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MOMMYSAVEME
New Traveler
5 months ago

Suggestions after 120 hours

Loving the game so far, I have a couple thoughts on where to go from here and some nitpicks

ASSAULT

  • [Unrelenting Reload] is a weak perk for tier 3, you often don't need to fire too many grenades back to back. It should instead increase total ammo for these gadgets by +1 (including an extra shot on spawn). Since the 40mm HE doesn't destroy walls in one shot anymore, this would go a long way to restoring it to its former glory.
  • The [sledgehammer] should be unique to this class, this feels like an oversight considering it's on the model
  • [Extra Grenades] should actually make you spawn with an extra grenade
  • Assault should have access to [AV grenades] to not feel completely useless against armor.
  • [Adrenaline] VFX is very obtrusive especially on bright maps, should be changed to perhaps a sharpness filter with the vignette and increase the intensity of the SOVIS filter so you can spot players even better
  • The [Breaching Projectile Launcher] should blind players when shot at the ground or an indestructible surface. It's hard to tell what surfaces are destructable, leading to dud rounds too often. This gadget would be much more usable if you could also fire it into the ground in front of players to blind them.
  • Spawning on your own [Spawn Beacon] breaking it, and squadmates spawning on your beacon breaking it is just a tedious mechanic. Spawning, placing a beacon, next time you spawn you're facing 180, it's disorienting. Instead of placing the beacon at the same point, the assault should be spawning on the beacon, running to a new location and 'leapfrogging' to make the assault a dangerous pressure on the flank. Just add a timer to Spawn beacons, make them self-destruct after 60 seconds. This keeps the pressure on the assault to keep repositioning, prevents permanent spawns, but gives the assault a decision: do you place your spawn beacon at the same place after respawning, or risk it and try to place one in a different position, possibly risking being caught out without a beacon? It's more engaging.
  • [Adrenaline Rush] should allow you to spawn on any team spawn beacon on the map instead of granting the adrenaline effect on spawn. Possibly rename to [Maneuver Warfare].
  • The [Incendiary Round Shotgun] feels like it's meant to be used to saturate large groups of clumped up enemies on a flank, but it requires multiple shots to work. This should be massively buffed to apply the fire DoT to multiple enemies for much longer if they catch stray pellets, and it should also actually kill enemies if you hit them directly with enough pellets at a close enough range (maybe half the M870's one shot kill range) so it can act as a backup shotgun in close quarters.

Assault is almost a great class to play, but I think one of the biggest things is that you feel useless when vehicles are on the field. Support gets a tradeoff for that vulnerability to vehicles, that being bottomless ammo and health, or even smoke grenades to conceal themselves from vehicles, but Assault gets nothing special. I think AV grenades on Assault would solve this, giving you a chance to do a little damage. Another thing is the adrenaline VFX, the game is so bright sometimes that I really think this needs adjusting especially when you can end up flashbanging your teammates with the glare at random by activating your Ability or when spawning on beacons. 

ENGINEER

  • Should get [incendiary grenades]
  • [Incendiary grenades] should burn through vehicle armor, dealing about 25% damage to a tank if they take the full burn duration
  • [Incendiary grenades] are not 'thermite' VFX like they are in real life, this seems like an oversight Thermite Grenade VS Engine - YouTube
  • [Gadget Fortification] is too situational. Replace with a perk that automatically repairs friendly vehicles (above critical health) in proximity while occupying a vehicle (but does not repair your own). Call back to BF2. Potential name: [Motor Pool]
  • [Aim-Guided Launcher] is outclassed by the MBT-LAW and RPG-7 because you get 3 of those by default and only 2 AGLs. The AGL is outclassed by the RPG in almost every situation except shooting down helis. They should be sidegrades, with the RPG doing critical damage but the AGL being easier to use at longer ranges and against helicopters. The maximum potential damage output on a basic spawn is what people think about when choosing launchers, and that should be fairly even across the board, with the different launchers having different interactions, weak zones, and critical damage effects

Little to say here, except that Engineer feels largely out of place on maps with limited or no vehicles. The class is so focused around vehicles that it doesn't really have much of a place, hipfire with SMGs is not enough to make most people play it I think. The Recon's C4 feels better for remodeling maps in an infantry setting than the Engineer's launchers do, and you can use them as traps. Would be nice of they got a gadget NOT focused strictly around vehicles to use in addition to the launcher in these situations, like a sentry turret.

SUPPORT

  • [Portable Mortar] smoke round VFX seems to be bugged, should be a lot bigger and last longer.
  • There is a bug where supply boxes stop functioning after a few seconds, or when placed on odd angles or surfaces. Doesn't seem to happen on flat ground specifically.
  • [Squad Supplies] should also activate gadget resupply when interacting with a Support in your Squad. It's very annoying to have to spam and beg a support to drop ammo just to get rockets back, which is the real reason to seek out a Support in the first place.
  • [Urgent Aid] shouldn't revive soldiers quicker. Combat medics usually bring defibs. It defeats the purpose of dragging to reposition someone out of the line of fire if you get them up faster. Urgent Aid should give you a 20% drag speed bonus and also increase your sprint speed (to assault adrenaline levels) while sprinting towards a downed player (after pinging them) like in BFV
  • [Defense Focused] should be moved to the Fire Support training path, replacing [Steady Aim]. The Combat Medic should get a perk that synergizes with the Smoke and Airburst launchers, like [Unrelenting Reload] from assault to reload the launchers faster.
  • [Explosives Resistant] should also make you resistant to suppression, renamed to something like [Entrenched]
  • [Revive Recovery] should apply to the teammates you just revived as well
  • Support should get a new [White Phosphorous] hand grenade that acts like the airburst round, burning enemies inside of it while concealing like smoke. -1 capacity compared to regular smoke grenades.

Great class, doesn't even need to be said. Everyone loves playing it. I do think the training paths are confused though, Combat Medic should focus on using smoke launchers and the Fire Support should be about fortifying positions with gadgets and walls. 

RECON

  • Should have access to [Smoke Grenades] to conceal their movement and reposition
  • [Mini Grenades] would suit this class since you can throw them longer range than Frag Grenades which suits their long-range nature
  • There seems to be a bug where you can't resupply or use the [Recon Drone] after it runs out of battery, even if being resupplied by a supply bag

Honestly a fantastic class to play, I thought I would dislike the removal of the spawn beacon but it allows Recon to focus more on spotting, intel, and sabotaging.

VEHICLES

  • [Light Transport] should get a grenade launcher as a possible gunner seat weapon. It'd be way more fun to use it with friends, can reuse the animations of the HMG. A minigun (like on transport helicopters) would also be fun. These vehicles could be so much more than just taxis to get around the map if given the appropriate firepower.
  • Speaking of that, [Transport Helicopters] could get a HMG gunner seat option for more ranged lethality, or grenade launchers to rain down explosives from above.
  • [Transport Helicopters] could get the [Target Detection] Equipment 2 from attack Helicopters as an alternative to Emergency Repair in order to spot enemies for their team and gunners.
  • Vehicles could really use thermal vision as an alternative to 'zoom'. This game has a lot of smoke and particles, and it doesn't make sense that infantry get thermals on every primary but modern tanks and IFVs don't have thermal vision. This could be an 'upgrade' slot equippable to balance it called 'Thermal Optics Package' or something. (Thermal vision is the whole reason the Bradley performed so well during Desert Storm)
  • I assume jets are unfinished at this time, but they don't have any unlockables. Tons from previous titles to choose from to copy over that were really fun. Rocket pods, aim guided missiles, JDAMs, etc.
  • Can we get the A10 and frogfoot ported from 2042? Pretty please? 😁
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