows through with moving the deploy beacon to the Assault class's toolkit.

Weak Suppression Effect

As it currently stands, the suppression effect is so weak in this game that oftentimes I don't even realize when I'm being suppressed. There is almost no noticeable increase to gun recoil, aim down sight sway, or even an observable visual cue. If I'm shooting at an enemy, and another enemy tries to "suppress" me by shooting at me, 99% of the time I am able to secure the original kill I was going after and then take cover like nothing even happened. To the best of my knowledge, the ONLY effect suppression has in this game is preventing passive healing from occurring. This weak suppression effect is another huge contributor to the extremely fast pacing of the BF6 beta.

In previous Battlefield titles, the suppression mechanic would make it considerably harder to take out enemy players if you were receiving fire from another enemy. Your recoil and sway would increase drastically, oftentimes causing you to lose the ability to secure the kill. It also rewards teamwork, as a player could oftentimes protect their allies from harm by being aware and returning fire on an attacking enemy, even if they themselves are unable to secure the kill. In my opinion, it is no coincidence that the Battlefield games often referred to as the best entries in the franchise also had a heavy suppression effect. It worked wonders for controlling the pacing of the game by prolonging engagements with the enemy.

Suggestion: Drastically increase the effects of the suppression mechanic, or implement new effects if they are not present at all. I honestly can't tell if the suppression system even affects recoil or gun sway in BF6, that is how pathetically weak it is. A good, heavy suppression effect should do the following things:

  1. Drastically increase aim down sight sway, even by a factor of 2x or 3x. This will make sniping more difficult while suppressed, solving the current sniper issue.
  2. Drastically increase gun recoil, even by a factor of 2x or 3x. This will make returning fire with an automatic more difficult while suppressed, giving the edge to non-suppressed player.
  3. Involve a heavy but not impeding visual effect on the suppressed player.
  4. Prevent passive health regeneration (this one is already in the BF6 beta).
  5. SUPPRESSION SHOULD NOT AFFECT BULLET SPREAD. Learn from the mistakes made in suppression adjustment during BF3 and BF4. Suppression maximizing the spread of the gun left too much up to pure luck or chance. A suppressed player should be able to win engagements, if the skill gap between engaged parties is large enough. Suppression affecting bullet spread is too suffocating.

And before I get bombarded with "you shouldn't be rewarded for missing shots" or "this is an unfair mechanic because it further solidifies whoever shoots first wins", this is not the case. How suppression worked in previous battlefield titles, it took 20+ shots from an AR/Carbine/SMG in order to suppress someone. LMGs had an advantage in suppressing enemies, but they still took ~10 shots to suppress someone. Suppression isn't an accidental missed few shots, it is a deliberate and intentional expenditure of resources that inhibits an enemy combatant's ability to secure kills on your teammates.

3. Passive Healing Speed

Passive health regeneration is crazy fast in this game. Health begins regenerating after a 5 second delay, and then it beings to heal around 20 health per second. This yields around a ~10 second window after taking damage before you are at full health again. That means that a medic has ~10 seconds to give you medical support for it to actually be effective. This is Call of Duty levels of health regeneration. It works in CoD because CoD is a fast paced arena shooter, and there is no class that is dedicated to offering medical support. In Battlefield, however, health regeneration this fast takes away from the medic class, and helps to establish a pacing that is far too fast for the Battlefield feel. If soldiers are getting back into the fight faster, it speeds up battle engagements and ticket draw.

Suggestion: Reduce the passive healing rate to require a total of 20 seconds to get back to full health. Keep the 5 second health regeneration delay, but reduce the passive healing rate to require 15 seconds to heal back 100 hp. This would help slow down the pacing of the game and return much needed importance to team play, especially in the case of the Medic class. It's also important to note that if this change were implemented, the Assault class would still heal to full health in just 10 seconds because of their passive improvement to health regeneration that is already in the game. Assault get a passive on one of their field spec trees that cuts both the healing delay and also the time required to heal to full health after health regeneration has started in half. This keeps the Assault class on this fast paced health regeneration, giving them a legitimate opportunity to shine as the true run and gun class.

 

 

Despite this wall of text of grievances and suggestions, I found myself enjoying the BF6 beta. I honestly think BF6 is so very close to the perfect Battlefield game. I'm not posting this as a BF6 doomer, or someone trying to bury the game. I am invested in the success of this game, and have been waiting for years for another enjoyable, modern-time Battlefield title to come out. Anything I've brought attention to in this post is simply my experience of the beta so far, and the suggestions I make depict my opinion of what would make this game live up to its highest potential.

I am interested in knowing what other people thought about the beta, so please let me know in the comments. Thanks for reading!

9 Replies

  • Let's be honest here, the major advantage that Reddit will give you is that it's generally a good measure of what your average Joe thinks of the game. However, it isn't a platform where the best and most educated opinions necessarily find themselves with the most upvotes. 

    The Passive Spotting system

     It's generally a replacement for what people already do, which is spam the Q button every second that they even suspect that there's an enemy in the vicinity of where they are aiming. The primary issue is that if there's no suspicion at all, then an automatic system just feels like a crutch that just assisted you in target acquisition.

    If the range is small enough, it is reasonable to presume that the player has seen the enemy already, but perhaps is still in the process of figuring out whether it's a friend or foe. This is somewhat useful when it's quite chaotic and both friendlies and hostiles fighting for the same area. So reducing the range is perfectly fine, no problems there.

    Weak Suppression Effect

    This is a hard, and I mean really hard disagree from me. I'm all for informing the player that they are under the effects of suppression. That said, I'm all for suppression being a weak effect. It's an absolutely terrible idea and it would honestly ruin the game if it affected gunplay in any meaningful way.

    You've already said it. It's because you're being punished every time an enemy misses a shot, while rewarding the other player for not learning how to hit their shots. I know you've mentioned that different weapons cause different degrees of suppression, but that honestly is not a good argument. Battlefield has never been a game where you're in constant in 1 versus 1 fights. It's a game where lots of things happen and where suppression would kick in all the time. Even if it's subtle, it still turns every other firefight into you fighting the suppression system for no good reason. 

    In my opinion, every other argument you've made about teamwork, pacing, protecting allies, is forgive me for saying it so bluntly, complete nonsense. People didn't do any of that consciously, it's just a wall of blur and weapon jitter, that just feels like it's randomly applied to you. I honestly loathe randomness in firefights. 

    Every player with a reasonably good score didn't even bother with suppression, because why would they when they can just kill the player instead? All it does is create an excruciatingly frustrating experience that'd want to make me rage quit the game at times. I'd honestly hope that they keep things as they are right now and listen to none of your suggestions regarding this particular matter.

    Passive Healing Speed

    While I am generally in favor of slowing down the health regeneration a bit, the suggested 20 seconds is way too much. 20 seconds in any fast-paced shooter is an absolute eternity. Most sub-1 K/D players are probably glad if they can live for 30 seconds at a time. It's quite possible for you to have multiple firefights in that time frame.

    People have this idea that slow regeneration rates makes people run back to medics. That's just utopian thinking though. Instead, here's what actually happens:

    1. 70% of the team will play Medic or Assault (as long as they have a medpen that heals), because nobody can be bothered to wait for 20 seconds for their health to regenerate.
    2. 20% aren't really too aware of what they are doing, so they will just die repeatedly, especially due to a constant lack of health.
    3. 10% will just hang back and become extremely passive, playing as a sniper, so they don't have to worry about being shot every few seconds.

    After a while that 20% decides that they are kind of tired of dying all the time, so they just reinforce the 10% that are sniping. What it effectively achieves is an overabundance of snipers and a lack of engineers. It completely messes up class balance.

  • Easy fix, console against console , let PC players slide around the map all day 

  • twing1ea's avatar
    twing1ea
    Seasoned Traveler
    16 hours ago

    Thanks for taking the time to write out a detailed response.

    I'm happy to hear you are on board reducing the passive spotting distance, which currently takes manual target acquisition completely out of the game's skillset.

    ghostflux wrote:

    Weak Suppression Effect

    Suppression has always been a controversial topic, but the game needs a stronger suppression mechanic. Look at the BF6 sniper problem and take that as evidence.

    You are right that in battlefield you are hardly ever in 1v1 scenarios, and 1v1 scenarios are not where suppression should come into play. But if you put yourself in a position where 5 people are shooting at you, you deserve to be at a disadvantage. Suppression shifts the skill set away from gun play (though it even raises the skill ceiling of this as well which I will talk about a bit later) and toward smart positioning and battlefield control. Yes, one of its drawbacks is that the run-and-gun, one-man-army style of play is discouraged, but the Battlefield franchise was never about that. One of my, and many other's, favorite thing about Battlefield was its emphasis on team play, team work, and squad play, and its prioritization and rewarding of these over more individualistic styles of play. The core of battlefield is the grounded experience of just being a boots-on-the-ground soldier playing their part of something bigger. A cog in the machine, rather than the entire machine itself. There SHOULD be mechanics of the game that actively discourage people from playing like Master Chief taking on 6 players at once and expecting to come out on top.

    Furthermore, a strong suppression system serves as nothing more than a skill check. Back in BF4, the best players were hardly affected by suppression at all because they were able to effectively combat the disadvantages it enacted upon them, and fight the increased recoil to still secure the kill. This raises the skill ceiling of the game, and allows for the player's gun play skill cap to move beyond the simple muscle memorization of combatting a gun's recoil pattern and instead requires the best of the best players to engage in more reactive control of their weapon's recoil depending on the situation they are in. This is good for the longevity of the game, as an increased skill ceiling will inherently require more time to perfect and keep players engaged for longer before total game mastery is reached.

    ghostflux wrote:

    1. 70% of the team will play Medic or Assault (as long as they have a medpen that heals), because nobody can be bothered to wait for 20 seconds for their health to regenerate.
    2. 20% aren't really too aware of what they are doing, so they will just die repeatedly, especially due to a constant lack of health.
    3. 10% will just hang back and become extremely passive, playing as a sniper, so they don't have to worry about being shot every few seconds.

    I will update the original post to include these numbers as well, but in BF3/BF4/BF1 the health regeneration required 36 seconds to heal back to full health. BF3/BF4 in particular did have the issue where everybody played medic, but IMO one of the very few things that BF2042 did correctly was reduce the passive healing time to nearly half its previous value at a more manageable 20 seconds to get back to full health. If anything, BF2042 had a problem where too many people were playing engineers (except for the infantry-only maps, where Assault, Support, and Recon were all popular picks). Requiring 20 seconds to heal back to full health after critical damage is proven to not overly skew class choice in the medic class's favor.

  • twing1ea's avatar
    twing1ea
    Seasoned Traveler
    16 hours ago

    I don't see how restricting cross play or your mention of sliding has anything to do with the points I mentioned. The original post isn't about the player movement in BF6, and instead focuses on core mechanics of the game that are consistent across Consoles/PCs, like passive spotting, suppression, and health regeneration.

  • ghostflux's avatar
    ghostflux
    New Scout
    14 hours ago

    Look at the BF6 sniper problem and take that as evidence.

    Even if it's a problem that needs a solution, suppression isn't fit for purpose. Suppression isn't meant to serve as a solution to make sniping harder, it's a design decision that's much broader in scope. There are many more solutions that would be able to more specifically address this issue.

    But if you put yourself in a position where 5 people are shooting at you, you deserve to be at a disadvantage.

    If there's 5 people shooting at you, you are already at a massive disadvantage because of the disproportionate amount of fire coming your way, likely from multiple different directions. They will be able to kill you just fine and don't need the game to assist them. If anything, if you managed to kill those 5 people, you fully deserved that win.

    Suppression shifts the skill set away from gun play (though it even raises the skill ceiling of this as well which I will talk about a bit later) and toward smart positioning and battlefield control. Yes, one of its drawbacks is that the run-and-gun, one-man-army style of play is discouraged, but the Battlefield franchise was never about that. One of my, and many other's, favorite thing about Battlefield was its emphasis on team play, team work, and squad play, 

    This is the usual fluff people come up with, to defend suppression, but truthfully this just doesn't happen. Battlefield 3 and 4 had suppression and it was nothing more than an annoyance. It did nothing to facilitate teamwork, or smart positioning for that matter. People still ran around, and the one-man-army style play was actually quite effective. You know why? Because aggressively pushing and smart positioning aren't mutually exclusive. If you want a more deliberate way of playing, there are many things the game would need to do first, before suppression would ever start to matter.

    There SHOULD be mechanics of the game that actively discourage people from playing like Master Chief taking on 6 players at once and expecting to come out on top.

    This has nothing to do with Battlefield, nor does Battlefield specifically facilitate it. It's a skill issue. Even in games that are supposedly "realistic" like Squad or ARMA, it's still quite easy to stack-up multiple kills, as long as you're not playing against a highly organized group of players. Games like that tend to draw a crowd that wants to play in an organized fashion, but make no mistake, the average Battlefield player isn't like that. If you've ever ran with an organized squad on a pub server, you'll quite easily dominate the entire server.

    The idea that the game needs to "discourage" skill-based gameplay is the complete opposite of what I'd do. I'd instead make it easier for people to organize, by providing proper tools for players to actually work together.

    Furthermore, a strong suppression system serves as nothing more than a skill check.

    Not really, it was just annoying, nothing more. It introduced unnecessary randomness to the game. It was entirely pointless and the game would have been vastly better without it. Controlling recoil or spread requires you to actually learn the specifics of the weapon. In a game with over a 100 weapons, with quite complex underlying statistical systems, that's not exactly an easy thing to optimize.

    If you then add a random multiplier to that based on how suppressed you are, that isn't something that you can reasonably on-the-fly compensate for, no matter how skilled you may be. That's not a matter of skill, that's a matter of the limits of human reaction speed.

      If anything, BF2042 had a problem where too many people were playing engineers

    Battlefield 2042 is an outlier and isn't really a suitable comparison. It's mostly a matter of all non-infantry maps being too large and too empty (even after the map reworks). It was an issue born from the desire to facilitate 128 player servers. Without proper cover for infantry, vehicles were disproportionally dominant. It was later significantly mitigated with the introduction of more anti-vehicle tools/specialists like Lis. Still, the need for engineers remains. Another reason is the weekly missions, which may include challenges that cause a temporary overrepresentation of a particular class. 

  • twing1ea's avatar
    twing1ea
    Seasoned Traveler
    12 hours ago
    ghostflux wrote:

    Battlefield 3 and 4 had suppression and it was nothing more than an annoyance. It did nothing to facilitate teamwork, or smart positioning for that matter.

    If people were suppressed behind cover, it was far less likely they were going to peek the corner as soon as the suppressor stopped firing and instead wait to for the suppression to dissipate. If the suppression mechanic weren't present, the player behind cover could easily peak the cover as soon as the suppressing player stopped firing and secure the kill. This is more than an "annoyance", it is a measurable effect on gameplay.

    ghostflux wrote:

    It introduced unnecessary randomness to the game.

    In BF3, when the suppression mechanic vastly increased bullet spread, I would agree with you. This is why I'm specifically calling for suppression that does NOT increase bullet spread. When it only impacts the recoil/sway of the gun (which are both controllable by the player) and not the bullet spread, the randomness is taken out of the equation. As you said, "controlling recoil or spread requires you to actually learn the specifics of the weapon". Suppression raises the skill ceiling because when mastering a weapon, instead of only having to learn the specifics of the gun while you aren't suppressed, you would also have to familiarize yourself with how that gun performs when you are suppressed and learn to react with the correct response that each situation calls for. Suppression under this system is not, as you describe, a "random multiplier"; it is a highly predictable increase to a weapon's recoil values. It would not alter the core of the weapon's recoil pattern, and only increase the magnitude of it. If you are unable to effectively combat a magnitudinal increase to a weapon's recoil, it is a skill issue and not a problem with randomness.

    ghostflux wrote:

    The idea that the game needs to "discourage" skill-based gameplay is the complete opposite of what I'd do. 

    A heavy suppression mechanic does not discourage skill based gameplay, it simply raises the skill floor by giving support players a way to meaningfully slow down the enemy team's advances through a deliberate and intentional expenditure of resources while also raises the skill ceiling through the ways previously discussed.

    ghostflux wrote:

    I'd instead make it easier for people to organize, by providing proper tools for players to actually work together.

    The current level of health regeneration is the exact opposite of giving players the proper tools to work together. Right now, there is about a ~3-4 second window after a player takes damage in which a medic can drop them a bag and have the active healing actually effect them, before they passively heal up to full health on their own. Slowing down the passive health regeneration rate to the level suggested would increase this window by 10 seconds, giving a greater opportunity for medics to provide them with active healing. I agree with you that the 36 seconds to full health in BF3/4/1 is too slow for today's gaming environment, but 20 seconds is already nearly halving this value while still providing ample opportunities for active healing.

  • ghostflux's avatar
    ghostflux
    New Scout
    6 hours ago

     When it only impacts the recoil/sway of the gun (which are both controllable by the player) and not the bullet spread, the randomness is taken out of the equation.

    This simply isn't true, because suppression isn't predictably applied before a fight, it can be applied at any time during the fight, even while you're already bursting your gun. I'd challenge you to try compensating not just recoil but also sway control, mid-burst. That's why it's not a skill-based mechanic. People can't properly respond to that, plain and simple.

    A heavy suppression mechanic does not discourage skill based gameplay, it simply raises the skill floor by giving support players a way to meaningfully slow down the enemy team's advances through a deliberate and intentional expenditure of resources while also raises the skill ceiling through the ways previously discussed.

    Sorry, but I reject the premise entirely. Deliberately shooting and missing your shots near an enemy barely requires any skill. Combine that with your own admission of "Suppression shifts the skill set away from gun play", and you're left with a system that actively reduces skill-based gameplay.

    The current level of health regeneration is the exact opposite of giving players the proper tools to work together. 

    You're mixing things up. My last response was about suppression, not health regeneration. The quote you were addressing was not about health regeneration. The exact time it takes for health regeneration to kick in, or how long it takes to go back to full health, is in my opinion up for debate. Suppression on the other hand is a different story. Suppression in both Battlefield 3 and 4 were absolute garbage.

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