Forum Discussion
-blatant tracking through walls
-perfect recoil nullification
-robotic micro-adjust aim patterns
-snapped target switching
-impossible flick precision
-unnatural spatial awareness
-repeated full-team wipes with identical aim signatures
Ah yes, all the things that you have no tools or kill cam to detect lol
-seeing cheating in 4 or more matches out of 50 would already be statistically unlikely
-many players easily see 10, 15, or even 20 such games in that range
-such frequencies would be close to impossible under a true 2% rate
Even if a game were to have 0 cheats, players would still have the perception of other players cheating
sl_rebase (and others), I think it is important to remember that there are multiple games in this game. And within those games, there are different environments. Your experience will not match others', if your use does not match others'.
Within the traditional core game, the cheating problem is likely low. The stated cheating metrics are almost certainly based on the core game with its lower incidence of cheating. Within the free-to-play part, the cheating is undeniably higher. You can witness it, you can see the discussion of it, you can confirm others' experience with it, and it just makes sense financially that a free game has low cheating inhibition.
Saying that there is no way to spectate or quantify the stated observations, really indicates that you don't play the game where the biggest cheating problems are. The free-to-play game does have the ability to spectate, and almost all stated observations can be quantified.
Additionally, within the game are different environments. Within the PC environment, the majority of the cheating will be software ESP/wallhack and aimbot. Within the console environment, the cheating will be 0% software, ESP is impossible, and instead it will be hardware augments such as recoil reduction and aim assist manipulation to make the aim assist more sticky. We can argue about which one is more powerful and damaging; I would say PC, and that's why I play mouse and keyboard on console with crossplay off. Aimbot on console will be 0% or near 0%, depending on if anyone has yet trained an aimbot model for the discountinued Titan product, using its no longer supported software, and decided it is worth the time and effort with its more complicated and expensive hardware requirements. Where you play and what crossplay options you have/use will affect your perception of what cheating is and whether you feel like there are or are not a lot of cheaters.
Since the cheating is undeniably higher in the free-to-play game, there is no reason it can't exist in the core game; it's the same code. The only inhibition is cost and how much of a risk someone wants to take dirtying the reputation of their BF identity. Cheating percentage in the core game will likely continue to rise as people see it not being prevented, as people start losing interest in the game, and as people perceive the continual compromise of the franchise.
- Cru3lr4Ge3 months agoSeasoned Traveler
You make some solid points, especially about there being “multiple games inside the game” and cheating differing between core, F2P, PC and console. That part actually strengthens the concern I’m raising.
Because if the published MIR (2%) is mostly based on the core paid experience — which naturally has lower cheating rates — then presenting it as a global Battlefield 6 number becomes misleading simply because the other environments behave very differently.
In F2P, you absolutely can spectate, you can see patterns, and cheating is clearly more common. And as you said, PC and console have different types of cheating altogether. This means a single blended MIR cannot realistically describe the whole ecosystem unless EA explains:
-which modes were sampled
-which platforms were included
-how detections were counted
-whether F2P was part of the dataset
Without that context, a flat 2% number won’t match what players in higher-risk environments experience.
So I fully agree with your breakdown — and it’s exactly why clarification from EA would help the community understand what MIR actually represents.