Show Input Device (Mouse/Controller) & Killer Namecard in BF6
Hey DICE/EA, loving a lot of the direction BF6 is taking, but two small QoL tweaks would make a big difference for UX:
1. Display the active input peripheral (mouse/keyboard/controller) separately from the game-running device
Right now BF6’s system menus only list the device the game is running on (e.g. your PC, Xbox, PS5) — but there’s no clear indicator of which input peripheral you’re actually using. Call of Duty has done this for years: a small, persistent icon showing whether you’re on mouse/keyboard, Xbox controller, PS5 controller, etc., even if you’re using adapters or third-party peripherals.
This matters for two reasons:
Troubleshooting: If you swap between mouse/keyboard and a controller mid-match, or plug in a new controller via adapter, there’s no in-game confirmation the game is actually registering the right input. I’ve seen forum posts of players wondering why their controller aim assist isn’t kicking in, only to realize the game was still prioritizing their mouse input.
Transparency: Clear input display eliminates casual speculation about “hidden input switching” in public matches — everyone can see exactly what peripheral the player is using at a glance.
It’s a tiny UI addition that saves players hours of troubleshooting and clears up a lot of unnecessary confusion.
2. Make the killer’s namecard + dogtag properly visible on the elimination screen (similar to BF2042)
BF6 has robust playercard and dogtag customization, but right now the elimination UI flashes the killer’s info too briefly to actually read — most players never get to see the cool cosmetics they or their killers worked to unlock. As the CN community manager already acknowledged this feedback and said they’d forward it to the team, I’m adding my voice here: show the killer’s full namecard (dogtag, rank, title, background art) on the elimination screen with enough dwell time to actually process it. It rewards the killer’s effort customizing their profile, and gives the victim that “ah, that’s who got me” moment instead of a blurry flash.
Neither change requires overhauling core systems — they’re small, low-effort wins that massively improve day-to-day UX and respect the time players invest in customization. Thanks for considering!